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#GstEGLImage represents and holds an EGLImage handle.

A #GstEGLImage can be created from a dmabuf with gst_egl_image_from_dmabuf(), or gst_egl_image_from_dmabuf_direct(), or #GstGLMemoryEGL provides a #GstAllocator to allocate EGLImage's bound to and OpenGL texture.

record

Hierarchy

  • EGLImage

Index

Constructors

Properties

name: string

Methods

  • export_dmabuf(fd: number, stride: number, offset: number): boolean
  • get_image(): object
  • Creates an EGL image that imports the dmabuf FD. The dmabuf data is passed as RGBA data. Shaders later take this "RGBA" data and convert it from its true format (described by in_info) to actual RGBA output. For example, with I420, three EGL images are created, one for each plane, each EGL image with a single-channel R format. With NV12, two EGL images are created, one with R format, one with RG format etc.

    Parameters

    • context: GstGL.GLContext

      a #GstGLContext (must be an EGL context)

    • dmabuf: number

      the DMA-Buf file descriptor

    • in_info: VideoInfo

      the #GstVideoInfo in dmabuf

    • plane: number

      the plane in in_info to create and #GstEGLImage for

    • offset: number

      the byte-offset in the data

    Returns EGLImage

  • Creates an EGL image that imports the dmabuf FD. The dmabuf data is passed directly as the format described in in_info. This is useful if the hardware is capable of performing color space conversions internally. The appropriate DRM format is picked, and the EGL image is created with this DRM format.

    Another notable difference to gst_egl_image_from_dmabuf() is that this function creates one EGL image for all planes, not one for a single plane.

    Parameters

    • context: GstGL.GLContext

      a #GstGLContext (must be an EGL context)

    • fd: number

      Array of DMABuf file descriptors

    • offset: number

      Array of offsets, relative to the DMABuf

    • in_info: VideoInfo

      the #GstVideoInfo

    Returns EGLImage

  • Creates an EGL image that imports the dmabuf FD. The dmabuf data is passed directly as the format described in in_info. This is useful if the hardware is capable of performing color space conversions internally. The appropriate DRM format is picked, and the EGL image is created with this DRM format.

    Another notable difference to gst_egl_image_from_dmabuf() is that this function creates one EGL image for all planes, not one for a single plane.

    Parameters

    • context: GstGL.GLContext

      a #GstGLContext (must be an EGL context)

    • fd: number

      Array of DMABuf file descriptors

    • offset: number

      Array of offsets, relative to the DMABuf

    • in_info: VideoInfo

      the #GstVideoInfo

    • target: GLTextureTarget

      GL texture target this GstEGLImage is intended for

    Returns EGLImage

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