mpv/video/out/opengl/utils.h

199 lines
7.0 KiB
C

/*
* This file is part of mpv.
* Parts based on MPlayer code by Reimar Döffinger.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MP_GL_UTILS_
#define MP_GL_UTILS_
#include <math.h>
#include "common.h"
#include "ra.h"
struct mp_log;
void gl_check_error(GL *gl, struct mp_log *log, const char *info);
void gl_upload_tex(GL *gl, GLenum target, GLenum format, GLenum type,
const void *dataptr, int stride,
int x, int y, int w, int h);
mp_image_t *gl_read_fbo_contents(GL *gl, int fbo, int w, int h);
const char* mp_sampler_type(GLenum texture_target);
// print a multi line string with line numbers (e.g. for shader sources)
// log, lev: module and log level, as in mp_msg()
void mp_log_source(struct mp_log *log, int lev, const char *src);
struct gl_vao_entry {
// used for shader / glBindAttribLocation
const char *name;
// glVertexAttribPointer() arguments
int num_elems; // size (number of elements)
GLenum type;
bool normalized;
int offset;
};
struct fbotex {
struct ra *ra;
struct ra_tex *tex;
int rw, rh; // real (texture) size, same as tex->params.w/h
int lw, lh; // logical (configured) size, <= than texture size
};
bool fbotex_init(struct fbotex *fbo, struct ra *ra, struct mp_log *log,
int w, int h, const struct ra_format *fmt);
void fbotex_uninit(struct fbotex *fbo);
bool fbotex_change(struct fbotex *fbo, struct ra *ra, struct mp_log *log,
int w, int h, const struct ra_format *fmt, int flags);
#define FBOTEX_FUZZY_W 1
#define FBOTEX_FUZZY_H 2
#define FBOTEX_FUZZY (FBOTEX_FUZZY_W | FBOTEX_FUZZY_H)
// A 3x2 matrix, with the translation part separate.
struct gl_transform {
// row-major, e.g. in mathematical notation:
// | m[0][0] m[0][1] |
// | m[1][0] m[1][1] |
float m[2][2];
float t[2];
};
static const struct gl_transform identity_trans = {
.m = {{1.0, 0.0}, {0.0, 1.0}},
.t = {0.0, 0.0},
};
void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
float y0, float y1);
// This treats m as an affine transformation, in other words m[2][n] gets
// added to the output.
static inline void gl_transform_vec(struct gl_transform t, float *x, float *y)
{
float vx = *x, vy = *y;
*x = vx * t.m[0][0] + vy * t.m[0][1] + t.t[0];
*y = vx * t.m[1][0] + vy * t.m[1][1] + t.t[1];
}
struct mp_rect_f {
float x0, y0, x1, y1;
};
// Semantic equality (fuzzy comparison)
static inline bool mp_rect_f_seq(struct mp_rect_f a, struct mp_rect_f b)
{
return fabs(a.x0 - b.x0) < 1e-6 && fabs(a.x1 - b.x1) < 1e-6 &&
fabs(a.y0 - b.y0) < 1e-6 && fabs(a.y1 - b.y1) < 1e-6;
}
static inline void gl_transform_rect(struct gl_transform t, struct mp_rect_f *r)
{
gl_transform_vec(t, &r->x0, &r->y0);
gl_transform_vec(t, &r->x1, &r->y1);
}
static inline bool gl_transform_eq(struct gl_transform a, struct gl_transform b)
{
for (int x = 0; x < 2; x++) {
for (int y = 0; y < 2; y++) {
if (a.m[x][y] != b.m[x][y])
return false;
}
}
return a.t[0] == b.t[0] && a.t[1] == b.t[1];
}
void gl_transform_trans(struct gl_transform t, struct gl_transform *x);
void gl_set_debug_logger(GL *gl, struct mp_log *log);
struct gl_shader_cache;
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log);
void gl_sc_destroy(struct gl_shader_cache *sc);
bool gl_sc_error_state(struct gl_shader_cache *sc);
void gl_sc_reset_error(struct gl_shader_cache *sc);
void gl_sc_add(struct gl_shader_cache *sc, const char *text);
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
PRINTF_ATTRIBUTE(2, 3);
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
PRINTF_ATTRIBUTE(2, 3);
void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text);
void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...)
PRINTF_ATTRIBUTE(2, 3);
void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target,
GLuint texture);
void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name,
struct ra_tex *tex);
void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture);
void gl_sc_uniform_image2D(struct gl_shader_cache *sc, const char *name,
GLuint texture, GLuint iformat, GLenum access);
void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, GLuint ssbo,
char *format, ...) PRINTF_ATTRIBUTE(4, 5);
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint f);
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v);
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v);
void gl_sc_set_vertex_format(struct gl_shader_cache *sc,
const struct gl_vao_entry *entries,
size_t vertex_size);
void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name);
struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type);
void gl_sc_draw_data(struct gl_shader_cache *sc, GLenum prim, void *ptr,
size_t num);
void gl_sc_reset(struct gl_shader_cache *sc);
struct mpv_global;
void gl_sc_set_cache_dir(struct gl_shader_cache *sc, struct mpv_global *global,
const char *dir);
struct gl_timer;
struct gl_timer *gl_timer_create(GL *gl);
void gl_timer_free(struct gl_timer *timer);
void gl_timer_start(struct gl_timer *timer);
void gl_timer_stop(GL *gl);
struct mp_pass_perf gl_timer_measure(struct gl_timer *timer);
#define NUM_PBO_BUFFERS 3
struct gl_pbo_upload {
GL *gl;
int index;
GLuint buffer;
size_t buffer_size;
};
void gl_pbo_upload_tex(struct gl_pbo_upload *pbo, GL *gl, bool use_pbo,
GLenum target, GLenum format, GLenum type,
int tex_w, int tex_h, const void *dataptr, int stride,
int x, int y, int w, int h);
void gl_pbo_upload_uninit(struct gl_pbo_upload *pbo);
int gl_determine_16bit_tex_depth(GL *gl);
int gl_get_fb_depth(GL *gl, int fbo);
#endif