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https://github.com/mpv-player/mpv
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333cae74ef
Now all GL-specifics of shader compilation are abstracted through ra. Of course we still have everything hardcoded to GLSL - that isn't going to change. Some things will probably change later - in particular, the way we pass uniforms and textures to the shader. Currently, there is a confusing mismatch between "primitive" uniforms like floats, and others like textures. Also, SSBOs are not abstracted yet.
49 lines
1.2 KiB
C
49 lines
1.2 KiB
C
#pragma once
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#include "common.h"
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#include "ra.h"
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#include "gl_utils.h"
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// For ra.priv
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struct ra_gl {
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GL *gl;
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};
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// For ra_tex.priv
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struct ra_tex_gl {
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bool own_objects;
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GLenum target;
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GLuint texture; // 0 if no texture data associated
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GLuint fbo; // 0 if no rendering requested, or it default framebuffer
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// These 3 fields can be 0 if unknown.
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GLint internal_format;
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GLenum format;
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GLenum type;
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struct gl_pbo_upload pbo;
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};
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// For ra_mapped_buffer.priv
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struct ra_mapped_buffer_gl {
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GLuint pbo;
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GLsync fence;
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};
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// For ra_renderpass.priv
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struct ra_renderpass_gl {
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GLuint program;
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// 1 entry for each ra_renderpass_params.inputs[] entry
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GLint *uniform_loc;
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int num_uniform_loc; // == ra_renderpass_params.num_inputs
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struct gl_vao vao;
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bool first_run;
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};
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int ra_init_gl(struct ra *ra, GL *gl);
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struct ra_tex *ra_create_wrapped_texture(struct ra *ra, GLuint gl_texture,
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GLenum gl_target, GLint gl_iformat,
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GLenum gl_format, GLenum gl_type,
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int w, int h);
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struct ra_tex *ra_create_wrapped_fb(struct ra *ra, GLuint gl_fbo, int w, int h);
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GL *ra_gl_get(struct ra *ra);
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