mirror of
https://github.com/mpv-player/mpv
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65979986a9
This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
57 lines
2.7 KiB
C
57 lines
2.7 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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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_set_vertex_format(struct gl_shader_cache *sc,
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const struct ra_renderpass_input *vertex_attribs,
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int vertex_stride);
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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,
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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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void gl_sc_set_cache_dir(struct gl_shader_cache *sc, const char *dir);
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