mirror of
https://github.com/mpv-player/mpv
synced 2024-12-29 18:42:09 +00:00
8793a4c77b
Keep this horrible (but unfortunately necessary) kludge out of the main code.
384 lines
16 KiB
C
384 lines
16 KiB
C
/*
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* This file is part of MPlayer.
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*
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* MPlayer is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* MPlayer 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with MPlayer; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* You can alternatively redistribute this file 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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#ifndef MPLAYER_GL_COMMON_H
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#define MPLAYER_GL_COMMON_H
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#include <stdio.h>
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#include <stdint.h>
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#include "config.h"
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#include "mp_msg.h"
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#include "video_out.h"
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#include "csputils.h"
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#ifdef CONFIG_GL_WIN32
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#include <windows.h>
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#include "w32_common.h"
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#endif
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#ifdef CONFIG_GL_X11
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#include <X11/Xlib.h>
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#include <GL/glx.h>
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#include "x11_common.h"
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// This old-vo wrapper macro would conflict with the struct member
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#undef update_xinerama_info
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#endif
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#include <GL/gl.h>
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#ifdef CONFIG_GL_WIN32
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#include <GL/glext.h>
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#endif
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#include "libvo/gl_header_fixes.h"
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struct GL;
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typedef struct GL GL;
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void glAdjustAlignment(GL *gl, int stride);
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const char *glValName(GLint value);
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int glFindFormat(uint32_t format, int have_texture_rg, int *bpp,
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GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type);
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int glFmt2bpp(GLenum format, GLenum type);
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void glCreateClearTex(GL *gl, GLenum target, GLenum fmt, GLenum format,
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GLenum type, GLint filter, int w, int h,
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unsigned char val);
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int glCreatePPMTex(GL *gl, GLenum target, GLenum fmt, GLint filter,
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FILE *f, int *width, int *height, int *maxval);
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void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
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const void *dataptr, int stride,
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int x, int y, int w, int h, int slice);
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void glDownloadTex(GL *gl, GLenum target, GLenum format, GLenum type,
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void *dataptr, int stride);
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void glDrawTex(GL *gl, GLfloat x, GLfloat y, GLfloat w, GLfloat h,
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GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th,
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int sx, int sy, int rect_tex, int is_yv12, int flip);
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int loadGPUProgram(GL *gl, GLenum target, char *prog);
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void glCheckError(GL *gl, const char *info);
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/** \addtogroup glconversion
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* \{ */
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//! do not use YUV conversion, this should always stay 0
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#define YUV_CONVERSION_NONE 0
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//! use nVidia specific register combiners for YUV conversion
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//! implementation has been removed
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#define YUV_CONVERSION_COMBINERS 1
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//! use a fragment program for YUV conversion
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#define YUV_CONVERSION_FRAGMENT 2
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//! use a fragment program for YUV conversion with gamma using POW
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#define YUV_CONVERSION_FRAGMENT_POW 3
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//! use a fragment program with additional table lookup for YUV conversion
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#define YUV_CONVERSION_FRAGMENT_LOOKUP 4
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//! use ATI specific register combiners ("fragment program")
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#define YUV_CONVERSION_COMBINERS_ATI 5
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//! use a fragment program with 3D table lookup for YUV conversion
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#define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6
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//! use ATI specific "text" register combiners ("fragment program")
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#define YUV_CONVERSION_TEXT_FRAGMENT 7
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//! use normal bilinear scaling for textures
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#define YUV_SCALER_BILIN 0
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//! use higher quality bicubic scaling for textures
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#define YUV_SCALER_BICUB 1
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//! use cubic scaling in X and normal linear scaling in Y direction
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#define YUV_SCALER_BICUB_X 2
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//! use cubic scaling without additional lookup texture
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#define YUV_SCALER_BICUB_NOTEX 3
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#define YUV_SCALER_UNSHARP 4
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#define YUV_SCALER_UNSHARP2 5
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//! mask for conversion type
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#define YUV_CONVERSION_MASK 0xF
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//! mask for scaler type
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#define YUV_SCALER_MASK 0xF
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//! shift value for luminance scaler type
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#define YUV_LUM_SCALER_SHIFT 8
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//! shift value for chrominance scaler type
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#define YUV_CHROM_SCALER_SHIFT 12
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//! extract conversion out of type
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#define YUV_CONVERSION(t) ((t) & YUV_CONVERSION_MASK)
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//! extract luminance scaler out of type
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#define YUV_LUM_SCALER(t) (((t) >> YUV_LUM_SCALER_SHIFT) & YUV_SCALER_MASK)
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//! extract chrominance scaler out of type
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#define YUV_CHROM_SCALER(t) (((t) >> YUV_CHROM_SCALER_SHIFT) & YUV_SCALER_MASK)
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#define SET_YUV_CONVERSION(c) ((c) & YUV_CONVERSION_MASK)
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#define SET_YUV_LUM_SCALER(s) (((s) & YUV_SCALER_MASK) << YUV_LUM_SCALER_SHIFT)
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#define SET_YUV_CHROM_SCALER(s) (((s) & YUV_SCALER_MASK) << YUV_CHROM_SCALER_SHIFT)
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//! returns whether the yuv conversion supports large brightness range etc.
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static inline int glYUVLargeRange(int conv)
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{
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switch (conv) {
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case YUV_CONVERSION_NONE:
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case YUV_CONVERSION_COMBINERS_ATI:
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case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
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case YUV_CONVERSION_TEXT_FRAGMENT:
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return 0;
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}
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return 1;
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}
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/** \} */
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typedef struct {
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GLenum target;
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int type;
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struct mp_csp_params csp_params;
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int texw;
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int texh;
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int chrom_texw;
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int chrom_texh;
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float filter_strength;
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float noise_strength;
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} gl_conversion_params_t;
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int glAutodetectYUVConversion(GL *gl);
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void glSetupYUVConversion(GL *gl, gl_conversion_params_t *params);
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void glEnableYUVConversion(GL *gl, GLenum target, int type);
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void glDisableYUVConversion(GL *gl, GLenum target, int type);
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#define GL_3D_RED_CYAN 1
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#define GL_3D_GREEN_MAGENTA 2
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#define GL_3D_QUADBUFFER 3
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void glEnable3DLeft(GL *gl, int type);
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void glEnable3DRight(GL *gl, int type);
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void glDisable3D(GL *gl, int type);
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/** \addtogroup glcontext
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* \{ */
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//! could not set new window, will continue drawing into the old one.
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#define SET_WINDOW_FAILED -1
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//! new window is set, could even transfer the OpenGL context.
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#define SET_WINDOW_OK 0
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//! new window is set, but the OpenGL context needs to be reinitialized.
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#define SET_WINDOW_REINIT 1
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/** \} */
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enum MPGLType {
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GLTYPE_AUTO,
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GLTYPE_COCOA,
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GLTYPE_W32,
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GLTYPE_X11,
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GLTYPE_SDL,
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};
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enum {
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MPGLFLAG_DEBUG = 1,
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};
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#define MPGL_VER(major, minor) (((major) << 16) | (minor))
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#define MPGL_VER_GET_MAJOR(ver) ((ver) >> 16)
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#define MPGL_VER_GET_MINOR(ver) ((ver) & ((1 << 16) - 1))
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typedef struct MPGLContext {
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GL *gl;
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enum MPGLType type;
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struct vo *vo;
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// Bit size of each component in the created framebuffer. 0 if unknown.
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int depth_r, depth_g, depth_b;
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union {
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int w32;
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#ifdef CONFIG_GL_X11
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XVisualInfo *x11;
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#endif
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} vinfo;
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union {
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#ifdef CONFIG_GL_WIN32
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HGLRC w32;
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#endif
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#ifdef CONFIG_GL_X11
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GLXContext x11;
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#endif
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} context;
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int (*create_window)(struct MPGLContext *ctx, uint32_t d_width,
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uint32_t d_height, uint32_t flags);
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int (*setGlWindow)(struct MPGLContext *);
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void (*releaseGlContext)(struct MPGLContext *);
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void (*swapGlBuffers)(struct MPGLContext *);
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int (*check_events)(struct vo *vo);
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void (*fullscreen)(struct vo *vo);
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// only available if GL3 context creation is supported
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// gl_flags: bitfield of MPGLFLAG_* constants
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// gl_version: requested OpenGL version number (use MPGL_VER())
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// return value is one of the SET_WINDOW_* constants
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int (*create_window_gl3)(struct MPGLContext *ctx, int gl_flags,
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int gl_version, uint32_t d_width,
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uint32_t d_height, uint32_t flags);
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// optional
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void (*ontop)(struct vo *vo);
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void (*border)(struct vo *vo);
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void (*update_xinerama_info)(struct vo *vo);
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} MPGLContext;
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int mpgl_find_backend(const char *name);
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MPGLContext *init_mpglcontext(enum MPGLType type, struct vo *vo);
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void uninit_mpglcontext(MPGLContext *ctx);
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// calls create_window_gl3 or create_window+setGlWindow
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int create_mpglcontext(struct MPGLContext *ctx, int gl_flags, int gl_version,
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uint32_t d_width, uint32_t d_height, uint32_t flags);
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// print a multi line string with line numbers (e.g. for shader sources)
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// mod, lev: module and log level, as in mp_msg()
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void mp_log_source(int mod, int lev, const char *src);
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//function pointers loaded from the OpenGL library
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struct GL {
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void (GLAPIENTRY *Begin)(GLenum);
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void (GLAPIENTRY *End)(void);
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void (GLAPIENTRY *Viewport)(GLint, GLint, GLsizei, GLsizei);
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void (GLAPIENTRY *MatrixMode)(GLenum);
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void (GLAPIENTRY *LoadIdentity)(void);
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void (GLAPIENTRY *Translated)(double, double, double);
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void (GLAPIENTRY *Scaled)(double, double, double);
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void (GLAPIENTRY *Ortho)(double, double, double, double, double,double);
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void (GLAPIENTRY *PushMatrix)(void);
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void (GLAPIENTRY *PopMatrix)(void);
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void (GLAPIENTRY *Clear)(GLbitfield);
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GLuint (GLAPIENTRY *GenLists)(GLsizei);
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void (GLAPIENTRY *DeleteLists)(GLuint, GLsizei);
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void (GLAPIENTRY *NewList)(GLuint, GLenum);
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void (GLAPIENTRY *EndList)(void);
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void (GLAPIENTRY *CallList)(GLuint);
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void (GLAPIENTRY *CallLists)(GLsizei, GLenum, const GLvoid *);
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void (GLAPIENTRY *GenTextures)(GLsizei, GLuint *);
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void (GLAPIENTRY *DeleteTextures)(GLsizei, const GLuint *);
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void (GLAPIENTRY *TexEnvi)(GLenum, GLenum, GLint);
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void (GLAPIENTRY *Color4ub)(GLubyte, GLubyte, GLubyte, GLubyte);
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void (GLAPIENTRY *Color4f)(GLfloat, GLfloat, GLfloat, GLfloat);
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void (GLAPIENTRY *ClearColor)(GLclampf, GLclampf, GLclampf, GLclampf);
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void (GLAPIENTRY *Enable)(GLenum);
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void (GLAPIENTRY *Disable)(GLenum);
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const GLubyte *(GLAPIENTRY * GetString)(GLenum);
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void (GLAPIENTRY *DrawBuffer)(GLenum);
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void (GLAPIENTRY *DepthMask)(GLboolean);
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void (GLAPIENTRY *BlendFunc)(GLenum, GLenum);
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void (GLAPIENTRY *Flush)(void);
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void (GLAPIENTRY *Finish)(void);
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void (GLAPIENTRY *PixelStorei)(GLenum, GLint);
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void (GLAPIENTRY *TexImage1D)(GLenum, GLint, GLint, GLsizei, GLint,
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GLenum, GLenum, const GLvoid *);
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void (GLAPIENTRY *TexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei,
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GLint, GLenum, GLenum, const GLvoid *);
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void (GLAPIENTRY *TexSubImage2D)(GLenum, GLint, GLint, GLint,
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GLsizei, GLsizei, GLenum, GLenum,
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const GLvoid *);
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void (GLAPIENTRY *GetTexImage)(GLenum, GLint, GLenum, GLenum, GLvoid *);
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void (GLAPIENTRY *TexParameteri)(GLenum, GLenum, GLint);
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void (GLAPIENTRY *TexParameterf)(GLenum, GLenum, GLfloat);
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void (GLAPIENTRY *TexParameterfv)(GLenum, GLenum, const GLfloat *);
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void (GLAPIENTRY *TexCoord2f)(GLfloat, GLfloat);
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void (GLAPIENTRY *Vertex2f)(GLfloat, GLfloat);
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void (GLAPIENTRY *GetIntegerv)(GLenum, GLint *);
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void (GLAPIENTRY *GetBooleanv)(GLenum, GLboolean *);
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void (GLAPIENTRY *ColorMask)(GLboolean, GLboolean, GLboolean, GLboolean);
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void (GLAPIENTRY *ReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum,
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GLenum, GLvoid *);
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void (GLAPIENTRY *ReadBuffer)(GLenum);
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void (GLAPIENTRY *VertexPointer)(GLint, GLenum, GLsizei, const GLvoid *);
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void (GLAPIENTRY *ColorPointer)(GLint, GLenum, GLsizei, const GLvoid *);
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void (GLAPIENTRY *TexCoordPointer)(GLint, GLenum, GLsizei, const GLvoid *);
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void (GLAPIENTRY *DrawArrays)(GLenum, GLint, GLsizei);
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void (GLAPIENTRY *EnableClientState)(GLenum);
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void (GLAPIENTRY *DisableClientState)(GLenum);
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GLenum (GLAPIENTRY *GetError)(void);
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// OpenGL extension functions
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void (GLAPIENTRY *GenBuffers)(GLsizei, GLuint *);
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void (GLAPIENTRY *DeleteBuffers)(GLsizei, const GLuint *);
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void (GLAPIENTRY *BindBuffer)(GLenum, GLuint);
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GLvoid * (GLAPIENTRY * MapBuffer)(GLenum, GLenum);
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GLboolean (GLAPIENTRY *UnmapBuffer)(GLenum);
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void (GLAPIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
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void (GLAPIENTRY *ActiveTexture)(GLenum);
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void (GLAPIENTRY *BindTexture)(GLenum, GLuint);
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void (GLAPIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);
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void (GLAPIENTRY *GenPrograms)(GLsizei, GLuint *);
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void (GLAPIENTRY *DeletePrograms)(GLsizei, const GLuint *);
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void (GLAPIENTRY *BindProgram)(GLenum, GLuint);
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void (GLAPIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);
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void (GLAPIENTRY *GetProgramivARB)(GLenum, GLenum, GLint *);
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void (GLAPIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat,
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GLfloat, GLfloat);
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int (GLAPIENTRY *SwapInterval)(int);
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void (GLAPIENTRY *TexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei,
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GLsizei, GLint, GLenum, GLenum,
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const GLvoid *);
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// ancient ATI extensions
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void (GLAPIENTRY *BeginFragmentShader)(void);
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void (GLAPIENTRY *EndFragmentShader)(void);
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void (GLAPIENTRY *SampleMap)(GLuint, GLuint, GLenum);
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void (GLAPIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
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GLuint, GLuint, GLuint, GLuint, GLuint);
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void (GLAPIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
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GLuint, GLuint, GLuint, GLuint, GLuint,
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GLuint, GLuint, GLuint);
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void (GLAPIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);
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// GL 3, possibly in GL 2.x as well in form of extensions
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void (GLAPIENTRY *GenVertexArrays)(GLsizei, GLuint *);
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void (GLAPIENTRY *BindVertexArray)(GLuint);
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GLint (GLAPIENTRY *GetAttribLocation)(GLuint, const GLchar *);
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void (GLAPIENTRY *EnableVertexAttribArray)(GLuint);
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void (GLAPIENTRY *DisableVertexAttribArray)(GLuint);
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void (GLAPIENTRY *VertexAttribPointer)(GLuint, GLint, GLenum, GLboolean,
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GLsizei, const GLvoid *);
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void (GLAPIENTRY *DeleteVertexArrays)(GLsizei, const GLuint *);
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void (GLAPIENTRY *UseProgram)(GLuint);
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GLint (GLAPIENTRY *GetUniformLocation)(GLuint, const GLchar *);
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void (GLAPIENTRY *CompileShader)(GLuint);
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GLuint (GLAPIENTRY *CreateProgram)(void);
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GLuint (GLAPIENTRY *CreateShader)(GLenum);
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void (GLAPIENTRY *ShaderSource)(GLuint, GLsizei, const GLchar **,
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const GLint *);
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void (GLAPIENTRY *LinkProgram)(GLuint);
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void (GLAPIENTRY *AttachShader)(GLuint, GLuint);
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void (GLAPIENTRY *DeleteShader)(GLuint);
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void (GLAPIENTRY *DeleteProgram)(GLuint);
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void (GLAPIENTRY *GetShaderInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
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void (GLAPIENTRY *GetShaderiv)(GLuint, GLenum, GLint *);
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void (GLAPIENTRY *GetProgramInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *);
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void (GLAPIENTRY *GetProgramiv)(GLenum, GLenum, GLint *);
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const GLubyte* (GLAPIENTRY *GetStringi)(GLenum, GLuint);
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void (GLAPIENTRY *BindAttribLocation)(GLuint, GLuint, const GLchar *);
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void (GLAPIENTRY *BindFramebuffer)(GLenum, GLuint);
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void (GLAPIENTRY *GenFramebuffers)(GLsizei, GLuint *);
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void (GLAPIENTRY *DeleteFramebuffers)(GLsizei, const GLuint *);
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GLenum (GLAPIENTRY *CheckFramebufferStatus)(GLenum);
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void (GLAPIENTRY *FramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint,
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GLint);
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void (GLAPIENTRY *Uniform1f)(GLint, GLfloat);
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void (GLAPIENTRY *Uniform3f)(GLint, GLfloat, GLfloat, GLfloat);
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void (GLAPIENTRY *Uniform1i)(GLint, GLint);
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void (GLAPIENTRY *UniformMatrix3fv)(GLint, GLsizei, GLboolean,
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const GLfloat *);
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void (GLAPIENTRY *UniformMatrix4x3fv)(GLint, GLsizei, GLboolean,
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const GLfloat *);
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};
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#endif /* MPLAYER_GL_COMMON_H */
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