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https://github.com/mpv-player/mpv
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a3c9685257
Don't discard the OSD or pass_draw_to_screen passes though. Could be faster on some hardware.
63 lines
3.0 KiB
C
63 lines
3.0 KiB
C
#pragma once
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#include "common/common.h"
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#include "misc/bstr.h"
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#include "ra.h"
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// For mp_pass_perf
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#include "video/out/vo.h"
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struct mp_log;
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struct mpv_global;
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struct gl_shader_cache;
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struct gl_shader_cache *gl_sc_create(struct ra *ra, struct mpv_global *global,
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struct mp_log *log);
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void gl_sc_destroy(struct gl_shader_cache *sc);
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bool gl_sc_error_state(struct gl_shader_cache *sc);
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void gl_sc_reset_error(struct gl_shader_cache *sc);
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void gl_sc_add(struct gl_shader_cache *sc, const char *text);
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void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
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PRINTF_ATTRIBUTE(2, 3);
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void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
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void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
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PRINTF_ATTRIBUTE(2, 3);
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void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text);
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void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...)
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PRINTF_ATTRIBUTE(2, 3);
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// A hint that the next data-type (i.e. non-binding) uniform is expected to
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// change frequently. This refers to the _f, _i, _vecN etc. uniform types.
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void gl_sc_uniform_dynamic(struct gl_shader_cache *sc);
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void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name,
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struct ra_tex *tex);
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void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name,
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struct ra_tex *tex);
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void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, struct ra_buf *buf,
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char *format, ...) PRINTF_ATTRIBUTE(4, 5);
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void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, float f);
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void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, int f);
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void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, float f[2]);
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void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, float f[3]);
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void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
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bool transpose, float *v);
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void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
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bool transpose, float *v);
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void gl_sc_blend(struct gl_shader_cache *sc,
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enum ra_blend blend_src_rgb,
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enum ra_blend blend_dst_rgb,
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enum ra_blend blend_src_alpha,
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enum ra_blend blend_dst_alpha);
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void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name);
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struct mp_pass_perf gl_sc_dispatch_draw(struct gl_shader_cache *sc,
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struct ra_tex *target, bool discard,
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const struct ra_renderpass_input *vao,
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int vao_len, size_t vertex_stride,
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void *ptr, size_t num);
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struct mp_pass_perf gl_sc_dispatch_compute(struct gl_shader_cache *sc,
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int w, int h, int d);
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// The application can call this on errors, to reset the current shader. This
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// is normally done implicitly by gl_sc_dispatch_*
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void gl_sc_reset(struct gl_shader_cache *sc);
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void gl_sc_set_cache_dir(struct gl_shader_cache *sc, const char *dir);
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