mirror of
https://github.com/mpv-player/mpv
synced 2024-12-25 08:12:17 +00:00
ae1c489b31
This commit essentially makes user shader able to fix offset (produced by other prescaler, for example) like builtin `--scale`.
100 lines
3.0 KiB
C
100 lines
3.0 KiB
C
/*
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* This file is part of mpv.
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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_USER_SHADERS_H
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#define MP_GL_USER_SHADERS_H
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#include "utils.h"
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#include "ra.h"
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#define SHADER_MAX_HOOKS 16
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#define SHADER_MAX_BINDS 16
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#define MAX_SZEXP_SIZE 32
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enum szexp_op {
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SZEXP_OP_ADD,
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SZEXP_OP_SUB,
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SZEXP_OP_MUL,
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SZEXP_OP_DIV,
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SZEXP_OP_MOD,
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SZEXP_OP_NOT,
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SZEXP_OP_GT,
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SZEXP_OP_LT,
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SZEXP_OP_EQ,
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};
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enum szexp_tag {
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SZEXP_END = 0, // End of an RPN expression
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SZEXP_CONST, // Push a constant value onto the stack
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SZEXP_VAR_W, // Get the width/height of a named texture (variable)
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SZEXP_VAR_H,
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SZEXP_OP2, // Pop two elements and push the result of a dyadic operation
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SZEXP_OP1, // Pop one element and push the result of a monadic operation
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};
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struct szexp {
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enum szexp_tag tag;
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union {
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float cval;
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struct bstr varname;
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enum szexp_op op;
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} val;
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};
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struct compute_info {
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bool active;
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int block_w, block_h; // Block size (each block corresponds to one WG)
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int threads_w, threads_h; // How many threads form a working group
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bool directly_writes; // If true, shader is assumed to imageStore(out_image)
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};
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struct gl_user_shader_hook {
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struct bstr pass_desc;
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struct bstr hook_tex[SHADER_MAX_HOOKS];
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struct bstr bind_tex[SHADER_MAX_BINDS];
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struct bstr save_tex;
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struct bstr pass_body;
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struct gl_transform offset;
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bool align_offset;
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struct szexp width[MAX_SZEXP_SIZE];
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struct szexp height[MAX_SZEXP_SIZE];
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struct szexp cond[MAX_SZEXP_SIZE];
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int components;
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struct compute_info compute;
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};
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struct gl_user_shader_tex {
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struct bstr name;
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struct ra_tex_params params;
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// for video.c
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struct ra_tex *tex;
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};
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// Parse the next shader block from `body`. The callbacks are invoked on every
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// valid shader block parsed.
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void parse_user_shader(struct mp_log *log, struct ra *ra, struct bstr shader,
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void *priv,
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bool (*dohook)(void *p, struct gl_user_shader_hook hook),
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bool (*dotex)(void *p, struct gl_user_shader_tex tex));
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// Evaluate a szexp, given a lookup function for named textures
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bool eval_szexpr(struct mp_log *log, void *priv,
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bool (*lookup)(void *priv, struct bstr var, float size[2]),
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struct szexp expr[MAX_SZEXP_SIZE], float *result);
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#endif
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