mpv/video/out/opengl/ra.h

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#pragma once
#include "common/common.h"
#include "misc/bstr.h"
// Handle for a rendering API backend.
struct ra {
struct ra_fns *fns;
void *priv;
int glsl_version; // GLSL version (e.g. 300 => 3.0)
bool glsl_es; // use ES dialect
struct mp_log *log;
// RA_CAP_* bit field. The RA backend must set supported features at init
// time.
uint64_t caps;
// Maximum supported width and height of a 2D texture. Set by the RA backend
// at init time.
int max_texture_wh;
// Maximum shared memory for compute shaders. Set by the RA backend at init
// time.
size_t max_shmem;
// Set of supported texture formats. Must be added by RA backend at init time.
struct ra_format **formats;
int num_formats;
// GL-specific: if set, accelerate texture upload by using an additional
// buffer (i.e. uses more memory). Does not affect uploads done by
// ra_tex_create (if initial_data is set). Set by the RA user.
bool use_pbo;
};
enum {
RA_CAP_TEX_1D = 1 << 0, // supports 1D textures (as shader inputs)
RA_CAP_TEX_3D = 1 << 1, // supports 3D textures (as shader inputs)
RA_CAP_BLIT = 1 << 2, // supports ra_fns.blit
RA_CAP_COMPUTE = 1 << 3, // supports compute shaders
RA_CAP_PBO = 1 << 4, // supports ra.use_pbo
RA_CAP_BUF_RW = 1 << 5, // supports RA_VARTYPE_BUF_RW
RA_CAP_NESTED_ARRAY = 1 << 6, // supports nested arrays
};
enum ra_ctype {
RA_CTYPE_UNKNOWN = 0, // also used for inconsistent multi-component formats
RA_CTYPE_UNORM, // unsigned normalized integer (fixed point) formats
RA_CTYPE_UINT, // full integer formats
RA_CTYPE_FLOAT, // float formats (signed, any bit size)
};
// All formats must be useable as texture formats. All formats must be byte
// aligned (all pixels start and end on a byte boundary), at least as far CPU
// transfers are concerned.
struct ra_format {
// All fields are read-only after creation.
const char *name; // symbolic name for user interaction/debugging
void *priv;
enum ra_ctype ctype; // data type of each component
bool ordered; // components are sequential in memory, and returned
// by the shader in memory order
int num_components; // component count, 0 if not applicable, max. 4
int component_size[4]; // in bits, all entries 0 if not applicable
int component_depth[4]; // bits in use for each component, 0 if not applicable
// (_must_ be set if component_size[] includes padding,
// and the real procession as seen by shader is lower)
int pixel_size; // in bytes, total pixel size (0 if opaque)
bool luminance_alpha; // pre-GL_ARB_texture_rg hack for 2 component textures
// if this is set, shader must use .ra instead of .rg
// only applies to 2-component textures
bool linear_filter; // linear filtering available from shader
bool renderable; // can be used for render targets
// If not 0, the format represents some sort of packed fringe format, whose
// shader representation is given by the special_imgfmt_desc pointer.
int special_imgfmt;
const struct ra_imgfmt_desc *special_imgfmt_desc;
};
struct ra_tex_params {
int dimensions; // 1-3 for 1D-3D textures
// Size of the texture. 1D textures require h=d=1, 2D textures require d=1.
int w, h, d;
const struct ra_format *format;
bool render_src; // must be useable as source texture in a shader
bool render_dst; // must be useable as target texture in a shader
// this requires creation of a FBO
// When used as render source texture.
bool src_linear; // if false, use nearest sampling (whether this can
// be true depends on ra_format.linear_filter)
bool src_repeat; // if false, clamp texture coordinates to edge
// if true, repeat texture coordinates
bool non_normalized; // hack for GL_TEXTURE_RECTANGLE OSX idiocy
// always set to false, except in OSX code
bool external_oes; // hack for GL_TEXTURE_EXTERNAL_OES idiocy
// If non-NULL, the texture will be created with these contents, and is
// considered immutable afterwards (no upload, mapping, or rendering to it).
void *initial_data;
};
// Conflates the following typical GPU API concepts:
// - texture itself
// - sampler state
// - staging buffers for texture upload
// - framebuffer objects
// - wrappers for swapchain framebuffers
// - synchronization needed for upload/rendering/etc.
struct ra_tex {
// All fields are read-only after creation.
struct ra_tex_params params;
void *priv;
};
// Buffer type hint. Setting this may result in more or less efficient
// operation, although it shouldn't technically prohibit anything
enum ra_buf_type {
RA_BUF_TYPE_INVALID,
RA_BUF_TYPE_TEX_UPLOAD, // texture upload buffer (pixel buffer object)
RA_BUF_TYPE_SHADER_STORAGE // shader buffer, used for RA_VARTYPE_BUF_RW
};
struct ra_buf_params {
enum ra_buf_type type;
size_t size;
// Creates a read-writable persistent mapping (ra_buf.data)
bool host_mapped;
// If non-NULL, the buffer will be created with these contents. Otherwise,
// the initial data is undefined.
void *initial_data;
};
// A generic buffer, which can be used for many purposes (texture upload,
// storage buffer, uniform buffer, etc.)
struct ra_buf {
// All fields are read-only after creation.
struct ra_buf_params params;
void *data; // for persistently mapped buffers, points to the first byte
void *priv;
};
// Type of a shader uniform variable, or a vertex attribute. In all cases,
// vectors are matrices are done by having more than 1 value.
enum ra_vartype {
RA_VARTYPE_INVALID,
RA_VARTYPE_INT, // C: int, GLSL: int, ivec*
RA_VARTYPE_FLOAT, // C: float, GLSL: float, vec*, mat*
RA_VARTYPE_TEX, // C: ra_tex*, GLSL: various sampler types
// ra_tex.params.render_src must be true
RA_VARTYPE_IMG_W, // C: ra_tex*, GLSL: various image types
// write-only (W) image for compute shaders
RA_VARTYPE_BYTE_UNORM, // C: uint8_t, GLSL: int, vec* (vertex data only)
RA_VARTYPE_BUF_RW, // C: ra_buf*, GLSL: buffer block
};
// Represents a uniform, texture input parameter, and similar things.
struct ra_renderpass_input {
const char *name; // name as used in the shader
enum ra_vartype type;
// The total number of values is given by dim_v * dim_m.
int dim_v; // vector dimension (1 for non-vector and non-matrix)
int dim_m; // additional matrix dimension (dim_v x dim_m)
// Vertex data: byte offset of the attribute into the vertex struct
// RA_VARTYPE_TEX: texture unit
// RA_VARTYPE_IMG_W: image unit
// RA_VARTYPE_BUF_* buffer binding point
// Other uniforms: unused
int binding;
};
size_t ra_render_pass_input_data_size(struct ra_renderpass_input *input);
enum ra_blend {
RA_BLEND_ZERO,
RA_BLEND_ONE,
RA_BLEND_SRC_ALPHA,
RA_BLEND_ONE_MINUS_SRC_ALPHA,
};
enum ra_renderpass_type {
RA_RENDERPASS_TYPE_INVALID,
RA_RENDERPASS_TYPE_RASTER, // vertex+fragment shader
RA_RENDERPASS_TYPE_COMPUTE, // compute shader
};
// Static part of a rendering pass. It conflates the following:
// - compiled shader and its list of uniforms
// - vertex attributes and its shader mappings
// - blending parameters
// (For Vulkan, this would be shader module + pipeline state.)
// Upon creation, the values of dynamic values such as uniform contents (whose
// initial values are not provided here) are required to be 0.
struct ra_renderpass_params {
enum ra_renderpass_type type;
// Uniforms, including texture/sampler inputs.
struct ra_renderpass_input *inputs;
int num_inputs;
// Highly implementation-specific byte array storing a compiled version
// of the program. Can be used to speed up shader compilation. A backend
// xan read this in renderpass_create, or set this on the newly created
// ra_renderpass params field.
bstr cached_program;
// --- type==RA_RENDERPASS_TYPE_RASTER only
// Describes the format of the vertex data.
struct ra_renderpass_input *vertex_attribs;
int num_vertex_attribs;
int vertex_stride;
// Shader text, in GLSL. (Yes, you need a GLSL compiler.)
// These are complete shaders, including prelude and declarations.
const char *vertex_shader;
const char *frag_shader;
// Target blending mode. If enable_blend is false, the blend_ fields can
// be ignored.
bool enable_blend;
enum ra_blend blend_src_rgb;
enum ra_blend blend_dst_rgb;
enum ra_blend blend_src_alpha;
enum ra_blend blend_dst_alpha;
// --- type==RA_RENDERPASS_TYPE_COMPUTE only
// Shader text, like vertex_shader/frag_shader.
const char *compute_shader;
};
struct ra_renderpass_params *ra_render_pass_params_copy(void *ta_parent,
const struct ra_renderpass_params *params);
// Conflates the following typical GPU API concepts:
// - various kinds of shaders
// - rendering pipelines
// - descriptor sets, uniforms, other bindings
// - all synchronization necessary
// - the current values of all uniforms (this one makes it relatively stateful
// from an API perspective)
struct ra_renderpass {
// All fields are read-only after creation.
struct ra_renderpass_params params;
void *priv;
};
// An input value (see ra_renderpass_input).
struct ra_renderpass_input_val {
int index; // index into ra_renderpass_params.inputs[]
void *data; // pointer to data according to ra_renderpass_input
// (e.g. type==RA_VARTYPE_FLOAT+dim_v=3,dim_m=3 => float[9])
};
// Parameters for performing a rendering pass (basically the dynamic params).
// These change potentially every time.
struct ra_renderpass_run_params {
struct ra_renderpass *pass;
// Generally this lists parameters only which changed since the last
// invocation and need to be updated. The ra_renderpass instance is
// supposed to keep unchanged values from the previous run.
// For non-primitive types like textures, these entries are always added,
// even if they do not change.
struct ra_renderpass_input_val *values;
int num_values;
// --- pass->params.type==RA_RENDERPASS_TYPE_RASTER only
// target->params.render_dst must be true.
struct ra_tex *target;
struct mp_rect viewport;
struct mp_rect scissors;
// (The primitive type is always a triangle list.)
void *vertex_data;
int vertex_count; // number of vertex elements, not bytes
// --- pass->params.type==RA_RENDERPASS_TYPE_COMPUTE only
// Number of work groups to be run in X/Y/Z dimensions.
int compute_groups[3];
};
enum {
// Flags for the texture_upload flags parameter.
RA_TEX_UPLOAD_DISCARD = 1 << 0, // discard pre-existing data not in the region
};
// This is an opaque type provided by the implementation, but we want to at
// least give it a saner name than void* for code readability purposes.
typedef void ra_timer;
// Rendering API entrypoints. (Note: there are some additional hidden features
// you need to take care of. For example, hwdec mapping will be provided
// separately from ra, but might need to call into ra private code.)
struct ra_fns {
void (*destroy)(struct ra *ra);
// Create a texture (with undefined contents). Return NULL on failure.
// This is a rare operation, and normally textures and even FBOs for
// temporary rendering intermediate data are cached.
struct ra_tex *(*tex_create)(struct ra *ra,
const struct ra_tex_params *params);
void (*tex_destroy)(struct ra *ra, struct ra_tex *tex);
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// Copy from CPU RAM to the texture. This is an extremely common operation.
// Unlike with OpenGL, the src data has to have exactly the same format as
// the texture, and no conversion is supported.
// region can be NULL - if it's not NULL, then the provided pointer only
// contains data for the given region. Only part of the texture data is
// updated, and ptr points to the first pixel in the region. If
// RA_TEX_UPLOAD_DISCARD is set, data outside of the region can return to
// an uninitialized state. The region is always strictly within the texture
// and has a size >0 in both dimensions. 2D textures only.
// For 1D textures, stride is ignored, and region must be NULL.
// For 3D textures, stride is not supported. All data is fully packed with
// no padding, and stride is ignored, and region must be NULL.
// If buf is not NULL, then src must be within the provided buffer. The
// operation is implied to have dramatically better performance, but
// requires correct flushing and fencing operations by the caller to deal
// with asynchronous host/GPU behavior. If any of these conditions are not
// met, undefined behavior will result.
void (*tex_upload)(struct ra *ra, struct ra_tex *tex,
const void *src, ptrdiff_t stride,
struct mp_rect *region, uint64_t flags,
struct ra_buf *buf);
// Create a buffer. This can be used as a persistently mapped buffer,
// a uniform buffer, a shader storage buffer or possibly others.
// Not all usage types must be supported; may return NULL if unavailable.
struct ra_buf *(*buf_create)(struct ra *ra,
const struct ra_buf_params *params);
void (*buf_destroy)(struct ra *ra, struct ra_buf *buf);
// Essentially a fence: once the GPU uses the mapping for read-access (e.g.
// by starting a texture upload), the host must not write to the mapped
// data until an internal object has been signalled. This call returns
// whether it was signalled yet. If true, write accesses are allowed again.
// Optional, may be NULL if unavailable. This is only usable for buffers
// which have been persistently mapped.
bool (*poll_mapped_buffer)(struct ra *ra, struct ra_buf *buf);
// Clear the dst with the given color (rgba) and within the given scissor.
// dst must have dst->params.render_dst==true. Content outside of the
// scissor is preserved.
void (*clear)(struct ra *ra, struct ra_tex *dst, float color[4],
struct mp_rect *scissor);
// Copy a sub-rectangle from one texture to another. The source/dest region
// is always within the texture bounds. Areas outside the dest region are
// preserved. The formats of the textures must be losely compatible. The
// dst texture can be a swapchain framebuffer, but src can not. Only 2D
// textures are supported.
// Both textures must have tex->params.render_dst==true (even src, which is
// an odd GL requirement).
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// Rectangles with negative width/height lead to flipping, different src/dst
// sizes lead to point scaling. Coordinates are always in pixels.
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// Optional. Only available if RA_CAP_BLIT is set (if it's not set, it must
// not be called, even if it's non-NULL).
void (*blit)(struct ra *ra, struct ra_tex *dst, struct ra_tex *src,
struct mp_rect *dst_rc, struct mp_rect *src_rc);
// Compile a shader and create a pipeline. This is a rare operation.
// The params pointer and anything it points to must stay valid until
// renderpass_destroy.
struct ra_renderpass *(*renderpass_create)(struct ra *ra,
const struct ra_renderpass_params *params);
void (*renderpass_destroy)(struct ra *ra, struct ra_renderpass *pass);
// Perform a render pass, basically drawing a list of triangles to a FBO.
// This is an extremely common operation.
void (*renderpass_run)(struct ra *ra,
const struct ra_renderpass_run_params *params);
// Create a timer object. Returns NULL on failure, or if timers are
// unavailable.
ra_timer *(*timer_create)(struct ra *ra);
void (*timer_destroy)(struct ra *ra, ra_timer *timer);
// Start recording a timer. Note that valid usage requires you to pair
// every start with a stop. Trying to start a timer twice, or trying to
// stop a timer before having started it, consistutes invalid usage.
void (*timer_start)(struct ra *ra, ra_timer *timer);
// Stop recording a timer. This also returns any results that have been
// measured since the last usage of this ra_timer. It's important to note
// that GPU timer measurement are asynchronous, so this function does not
// always produce a value - and the values it does produce are typically
// delayed by a few frames. When no value is available, this returns 0.
uint64_t (*timer_stop)(struct ra *ra, ra_timer *timer);
// Hint that possibly queued up commands should be sent to the GPU. Optional.
void (*flush)(struct ra *ra);
// Optional.
void (*debug_marker)(struct ra *ra, const char *msg);
};
struct ra_tex *ra_tex_create(struct ra *ra, const struct ra_tex_params *params);
void ra_tex_free(struct ra *ra, struct ra_tex **tex);
struct ra_buf *ra_buf_create(struct ra *ra, const struct ra_buf_params *params);
void ra_buf_free(struct ra *ra, struct ra_buf **buf);
void ra_free(struct ra **ra);
const struct ra_format *ra_find_unorm_format(struct ra *ra,
int bytes_per_component,
int n_components);
const struct ra_format *ra_find_uint_format(struct ra *ra,
int bytes_per_component,
int n_components);
const struct ra_format *ra_find_float16_format(struct ra *ra, int n_components);
const struct ra_format *ra_find_named_format(struct ra *ra, const char *name);
struct ra_imgfmt_desc {
int num_planes;
const struct ra_format *planes[4];
// Chroma pixel size (1x1 is 4:4:4)
uint8_t chroma_w, chroma_h;
// Component storage size in bits (possibly padded). For formats with
// different sizes per component, this is arbitrary. For padded formats
// like P010 or YUV420P10, padding is included.
int component_bits;
// Like mp_regular_imgfmt.component_pad.
int component_pad;
// For each texture and each texture output (rgba order) describe what
// component it returns.
// The values are like the values in mp_regular_imgfmt_plane.components[].
// Access as components[plane_nr][component_index]. Set unused items to 0.
// For ra_format.luminance_alpha, this returns 1/2 ("rg") instead of 1/4
// ("ra"). the logic is that the texture format has 2 channels, thus the
// data must be returned in the first two components. The renderer fixes
// this later.
uint8_t components[4][4];
};
bool ra_get_imgfmt_desc(struct ra *ra, int imgfmt, struct ra_imgfmt_desc *out);
void ra_dump_tex_formats(struct ra *ra, int msgl);
void ra_dump_imgfmt_desc(struct ra *ra, const struct ra_imgfmt_desc *desc,
int msgl);
void ra_dump_img_formats(struct ra *ra, int msgl);