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A GskGLShader is a snippet of GLSL that is meant to run in the fragment shader of the rendering pipeline.

A fragment shader gets the coordinates being rendered as input and produces the pixel values for that particular pixel. Additionally, the shader can declare a set of other input arguments, called uniforms (as they are uniform over all the calls to your shader in each instance of use). A shader can also receive up to 4 textures that it can use as input when producing the pixel data.

GskGLShader is usually used with gtk_snapshot_push_gl_shader() to produce a [classGsk.GLShaderNode] in the rendering hierarchy, and then its input textures are constructed by rendering the child nodes to textures before rendering the shader node itself. (You can pass texture nodes as children if you want to directly use a texture as input).

The actual shader code is GLSL code that gets combined with some other code into the fragment shader. Since the exact capabilities of the GPU driver differs between different OpenGL drivers and hardware, GTK adds some defines that you can use to ensure your GLSL code runs on as many drivers as it can.

If the OpenGL driver is GLES, then the shader language version is set to 100, and GSK_GLES will be defined in the shader.

Otherwise, if the OpenGL driver does not support the 3.2 core profile, then the shader will run with language version 110 for GL2 and 130 for GL3, and GSK_LEGACY will be defined in the shader.

If the OpenGL driver supports the 3.2 code profile, it will be used, the shader language version is set to 150, and GSK_GL3 will be defined in the shader.

The main function the shader must implement is:

 void mainImage(out vec4 fragColor,
                in vec2 fragCoord,
                in vec2 resolution,
                in vec2 uv)

Where the input fragCoord is the coordinate of the pixel we're currently rendering, relative to the boundary rectangle that was specified in the GskGLShaderNode, and resolution is the width and height of that rectangle. This is in the typical GTK coordinate system with the origin in the top left. uv contains the u and v coordinates that can be used to index a texture at the corresponding point. These coordinates are in the [0..1]x[0..1] region, with 0, 0 being in the lower left corder (which is typical for OpenGL).

The output fragColor should be a RGBA color (with premultiplied alpha) that will be used as the output for the specified pixel location. Note that this output will be automatically clipped to the clip region of the glshader node.

In addition to the function arguments the shader can define up to 4 uniforms for textures which must be called u_textureN (i.e. u_texture1 to u_texture4) as well as any custom uniforms you want of types int, uint, bool, float, vec2, vec3 or vec4.

All textures sources contain premultiplied alpha colors, but if some there are outer sources of colors there is a gsk_premultiply() helper to compute premultiplication when needed.

Note that GTK parses the uniform declarations, so each uniform has to be on a line by itself with no other code, like so:

uniform float u_time;
uniform vec3 u_color;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;

GTK uses the "gsk" namespace in the symbols it uses in the shader, so your code should not use any symbols with the prefix gsk or GSK. There are some helper functions declared that you can use:

vec4 GskTexture(sampler2D sampler, vec2 texCoords);

This samples a texture (e.g. u_texture1) at the specified coordinates, and containes some helper ifdefs to ensure that it works on all OpenGL versions.

You can compile the shader yourself using [methodGsk.GLShader.compile], otherwise the GSK renderer will do it when it handling the glshader node. If errors occurs, the returned error will include the glsl sources, so you can see what GSK was passing to the compiler. You can also set GSK_DEBUG=shaders in the environment to see the sources and other relevant information about all shaders that GSK is handling.

An example shader

uniform float position;
uniform sampler2D u_texture1;
uniform sampler2D u_texture2;

void mainImage(out vec4 fragColor,
               in vec2 fragCoord,
               in vec2 resolution,
               in vec2 uv) {
  vec4 source1 = GskTexture(u_texture1, uv);
  vec4 source2 = GskTexture(u_texture2, uv);

  fragColor = position * source1 + (1.0 - position) * source2;
}

Hierarchy

Index

Constructors

Properties

g_type_instance: TypeInstance
resource: string

Resource containing the source code for the shader.

If the shader source is not coming from a resource, this will be %NULL.

source: Bytes
$gtype: GType<Gsk.GLShader>
name: string

Methods

  • Creates a binding between source_property on source and target_property on target.

    Whenever the source_property is changed the target_property is updated using the same value. For instance:

      g_object_bind_property (action, "active", widget, "sensitive", 0);
    

    Will result in the "sensitive" property of the widget #GObject instance to be updated with the same value of the "active" property of the action #GObject instance.

    If flags contains %G_BINDING_BIDIRECTIONAL then the binding will be mutual: if target_property on target changes then the source_property on source will be updated as well.

    The binding will automatically be removed when either the source or the target instances are finalized. To remove the binding without affecting the source and the target you can just call g_object_unref() on the returned #GBinding instance.

    Removing the binding by calling g_object_unref() on it must only be done if the binding, source and target are only used from a single thread and it is clear that both source and target outlive the binding. Especially it is not safe to rely on this if the binding, source or target can be finalized from different threads. Keep another reference to the binding and use g_binding_unbind() instead to be on the safe side.

    A #GObject can have multiple bindings.

    Parameters

    • source_property: string

      the property on source to bind

    • target: GObject.Object

      the target #GObject

    • target_property: string

      the property on target to bind

    • flags: BindingFlags

      flags to pass to #GBinding

    Returns Binding

  • Creates a binding between source_property on source and target_property on target, allowing you to set the transformation functions to be used by the binding.

    This function is the language bindings friendly version of g_object_bind_property_full(), using #GClosures instead of function pointers.

    Parameters

    • source_property: string

      the property on source to bind

    • target: GObject.Object

      the target #GObject

    • target_property: string

      the property on target to bind

    • flags: BindingFlags

      flags to pass to #GBinding

    • transform_to: TClosure<any, any>

      a #GClosure wrapping the transformation function from the source to the target, or %NULL to use the default

    • transform_from: TClosure<any, any>

      a #GClosure wrapping the transformation function from the target to the source, or %NULL to use the default

    Returns Binding

  • Tries to compile the shader for the given renderer.

    If there is a problem, this function returns %FALSE and reports an error. You should use this function before relying on the shader for rendering and use a fallback with a simpler shader or without shaders if it fails.

    Note that this will modify the rendering state (for example change the current GL context) and requires the renderer to be set up. This means that the widget has to be realized. Commonly you want to call this from the realize signal of a widget, or during widget snapshot.

    Parameters

    Returns boolean

  • connect(sigName: "notify::resource", callback: (($obj: Gsk.GLShader, pspec: ParamSpec) => void)): number
  • connect(sigName: "notify::source", callback: (($obj: Gsk.GLShader, pspec: ParamSpec) => void)): number
  • connect(sigName: string, callback: ((...args: any[]) => void)): number
  • connect_after(sigName: "notify::resource", callback: (($obj: Gsk.GLShader, pspec: ParamSpec) => void)): number
  • connect_after(sigName: "notify::source", callback: (($obj: Gsk.GLShader, pspec: ParamSpec) => void)): number
  • connect_after(sigName: string, callback: ((...args: any[]) => void)): number
  • disconnect(id: number): void
  • emit(sigName: "notify::resource", ...args: any[]): void
  • emit(sigName: "notify::source", ...args: any[]): void
  • emit(sigName: string, ...args: any[]): void
  • find_uniform_by_name(name: string): number
  • Looks for a uniform by the name name, and returns the index of the uniform, or -1 if it was not found.

    Parameters

    • name: string

      uniform name

    Returns number

  • force_floating(): void
  • This function is intended for #GObject implementations to re-enforce a [floating][floating-ref] object reference. Doing this is seldom required: all #GInitiallyUnowneds are created with a floating reference which usually just needs to be sunken by calling g_object_ref_sink().

    Returns void

  • freeze_notify(): void
  • Increases the freeze count on object. If the freeze count is non-zero, the emission of "notify" signals on object is stopped. The signals are queued until the freeze count is decreased to zero. Duplicate notifications are squashed so that at most one #GObject::notify signal is emitted for each property modified while the object is frozen.

    This is necessary for accessors that modify multiple properties to prevent premature notification while the object is still being modified.

    Returns void

  • get_arg_bool(args: Bytes, idx: number): boolean
  • Gets the value of the uniform idx in the args block.

    The uniform must be of bool type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    Returns boolean

  • get_arg_float(args: Bytes, idx: number): number
  • Gets the value of the uniform idx in the args block.

    The uniform must be of float type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    Returns number

  • get_arg_int(args: Bytes, idx: number): number
  • Gets the value of the uniform idx in the args block.

    The uniform must be of int type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    Returns number

  • get_arg_uint(args: Bytes, idx: number): number
  • Gets the value of the uniform idx in the args block.

    The uniform must be of uint type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    Returns number

  • get_arg_vec2(args: Bytes, idx: number, out_value: Vec2): void
  • Gets the value of the uniform idx in the args block.

    The uniform must be of vec2 type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    • out_value: Vec2

      location to store the uniform value in

    Returns void

  • Gets the value of the uniform idx in the args block.

    The uniform must be of vec3 type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    • out_value: Graphene.Vec3

      location to store the uniform value in

    Returns void

  • get_arg_vec4(args: Bytes, idx: number, out_value: Vec4): void
  • Gets the value of the uniform idx in the args block.

    The uniform must be of vec4 type.

    Parameters

    • args: Bytes

      uniform arguments

    • idx: number

      index of the uniform

    • out_value: Vec4

      location to store set the uniform value in

    Returns void

  • get_args_size(): number
  • get_data(key?: string): object
  • Gets a named field from the objects table of associations (see g_object_set_data()).

    Parameters

    • Optional key: string

      name of the key for that association

    Returns object

  • get_n_textures(): number
  • Returns the number of textures that the shader requires.

    This can be used to check that the a passed shader works in your usecase. It is determined by looking at the highest u_textureN value that the shader defines.

    Returns number

  • get_n_uniforms(): number
  • get_property(property_name?: string, value?: any): void
  • Gets a property of an object.

    The value can be:

    • an empty #GValue initialized by %G_VALUE_INIT, which will be automatically initialized with the expected type of the property (since GLib 2.60)
    • a #GValue initialized with the expected type of the property
    • a #GValue initialized with a type to which the expected type of the property can be transformed

    In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling g_value_unset().

    Note that g_object_get_property() is really intended for language bindings, g_object_get() is much more convenient for C programming.

    Parameters

    • Optional property_name: string

      the name of the property to get

    • Optional value: any

      return location for the property value

    Returns void

  • get_qdata(quark: number): object
  • get_resource(): string
  • get_uniform_name(idx: number): string
  • Get the name of the declared uniform for this shader at index idx.

    Parameters

    • idx: number

      index of the uniform

    Returns string

  • get_uniform_offset(idx: number): number
  • Get the offset into the data block where data for this uniforms is stored.

    Parameters

    • idx: number

      index of the uniform

    Returns number

  • getv(names: string[], values: any[]): void
  • Gets n_properties properties for an object. Obtained properties will be set to values. All properties must be valid. Warnings will be emitted and undefined behaviour may result if invalid properties are passed in.

    Parameters

    • names: string[]

      the names of each property to get

    • values: any[]

      the values of each property to get

    Returns void

  • is_floating(): boolean
  • notify(property_name: string): void
  • Emits a "notify" signal for the property property_name on object.

    When possible, eg. when signaling a property change from within the class that registered the property, you should use g_object_notify_by_pspec() instead.

    Note that emission of the notify signal may be blocked with g_object_freeze_notify(). In this case, the signal emissions are queued and will be emitted (in reverse order) when g_object_thaw_notify() is called.

    Parameters

    • property_name: string

      the name of a property installed on the class of object.

    Returns void

  • Emits a "notify" signal for the property specified by pspec on object.

    This function omits the property name lookup, hence it is faster than g_object_notify().

    One way to avoid using g_object_notify() from within the class that registered the properties, and using g_object_notify_by_pspec() instead, is to store the GParamSpec used with g_object_class_install_property() inside a static array, e.g.:

      enum
    {
    PROP_0,
    PROP_FOO,
    PROP_LAST
    };

    static GParamSpec *properties[PROP_LAST];

    static void
    my_object_class_init (MyObjectClass *klass)
    {
    properties[PROP_FOO] = g_param_spec_int ("foo", "Foo", "The foo",
    0, 100,
    50,
    G_PARAM_READWRITE);
    g_object_class_install_property (gobject_class,
    PROP_FOO,
    properties[PROP_FOO]);
    }

    and then notify a change on the "foo" property with:

      g_object_notify_by_pspec (self, properties[PROP_FOO]);
    

    Parameters

    • pspec: ParamSpec

      the #GParamSpec of a property installed on the class of object.

    Returns void

  • Increases the reference count of object.

    Since GLib 2.56, if GLIB_VERSION_MAX_ALLOWED is 2.56 or greater, the type of object will be propagated to the return type (using the GCC typeof() extension), so any casting the caller needs to do on the return type must be explicit.

    Returns GObject.Object

  • Increase the reference count of object, and possibly remove the [floating][floating-ref] reference, if object has a floating reference.

    In other words, if the object is floating, then this call "assumes ownership" of the floating reference, converting it to a normal reference by clearing the floating flag while leaving the reference count unchanged. If the object is not floating, then this call adds a new normal reference increasing the reference count by one.

    Since GLib 2.56, the type of object will be propagated to the return type under the same conditions as for g_object_ref().

    Returns GObject.Object

  • run_dispose(): void
  • Releases all references to other objects. This can be used to break reference cycles.

    This function should only be called from object system implementations.

    Returns void

  • set_data(key: string, data?: object): void
  • Each object carries around a table of associations from strings to pointers. This function lets you set an association.

    If the object already had an association with that name, the old association will be destroyed.

    Internally, the key is converted to a #GQuark using g_quark_from_string(). This means a copy of key is kept permanently (even after object has been finalized) — so it is recommended to only use a small, bounded set of values for key in your program, to avoid the #GQuark storage growing unbounded.

    Parameters

    • key: string

      name of the key

    • Optional data: object

      data to associate with that key

    Returns void

  • set_property(property_name: string, value?: any): void
  • steal_data(key?: string): object
  • Remove a specified datum from the object's data associations, without invoking the association's destroy handler.

    Parameters

    • Optional key: string

      name of the key

    Returns object

  • steal_qdata(quark: number): object
  • This function gets back user data pointers stored via g_object_set_qdata() and removes the data from object without invoking its destroy() function (if any was set). Usually, calling this function is only required to update user data pointers with a destroy notifier, for example:

    void
    object_add_to_user_list (GObject *object,
    const gchar *new_string)
    {
    // the quark, naming the object data
    GQuark quark_string_list = g_quark_from_static_string ("my-string-list");
    // retrieve the old string list
    GList *list = g_object_steal_qdata (object, quark_string_list);

    // prepend new string
    list = g_list_prepend (list, g_strdup (new_string));
    // this changed 'list', so we need to set it again
    g_object_set_qdata_full (object, quark_string_list, list, free_string_list);
    }
    static void
    free_string_list (gpointer data)
    {
    GList *node, *list = data;

    for (node = list; node; node = node->next)
    g_free (node->data);
    g_list_free (list);
    }

    Using g_object_get_qdata() in the above example, instead of g_object_steal_qdata() would have left the destroy function set, and thus the partial string list would have been freed upon g_object_set_qdata_full().

    Parameters

    • quark: number

      A #GQuark, naming the user data pointer

    Returns object

  • thaw_notify(): void
  • Reverts the effect of a previous call to g_object_freeze_notify(). The freeze count is decreased on object and when it reaches zero, queued "notify" signals are emitted.

    Duplicate notifications for each property are squashed so that at most one #GObject::notify signal is emitted for each property, in the reverse order in which they have been queued.

    It is an error to call this function when the freeze count is zero.

    Returns void

  • unref(): void
  • Decreases the reference count of object. When its reference count drops to 0, the object is finalized (i.e. its memory is freed).

    If the pointer to the #GObject may be reused in future (for example, if it is an instance variable of another object), it is recommended to clear the pointer to %NULL rather than retain a dangling pointer to a potentially invalid #GObject instance. Use g_clear_object() for this.

    Returns void

  • vfunc_constructed(): void
  • vfunc_dispatch_properties_changed(n_pspecs: number, pspecs: ParamSpec): void
  • vfunc_dispose(): void
  • vfunc_finalize(): void
  • vfunc_get_property(property_id: number, value?: any, pspec?: ParamSpec): void
  • Emits a "notify" signal for the property property_name on object.

    When possible, eg. when signaling a property change from within the class that registered the property, you should use g_object_notify_by_pspec() instead.

    Note that emission of the notify signal may be blocked with g_object_freeze_notify(). In this case, the signal emissions are queued and will be emitted (in reverse order) when g_object_thaw_notify() is called.

    virtual

    Parameters

    Returns void

  • vfunc_set_property(property_id: number, value?: any, pspec?: ParamSpec): void
  • watch_closure(closure: TClosure<any, any>): void
  • This function essentially limits the life time of the closure to the life time of the object. That is, when the object is finalized, the closure is invalidated by calling g_closure_invalidate() on it, in order to prevent invocations of the closure with a finalized (nonexisting) object. Also, g_object_ref() and g_object_unref() are added as marshal guards to the closure, to ensure that an extra reference count is held on object during invocation of the closure. Usually, this function will be called on closures that use this object as closure data.

    Parameters

    • closure: TClosure<any, any>

      #GClosure to watch

    Returns void

  • compat_control(what: number, data: object): number
  • Find the #GParamSpec with the given name for an interface. Generally, the interface vtable passed in as g_iface will be the default vtable from g_type_default_interface_ref(), or, if you know the interface has already been loaded, g_type_default_interface_peek().

    Parameters

    • g_iface: TypeInterface

      any interface vtable for the interface, or the default vtable for the interface

    • property_name: string

      name of a property to look up.

    Returns ParamSpec

  • Add a property to an interface; this is only useful for interfaces that are added to GObject-derived types. Adding a property to an interface forces all objects classes with that interface to have a compatible property. The compatible property could be a newly created #GParamSpec, but normally g_object_class_override_property() will be used so that the object class only needs to provide an implementation and inherits the property description, default value, bounds, and so forth from the interface property.

    This function is meant to be called from the interface's default vtable initialization function (the class_init member of #GTypeInfo.) It must not be called after after class_init has been called for any object types implementing this interface.

    If pspec is a floating reference, it will be consumed.

    Parameters

    • g_iface: TypeInterface

      any interface vtable for the interface, or the default vtable for the interface.

    • pspec: ParamSpec

      the #GParamSpec for the new property

    Returns void

  • Lists the properties of an interface.Generally, the interface vtable passed in as g_iface will be the default vtable from g_type_default_interface_ref(), or, if you know the interface has already been loaded, g_type_default_interface_peek().

    Parameters

    • g_iface: TypeInterface

      any interface vtable for the interface, or the default vtable for the interface

    Returns ParamSpec[]

  • Creates a GskGLShader that will render pixels using the specified code.

    Parameters

    • resource_path: string

      path to a resource that contains the GLSL sourcecode for the shader

    Returns Gsk.GLShader

  • Creates a new instance of a #GObject subtype and sets its properties.

    Construction parameters (see %G_PARAM_CONSTRUCT, %G_PARAM_CONSTRUCT_ONLY) which are not explicitly specified are set to their default values.

    Parameters

    • object_type: GType<unknown>

      the type id of the #GObject subtype to instantiate

    • parameters: GObject.Parameter[]

      an array of #GParameter

    Returns GObject.Object

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