mirror of https://github.com/mpv-player/mpv
209 lines
7.1 KiB
C
209 lines
7.1 KiB
C
/*
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* This file is part of mpv.
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* Parts based on MPlayer code by Reimar Döffinger.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MP_GL_UTILS_
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#define MP_GL_UTILS_
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#include "common.h"
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#include "math.h"
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struct mp_log;
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void gl_check_error(GL *gl, struct mp_log *log, const char *info);
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void gl_upload_tex(GL *gl, GLenum target, GLenum format, GLenum type,
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const void *dataptr, int stride,
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int x, int y, int w, int h);
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mp_image_t *gl_read_fbo_contents(GL *gl, int fbo, int w, int h);
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const char* mp_sampler_type(GLenum texture_target);
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// print a multi line string with line numbers (e.g. for shader sources)
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// log, lev: module and log level, as in mp_msg()
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void mp_log_source(struct mp_log *log, int lev, const char *src);
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struct gl_vao_entry {
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// used for shader / glBindAttribLocation
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const char *name;
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// glVertexAttribPointer() arguments
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int num_elems; // size (number of elements)
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GLenum type;
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bool normalized;
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int offset;
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};
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struct gl_vao {
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GL *gl;
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GLuint vao; // the VAO object, or 0 if unsupported by driver
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GLuint buffer; // GL_ARRAY_BUFFER used for the data
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int stride; // size of each element (interleaved elements are assumed)
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const struct gl_vao_entry *entries;
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};
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void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
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const struct gl_vao_entry *entries);
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void gl_vao_uninit(struct gl_vao *vao);
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void gl_vao_bind(struct gl_vao *vao);
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void gl_vao_unbind(struct gl_vao *vao);
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void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
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struct fbotex {
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GL *gl;
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GLuint fbo;
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GLuint texture;
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GLenum iformat;
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GLenum tex_filter;
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int rw, rh; // real (texture) size
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int lw, lh; // logical (configured) size
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};
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bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
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GLenum iformat);
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void fbotex_uninit(struct fbotex *fbo);
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bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
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GLenum iformat, int flags);
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#define FBOTEX_FUZZY_W 1
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#define FBOTEX_FUZZY_H 2
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#define FBOTEX_FUZZY (FBOTEX_FUZZY_W | FBOTEX_FUZZY_H)
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void fbotex_set_filter(struct fbotex *fbo, GLenum gl_filter);
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void fbotex_invalidate(struct fbotex *fbo);
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// A 3x2 matrix, with the translation part separate.
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struct gl_transform {
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// row-major, e.g. in mathematical notation:
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// | m[0][0] m[0][1] |
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// | m[1][0] m[1][1] |
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float m[2][2];
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float t[2];
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};
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static const struct gl_transform identity_trans = {
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.m = {{1.0, 0.0}, {0.0, 1.0}},
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.t = {0.0, 0.0},
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};
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void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
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float y0, float y1);
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// This treats m as an affine transformation, in other words m[2][n] gets
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// added to the output.
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static inline void gl_transform_vec(struct gl_transform t, float *x, float *y)
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{
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float vx = *x, vy = *y;
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*x = vx * t.m[0][0] + vy * t.m[0][1] + t.t[0];
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*y = vx * t.m[1][0] + vy * t.m[1][1] + t.t[1];
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}
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struct mp_rect_f {
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float x0, y0, x1, y1;
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};
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// Semantic equality (fuzzy comparison)
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static inline bool mp_rect_f_seq(struct mp_rect_f a, struct mp_rect_f b)
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{
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return fabs(a.x0 - b.x0) < 1e-6 && fabs(a.x1 - b.x1) < 1e-6 &&
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fabs(a.y0 - b.y0) < 1e-6 && fabs(a.y1 - b.y1) < 1e-6;
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}
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static inline void gl_transform_rect(struct gl_transform t, struct mp_rect_f *r)
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{
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gl_transform_vec(t, &r->x0, &r->y0);
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gl_transform_vec(t, &r->x1, &r->y1);
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}
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static inline bool gl_transform_eq(struct gl_transform a, struct gl_transform b)
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{
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for (int x = 0; x < 2; x++) {
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for (int y = 0; y < 2; y++) {
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if (a.m[x][y] != b.m[x][y])
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return false;
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}
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}
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return a.t[0] == b.t[0] && a.t[1] == b.t[1];
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}
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void gl_transform_trans(struct gl_transform t, struct gl_transform *x);
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void gl_set_debug_logger(GL *gl, struct mp_log *log);
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struct gl_shader_cache;
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struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log);
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void gl_sc_destroy(struct gl_shader_cache *sc);
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bool gl_sc_error_state(struct gl_shader_cache *sc);
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void gl_sc_reset_error(struct gl_shader_cache *sc);
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void gl_sc_add(struct gl_shader_cache *sc, const char *text);
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void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...);
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void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
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void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...);
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void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text);
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void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
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int unit);
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void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target,
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GLuint texture);
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void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture);
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void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
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void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint f);
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void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
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void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
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void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
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bool transpose, GLfloat *v);
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void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
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bool transpose, GLfloat *v);
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void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao);
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void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name);
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void gl_sc_generate(struct gl_shader_cache *sc);
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void gl_sc_reset(struct gl_shader_cache *sc);
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struct mpv_global;
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void gl_sc_set_cache_dir(struct gl_shader_cache *sc, struct mpv_global *global,
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const char *dir);
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struct gl_timer;
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struct gl_timer *gl_timer_create(GL *gl);
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void gl_timer_free(struct gl_timer *timer);
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void gl_timer_start(struct gl_timer *timer);
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void gl_timer_stop(struct gl_timer *timer);
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int gl_timer_sample_count(struct gl_timer *timer);
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uint64_t gl_timer_last_us(struct gl_timer *timer);
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uint64_t gl_timer_avg_us(struct gl_timer *timer);
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uint64_t gl_timer_peak_us(struct gl_timer *timer);
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#define NUM_PBO_BUFFERS 3
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struct gl_pbo_upload {
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GL *gl;
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int index;
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GLuint buffers[NUM_PBO_BUFFERS];
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size_t buffer_size;
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};
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void gl_pbo_upload_tex(struct gl_pbo_upload *pbo, GL *gl, bool use_pbo,
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GLenum target, GLenum format, GLenum type,
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int tex_w, int tex_h, const void *dataptr, int stride,
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int x, int y, int w, int h);
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void gl_pbo_upload_uninit(struct gl_pbo_upload *pbo);
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int gl_determine_16bit_tex_depth(GL *gl);
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int gl_get_fb_depth(GL *gl, int fbo);
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#endif
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