Generic description of pixel formats is hard. In this case, the Apple
special format for packed YUV could have been interpreted as a RGB
format with funny packing.
Move multiple GL-specific things from the renderer to other places like
vo_opengl.c, vo_opengl_cb.c, and ra_gl.c.
The vp_w/vp_h parameters to gl_video_resize() make no sense anymore, and
are implicitly part of struct fbodst.
Checking the main framebuffer depth is moved to vo_opengl.c. For
vo_opengl_cb.c it always assumes 8. The API user now has to override
this manually. The previous heuristic didn't make much sense anyway.
The only remaining dependency on GL is the hwdec stuff, which is harder
to change.
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.
Further work removing GL dependencies from the actual video renderer,
and moving them into ra backends.
Use of glInvalidateFramebuffer() falls away. I'd like to keep this, but
it's better to readd it once shader runs are in ra.
Also add some more helpers.
Fix the broken math.h include statement.
utils.c uses ra_gl.h internals, which it shouldn't, and which will be
removed again as soon as this code gets converted to ra fully.
Format handling via ra_* was added earlier, but the format negotiation
part was forgotten.
Actually move some aspects of it to ra_get_imgfmt_desc(). Also make sure
the unorm and float formats selected by the common format lookup
functions are linear filterable. (For OpenGL, this is implicitly
guaranteed, so it wasn't done before.) Whether these assumptions should
be checked/enforced in the ra code at all is a bit fuzzy, but with ra
being helper code only for the actual video renderer, it's probably
justified.
This starts work on moving OpenGL-specific code out of the general
renderer code, so that we can support other other GPU APIs. This is in
a very early stage and it's only a proof of concept. It's unknown
whether this will succeed or result in other backends.
For now, the GL rendering API ("ra") and its only provider (ra_gl) does
texture creation/upload/destruction only. And it's used for the main
video texture only. All other code is still hardcoded to GL.
There is some duplication with ra_format and gl_format handling. In the
end, only the ra variants will be needed (plus the gl_format table of
course). For now, this is simpler, because for some reason lots of hwdec
code still requires the GL variants, and would have to be updated to
use the ra ones.
Currently, the video.c code accesses private ra_gl fields. In the end,
it should not do that of course, and it would not include ra_gl.h.
Probably adds bugs, but you can keep them.