mirror of
https://github.com/mpv-player/mpv
synced 2025-01-10 00:49:32 +00:00
c6fafbffac
This does two separate rather intrusive things: 1. Make the hwdec context (which does initialization, provides the device to the decoder, and other basic state) and frame mapping (getting textures from a mp_image) separate. This is more flexible, and you could map multiple images at once. It will help removing some hwdec special-casing from video.c. 2. Switch all hwdec API use to ra. Of course all code is still GL specific, but in theory it would be possible to support other backends. The most important change is that the hwdec interop returns ra objects, instead of anything GL specific. This removes the last dependency on GL-specific header files from video.c. I'm mixing these separate changes because both requires essentially rewriting all the glue code, so better do them at once. For the same reason, this change isn't done incrementally. hwdec_ios.m is untested, since I can't test it. Apart from superficial mistakes, this also requires dealing with Apple's texture format fuckups: they force you to use GL_LUMINANCE[_ALPHA] instead of GL_RED and GL_RG. We also need to report the correct format via ra_tex to the renderer, which is done by find_la_variant(). It's unknown whether this works correctly. hwdec_rpi.c as well as vo_rpi.c are still broken. (I need to pull my RPI out of a dusty pile of devices and cables, so, later.)
54 lines
1.5 KiB
C
54 lines
1.5 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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bool debug_enable;
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bool timer_active; // hack for GL_TIME_ELAPSED limitations
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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_buf.priv
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struct ra_buf_gl {
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GLuint buffer;
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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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};
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struct ra *ra_create_gl(GL *gl, struct mp_log *log);
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struct ra_tex *ra_create_wrapped_tex(struct ra *ra,
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const struct ra_tex_params *params,
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GLuint gl_texture);
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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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void ra_gl_set_debug(struct ra *ra, bool enable);
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void ra_gl_get_format(const struct ra_format *fmt, GLint *out_internal_format,
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GLenum *out_format, GLenum *out_type);
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void ra_gl_get_raw_tex(struct ra *ra, struct ra_tex *tex,
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GLuint *out_texture, GLenum *out_target);
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bool ra_is_gl(struct ra *ra);
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