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mpv/video/out/gpu/user_shaders.h
Niklas Haas 67fd5882b8
vo_gpu: make the vertex attribs dynamic
This has several advantages:

1. no more redundant texcoords when we don't need them
2. no more arbitrary limit on how many textures we can bind
3. (that extends to user shaders as well)
4. no more arbitrary limits on tscale radius

To realize this, the VAO was moved from a hacky stateful approach
(gl_sc_set_vertex_attribs) - which always bothered me since it was
required for compute shaders as well even though they ignored it - to be
a proper parameter of gl_sc_dispatch_draw, and internally plumbed into
gl_sc_generate, which will make a (properly mangled) deep copy into
params.vertex_attribs.
2017-09-28 01:54:38 +02:00

97 lines
2.9 KiB
C

/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MP_GL_USER_SHADERS_H
#define MP_GL_USER_SHADERS_H
#include "utils.h"
#include "ra.h"
#define SHADER_MAX_HOOKS 16
#define SHADER_MAX_BINDS 16
#define MAX_SZEXP_SIZE 32
enum szexp_op {
SZEXP_OP_ADD,
SZEXP_OP_SUB,
SZEXP_OP_MUL,
SZEXP_OP_DIV,
SZEXP_OP_NOT,
SZEXP_OP_GT,
SZEXP_OP_LT,
};
enum szexp_tag {
SZEXP_END = 0, // End of an RPN expression
SZEXP_CONST, // Push a constant value onto the stack
SZEXP_VAR_W, // Get the width/height of a named texture (variable)
SZEXP_VAR_H,
SZEXP_OP2, // Pop two elements and push the result of a dyadic operation
SZEXP_OP1, // Pop one element and push the result of a monadic operation
};
struct szexp {
enum szexp_tag tag;
union {
float cval;
struct bstr varname;
enum szexp_op op;
} val;
};
struct compute_info {
bool active;
int block_w, block_h; // Block size (each block corresponds to one WG)
int threads_w, threads_h; // How many threads form a working group
bool directly_writes; // If true, shader is assumed to imageStore(out_image)
};
struct gl_user_shader_hook {
struct bstr pass_desc;
struct bstr hook_tex[SHADER_MAX_HOOKS];
struct bstr bind_tex[SHADER_MAX_BINDS];
struct bstr save_tex;
struct bstr pass_body;
struct gl_transform offset;
struct szexp width[MAX_SZEXP_SIZE];
struct szexp height[MAX_SZEXP_SIZE];
struct szexp cond[MAX_SZEXP_SIZE];
int components;
struct compute_info compute;
};
struct gl_user_shader_tex {
struct bstr name;
struct ra_tex_params params;
// for video.c
struct ra_tex *tex;
};
// Parse the next shader block from `body`. The callbacks are invoked on every
// valid shader block parsed.
void parse_user_shader(struct mp_log *log, struct ra *ra, struct bstr shader,
void *priv,
bool (*dohook)(void *p, struct gl_user_shader_hook hook),
bool (*dotex)(void *p, struct gl_user_shader_tex tex));
// Evaluate a szexp, given a lookup function for named textures
bool eval_szexpr(struct mp_log *log, void *priv,
bool (*lookup)(void *priv, struct bstr var, float size[2]),
struct szexp expr[MAX_SZEXP_SIZE], float *result);
#endif