mirror of
https://github.com/mpv-player/mpv
synced 2024-12-25 00:02:13 +00:00
4873b32c59
Finish renaming directories and moving files. Adjust all include statements to make the previous commit compile. The two commits are separate, because git is bad at tracking renames and content changes at the same time. Also take this as an opportunity to remove the separation between "common" and "mplayer" sources in the Makefile. ("common" used to be shared between mplayer and mencoder.)
397 lines
17 KiB
C
397 lines
17 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 "core/mp_msg.h"
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#include "vo.h"
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#include "video/csputils.h"
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#include "video/mp_image.h"
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#if defined(CONFIG_GL_COCOA) && !defined(CONFIG_GL_X11)
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#ifdef GL_VERSION_3_0
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#include <OpenGL/gl3.h>
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#else
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#include <OpenGL/gl.h>
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#endif
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#include <OpenGL/glext.h>
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#else
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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#include "video/out/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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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 glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
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int x, int y, int w, int h, uint8_t val, void **scratch);
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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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mp_image_t *glGetWindowScreenshot(GL *gl);
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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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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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};
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enum {
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MPGL_CAP_GL = (1 << 0), // GL was successfully loaded
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MPGL_CAP_GL_LEGACY = (1 << 1), // GL 1.1 (but not 3.x)
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MPGL_CAP_GL2 = (1 << 2), // GL 2.0 (3.x core subset)
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MPGL_CAP_GL21 = (1 << 3), // GL 2.1 (3.x core subset)
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MPGL_CAP_GL3 = (1 << 4), // GL 3.x core
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MPGL_CAP_FB = (1 << 5),
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MPGL_CAP_VAO = (1 << 6),
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MPGL_CAP_SRGB_TEX = (1 << 7),
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MPGL_CAP_SRGB_FB = (1 << 8),
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MPGL_CAP_FLOAT_TEX = (1 << 9),
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MPGL_CAP_TEX_RG = (1 << 10), // GL_ARB_texture_rg / GL 3.x
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MPGL_CAP_NO_SW = (1 << 30), // used to block sw. renderers
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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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#define MPGL_VER_P(ver) MPGL_VER_GET_MAJOR(ver), MPGL_VER_GET_MINOR(ver)
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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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// GL version requested from create_window_gl3 backend.
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// (Might be different from the actual version in gl->version.)
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int requested_gl_version;
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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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int (*vo_init)(struct vo *vo);
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void (*vo_uninit)(struct vo *vo);
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void (*releaseGlContext)(struct MPGLContext *);
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// Creates GL 1.x/2.x legacy context.
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bool (*create_window_old)(struct MPGLContext *ctx, uint32_t d_width,
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uint32_t d_height, uint32_t flags);
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// Creates GL 3.x core context.
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bool (*create_window_gl3)(struct MPGLContext *ctx, 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 (*pause)(struct vo *vo);
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void (*resume)(struct vo *vo);
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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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// For free use by the backend.
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void *priv;
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// Internal to gl_common.c.
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bool (*selected_create_window)(struct MPGLContext *ctx, uint32_t d_width,
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uint32_t d_height, uint32_t flags);
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bool vo_init_ok;
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} MPGLContext;
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int mpgl_find_backend(const char *name);
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MPGLContext *mpgl_init(enum MPGLType type, struct vo *vo);
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void mpgl_uninit(MPGLContext *ctx);
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// Create a VO window and create a GL context on it.
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// (Calls create_window_gl3 or create_window+setGlWindow.)
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// gl_caps: bitfield of MPGL_CAP_* (required GL version and feature set)
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// flags: passed to the backend's create window function
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// Returns success.
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bool mpgl_create_window(struct MPGLContext *ctx, int gl_caps, uint32_t d_width,
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uint32_t d_height, uint32_t flags);
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// Destroy the window, without resetting GL3 vs. GL2 context choice.
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// If this fails (false), mpgl_uninit(ctx) must be called.
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bool mpgl_destroy_window(struct MPGLContext *ctx);
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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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int version; // MPGL_VER() mangled
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int glsl_version; // e.g. 130 for GLSL 1.30
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char *extensions; // Equivalent to GL_EXTENSIONS
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int mpgl_caps; // Bitfield of MPGL_CAP_* constants
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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 *TexCoord2fv)(const 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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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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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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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 *Uniform2f)(GLint, GLfloat, GLfloat);
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void (GLAPIENTRY *Uniform3f)(GLint, GLfloat, GLfloat, GLfloat);
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void (GLAPIENTRY *Uniform4f)(GLint, GLfloat, 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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