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+#pragma once
+
+#include "common/common.h"
+#include "misc/bstr.h"
+
+// Handle for a rendering API backend.
+struct ra {
+ struct ra_fns *fns;
+ void *priv;
+
+ int glsl_version; // GLSL version (e.g. 300 => 3.0)
+ bool glsl_es; // use ES dialect
+ bool glsl_vulkan; // use vulkan dialect
+
+ struct mp_log *log;
+
+ // RA_CAP_* bit field. The RA backend must set supported features at init
+ // time.
+ uint64_t caps;
+
+ // Maximum supported width and height of a 2D texture. Set by the RA backend
+ // at init time.
+ int max_texture_wh;
+
+ // Maximum shared memory for compute shaders. Set by the RA backend at init
+ // time.
+ size_t max_shmem;
+
+ // Maximum number of threads in a compute work group. Set by the RA backend
+ // at init time.
+ size_t max_compute_group_threads;
+
+ // Maximum push constant size. Set by the RA backend at init time.
+ size_t max_pushc_size;
+
+ // Set of supported texture formats. Must be added by RA backend at init time.
+ // If there are equivalent formats with different caveats, the preferred
+ // formats should have a lower index. (E.g. GLES3 should put rg8 before la.)
+ struct ra_format **formats;
+ int num_formats;
+
+ // Accelerate texture uploads via an extra PBO even when
+ // RA_CAP_DIRECT_UPLOAD is supported. This is basically only relevant for
+ // OpenGL. Set by the RA user.
+ bool use_pbo;
+
+ // Array of native resources. For the most part an "escape" mechanism, and
+ // usually does not contain parameters required for basic functionality.
+ struct ra_native_resource *native_resources;
+ int num_native_resources;
+};
+
+// For passing through windowing system specific parameters and such. The
+// names are always internal (the libmpv render API uses mpv_render_param_type
+// and maps them to names internally).
+// For example, a name="x11" entry has a X11 display as (Display*)data.
+struct ra_native_resource {
+ const char *name;
+ void *data;
+};
+
+// Add a ra_native_resource entry. Both name and data pointers must stay valid
+// until ra termination.
+void ra_add_native_resource(struct ra *ra, const char *name, void *data);
+
+// Search ra->native_resources, returns NULL on failure.
+void *ra_get_native_resource(struct ra *ra, const char *name);
+
+enum {
+ RA_CAP_TEX_1D = 1 << 0, // supports 1D textures (as shader inputs)
+ RA_CAP_TEX_3D = 1 << 1, // supports 3D textures (as shader inputs)
+ RA_CAP_BLIT = 1 << 2, // supports ra_fns.blit
+ RA_CAP_COMPUTE = 1 << 3, // supports compute shaders
+ RA_CAP_DIRECT_UPLOAD = 1 << 4, // supports tex_upload without ra_buf
+ RA_CAP_BUF_RO = 1 << 5, // supports RA_VARTYPE_BUF_RO
+ RA_CAP_BUF_RW = 1 << 6, // supports RA_VARTYPE_BUF_RW
+ RA_CAP_NESTED_ARRAY = 1 << 7, // supports nested arrays
+ RA_CAP_GLOBAL_UNIFORM = 1 << 8, // supports using "naked" uniforms (not UBO)
+ RA_CAP_GATHER = 1 << 9, // supports textureGather in GLSL
+ RA_CAP_FRAGCOORD = 1 << 10, // supports reading from gl_FragCoord
+ RA_CAP_PARALLEL_COMPUTE = 1 << 11, // supports parallel compute shaders
+ RA_CAP_NUM_GROUPS = 1 << 12, // supports gl_NumWorkGroups
+ RA_CAP_SLOW_DR = 1 << 13, // direct rendering is assumed to be slow
+};
+
+enum ra_ctype {
+ RA_CTYPE_UNKNOWN = 0, // also used for inconsistent multi-component formats
+ RA_CTYPE_UNORM, // unsigned normalized integer (fixed point) formats
+ RA_CTYPE_UINT, // full integer formats
+ RA_CTYPE_FLOAT, // float formats (signed, any bit size)
+};
+
+// All formats must be useable as texture formats. All formats must be byte
+// aligned (all pixels start and end on a byte boundary), at least as far CPU
+// transfers are concerned.
+struct ra_format {
+ // All fields are read-only after creation.
+ const char *name; // symbolic name for user interaction/debugging
+ void *priv;
+ enum ra_ctype ctype; // data type of each component
+ bool ordered; // components are sequential in memory, and returned
+ // by the shader in memory order (the shader can
+ // return arbitrary values for unused components)
+ int num_components; // component count, 0 if not applicable, max. 4
+ int component_size[4]; // in bits, all entries 0 if not applicable
+ int component_depth[4]; // bits in use for each component, 0 if not applicable
+ // (_must_ be set if component_size[] includes padding,
+ // and the real procession as seen by shader is lower)
+ int pixel_size; // in bytes, total pixel size (0 if opaque)
+ bool luminance_alpha; // pre-GL_ARB_texture_rg hack for 2 component textures
+ // if this is set, shader must use .ra instead of .rg
+ // only applies to 2-component textures
+ bool linear_filter; // linear filtering available from shader
+ bool renderable; // can be used for render targets
+ bool storable; // can be used for storage images
+ bool dummy_format; // is not a real ra_format but a fake one (e.g. FBO).
+ // dummy formats cannot be used to create textures
+
+ // If not 0, the format represents some sort of packed fringe format, whose
+ // shader representation is given by the special_imgfmt_desc pointer.
+ int special_imgfmt;
+ const struct ra_imgfmt_desc *special_imgfmt_desc;
+
+ // This gives the GLSL image format corresponding to the format, if any.
+ // (e.g. rgba16ui)
+ const char *glsl_format;
+};
+
+struct ra_tex_params {
+ int dimensions; // 1-3 for 1D-3D textures
+ // Size of the texture. 1D textures require h=d=1, 2D textures require d=1.
+ int w, h, d;
+ const struct ra_format *format;
+ bool render_src; // must be useable as source texture in a shader
+ bool render_dst; // must be useable as target texture in a shader
+ bool storage_dst; // must be usable as a storage image (RA_VARTYPE_IMG_W)
+ bool blit_src; // must be usable as a blit source
+ bool blit_dst; // must be usable as a blit destination
+ bool host_mutable; // texture may be updated with tex_upload
+ bool downloadable; // texture can be read with tex_download
+ // When used as render source texture.
+ bool src_linear; // if false, use nearest sampling (whether this can
+ // be true depends on ra_format.linear_filter)
+ bool src_repeat; // if false, clamp texture coordinates to edge
+ // if true, repeat texture coordinates
+ bool non_normalized; // hack for GL_TEXTURE_RECTANGLE OSX idiocy
+ // always set to false, except in OSX code
+ bool external_oes; // hack for GL_TEXTURE_EXTERNAL_OES idiocy
+ // If non-NULL, the texture will be created with these contents. Using
+ // this does *not* require setting host_mutable. Otherwise, the initial
+ // data is undefined.
+ void *initial_data;
+};
+
+// Conflates the following typical GPU API concepts:
+// - texture itself
+// - sampler state
+// - staging buffers for texture upload
+// - framebuffer objects
+// - wrappers for swapchain framebuffers
+// - synchronization needed for upload/rendering/etc.
+struct ra_tex {
+ // All fields are read-only after creation.
+ struct ra_tex_params params;
+ void *priv;
+};
+
+struct ra_tex_upload_params {
+ struct ra_tex *tex; // Texture to upload to
+ bool invalidate; // Discard pre-existing data not in the region uploaded
+ // Uploading from buffer:
+ struct ra_buf *buf; // Buffer to upload from (mutually exclusive with `src`)
+ size_t buf_offset; // Start of data within buffer (bytes)
+ // Uploading directly: (Note: If RA_CAP_DIRECT_UPLOAD is not set, then this
+ // will be internally translated to a tex_upload buffer by the RA)
+ const void *src; // Address of data
+ // For 2D textures only:
+ struct mp_rect *rc; // Region to upload. NULL means entire image
+ ptrdiff_t stride; // The size of a horizontal line in bytes (*not* texels!)
+};
+
+struct ra_tex_download_params {
+ struct ra_tex *tex; // Texture to download from
+ // Downloading directly (set by caller, data written to by callee):
+ void *dst; // Address of data (packed with no alignment)
+ ptrdiff_t stride; // The size of a horizontal line in bytes (*not* texels!)
+};
+
+// Buffer usage type. This restricts what types of operations may be performed
+// on a buffer.
+enum ra_buf_type {
+ RA_BUF_TYPE_INVALID,
+ RA_BUF_TYPE_TEX_UPLOAD, // texture upload buffer (pixel buffer object)
+ RA_BUF_TYPE_SHADER_STORAGE, // shader buffer (SSBO), for RA_VARTYPE_BUF_RW
+ RA_BUF_TYPE_UNIFORM, // uniform buffer (UBO), for RA_VARTYPE_BUF_RO
+ RA_BUF_TYPE_VERTEX, // not publicly usable (RA-internal usage)
+ RA_BUF_TYPE_SHARED_MEMORY, // device memory for sharing with external API
+};
+
+struct ra_buf_params {
+ enum ra_buf_type type;
+ size_t size;
+ bool host_mapped; // create a read-writable persistent mapping (ra_buf.data)
+ bool host_mutable; // contents may be updated via buf_update()
+ // If non-NULL, the buffer will be created with these contents. Otherwise,
+ // the initial data is undefined.
+ void *initial_data;
+};
+
+// A generic buffer, which can be used for many purposes (texture upload,
+// storage buffer, uniform buffer, etc.)
+struct ra_buf {
+ // All fields are read-only after creation.
+ struct ra_buf_params params;
+ void *data; // for persistently mapped buffers, points to the first byte
+ void *priv;
+};
+
+// Type of a shader uniform variable, or a vertex attribute. In all cases,
+// vectors are matrices are done by having more than 1 value.
+enum ra_vartype {
+ RA_VARTYPE_INVALID,
+ RA_VARTYPE_INT, // C: int, GLSL: int, ivec*
+ RA_VARTYPE_FLOAT, // C: float, GLSL: float, vec*, mat*
+ RA_VARTYPE_TEX, // C: ra_tex*, GLSL: various sampler types
+ // ra_tex.params.render_src must be true
+ RA_VARTYPE_IMG_W, // C: ra_tex*, GLSL: various image types
+ // write-only (W) image for compute shaders
+ // ra_tex.params.storage_dst must be true
+ RA_VARTYPE_BYTE_UNORM, // C: uint8_t, GLSL: int, vec* (vertex data only)
+ RA_VARTYPE_BUF_RO, // C: ra_buf*, GLSL: uniform buffer block
+ // buf type must be RA_BUF_TYPE_UNIFORM
+ RA_VARTYPE_BUF_RW, // C: ra_buf*, GLSL: shader storage buffer block
+ // buf type must be RA_BUF_TYPE_SHADER_STORAGE
+ RA_VARTYPE_COUNT
+};
+
+// Returns the host size of a ra_vartype, or 0 for abstract vartypes (e.g. tex)
+size_t ra_vartype_size(enum ra_vartype type);
+
+// Represents a uniform, texture input parameter, and similar things.
+struct ra_renderpass_input {
+ const char *name; // name as used in the shader
+ enum ra_vartype type;
+ // The total number of values is given by dim_v * dim_m.
+ int dim_v; // vector dimension (1 for non-vector and non-matrix)
+ int dim_m; // additional matrix dimension (dim_v x dim_m)
+ // Vertex data: byte offset of the attribute into the vertex struct
+ size_t offset;
+ // RA_VARTYPE_TEX: texture unit
+ // RA_VARTYPE_IMG_W: image unit
+ // RA_VARTYPE_BUF_* buffer binding point
+ // Other uniforms: unused
+ // Bindings must be unique within each namespace, as specified by
+ // desc_namespace()
+ int binding;
+};
+
+// Represents the layout requirements of an input value
+struct ra_layout {
+ size_t align; // the alignment requirements (always a power of two)
+ size_t stride; // the delta between two rows of an array/matrix
+ size_t size; // the total size of the input
+};
+
+// Returns the host layout of a render pass input. Returns {0} for renderpass
+// inputs without a corresponding host representation (e.g. textures/buffers)
+struct ra_layout ra_renderpass_input_layout(struct ra_renderpass_input *input);
+
+enum ra_blend {
+ RA_BLEND_ZERO,
+ RA_BLEND_ONE,
+ RA_BLEND_SRC_ALPHA,
+ RA_BLEND_ONE_MINUS_SRC_ALPHA,
+};
+
+enum ra_renderpass_type {
+ RA_RENDERPASS_TYPE_INVALID,
+ RA_RENDERPASS_TYPE_RASTER, // vertex+fragment shader
+ RA_RENDERPASS_TYPE_COMPUTE, // compute shader
+};
+
+// Static part of a rendering pass. It conflates the following:
+// - compiled shader and its list of uniforms
+// - vertex attributes and its shader mappings
+// - blending parameters
+// (For Vulkan, this would be shader module + pipeline state.)
+// Upon creation, the values of dynamic values such as uniform contents (whose
+// initial values are not provided here) are required to be 0.
+struct ra_renderpass_params {
+ enum ra_renderpass_type type;
+
+ // Uniforms, including texture/sampler inputs.
+ struct ra_renderpass_input *inputs;
+ int num_inputs;
+ size_t push_constants_size; // must be <= ra.max_pushc_size and a multiple of 4
+
+ // Highly implementation-specific byte array storing a compiled version
+ // of the program. Can be used to speed up shader compilation. A backend
+ // xan read this in renderpass_create, or set this on the newly created
+ // ra_renderpass params field.
+ bstr cached_program;
+
+ // --- type==RA_RENDERPASS_TYPE_RASTER only
+
+ // Describes the format of the vertex data. When using ra.glsl_vulkan,
+ // the order of this array must match the vertex attribute locations.
+ struct ra_renderpass_input *vertex_attribs;
+ int num_vertex_attribs;
+ int vertex_stride;
+
+ // Format of the target texture
+ const struct ra_format *target_format;
+
+ // Shader text, in GLSL. (Yes, you need a GLSL compiler.)
+ // These are complete shaders, including prelude and declarations.
+ const char *vertex_shader;
+ const char *frag_shader;
+
+ // Target blending mode. If enable_blend is false, the blend_ fields can
+ // be ignored.
+ bool enable_blend;
+ enum ra_blend blend_src_rgb;
+ enum ra_blend blend_dst_rgb;
+ enum ra_blend blend_src_alpha;
+ enum ra_blend blend_dst_alpha;
+
+ // If true, the contents of `target` not written to will become undefined
+ bool invalidate_target;
+
+ // --- type==RA_RENDERPASS_TYPE_COMPUTE only
+
+ // Shader text, like vertex_shader/frag_shader.
+ const char *compute_shader;
+};
+
+struct ra_renderpass_params *ra_renderpass_params_copy(void *ta_parent,
+ const struct ra_renderpass_params *params);
+
+// Conflates the following typical GPU API concepts:
+// - various kinds of shaders
+// - rendering pipelines
+// - descriptor sets, uniforms, other bindings
+// - all synchronization necessary
+// - the current values of all uniforms (this one makes it relatively stateful
+// from an API perspective)
+struct ra_renderpass {
+ // All fields are read-only after creation.
+ struct ra_renderpass_params params;
+ void *priv;
+};
+
+// An input value (see ra_renderpass_input).
+struct ra_renderpass_input_val {
+ int index; // index into ra_renderpass_params.inputs[]
+ void *data; // pointer to data according to ra_renderpass_input
+ // (e.g. type==RA_VARTYPE_FLOAT+dim_v=3,dim_m=3 => float[9])
+};
+
+// Parameters for performing a rendering pass (basically the dynamic params).
+// These change potentially every time.
+struct ra_renderpass_run_params {
+ struct ra_renderpass *pass;
+
+ // Generally this lists parameters only which changed since the last
+ // invocation and need to be updated. The ra_renderpass instance is
+ // supposed to keep unchanged values from the previous run.
+ // For non-primitive types like textures, these entries are always added,
+ // even if they do not change.
+ struct ra_renderpass_input_val *values;
+ int num_values;
+ void *push_constants; // must be set if params.push_constants_size > 0
+
+ // --- pass->params.type==RA_RENDERPASS_TYPE_RASTER only
+
+ // target->params.render_dst must be true, and target->params.format must
+ // match pass->params.target_format.
+ struct ra_tex *target;
+ struct mp_rect viewport;
+ struct mp_rect scissors;
+
+ // (The primitive type is always a triangle list.)
+ void *vertex_data;
+ int vertex_count; // number of vertex elements, not bytes
+
+ // --- pass->params.type==RA_RENDERPASS_TYPE_COMPUTE only
+
+ // Number of work groups to be run in X/Y/Z dimensions.
+ int compute_groups[3];
+};
+
+// This is an opaque type provided by the implementation, but we want to at
+// least give it a saner name than void* for code readability purposes.
+typedef void ra_timer;
+
+// Rendering API entrypoints. (Note: there are some additional hidden features
+// you need to take care of. For example, hwdec mapping will be provided
+// separately from ra, but might need to call into ra private code.)
+struct ra_fns {
+ void (*destroy)(struct ra *ra);
+
+ // Create a texture (with undefined contents). Return NULL on failure.
+ // This is a rare operation, and normally textures and even FBOs for
+ // temporary rendering intermediate data are cached.
+ struct ra_tex *(*tex_create)(struct ra *ra,
+ const struct ra_tex_params *params);
+
+ void (*tex_destroy)(struct ra *ra, struct ra_tex *tex);
+
+ // Upload data to a texture. This is an extremely common operation. When
+ // using a buffer, the contents of the buffer must exactly match the image
+ // - conversions between bit depth etc. are not supported. The buffer *may*
+ // be marked as "in use" while this operation is going on, and the contents
+ // must not be touched again by the API user until buf_poll returns true.
+ // Returns whether successful.
+ bool (*tex_upload)(struct ra *ra, const struct ra_tex_upload_params *params);
+
+ // Copy data from the texture to memory. ra_tex_params.downloadable must
+ // have been set to true on texture creation.
+ bool (*tex_download)(struct ra *ra, struct ra_tex_download_params *params);
+
+ // Create a buffer. This can be used as a persistently mapped buffer,
+ // a uniform buffer, a shader storage buffer or possibly others.
+ // Not all usage types must be supported; may return NULL if unavailable.
+ struct ra_buf *(*buf_create)(struct ra *ra,
+ const struct ra_buf_params *params);
+
+ void (*buf_destroy)(struct ra *ra, struct ra_buf *buf);
+
+ // Update the contents of a buffer, starting at a given offset (*must* be a
+ // multiple of 4) and up to a given size, with the contents of *data. This
+ // is an extremely common operation. Calling this while the buffer is
+ // considered "in use" is an error. (See: buf_poll)
+ void (*buf_update)(struct ra *ra, struct ra_buf *buf, ptrdiff_t offset,
+ const void *data, size_t size);
+
+ // Returns if a buffer is currently "in use" or not. Updating the contents
+ // of a buffer (via buf_update or writing to buf->data) while it is still
+ // in use is an error and may result in graphical corruption. Optional, if
+ // NULL then all buffers are always usable.
+ bool (*buf_poll)(struct ra *ra, struct ra_buf *buf);
+
+ // Returns the layout requirements of a uniform buffer element. Optional,
+ // but must be implemented if RA_CAP_BUF_RO is supported.
+ struct ra_layout (*uniform_layout)(struct ra_renderpass_input *inp);
+
+ // Returns the layout requirements of a push constant element. Optional,
+ // but must be implemented if ra.max_pushc_size > 0.
+ struct ra_layout (*push_constant_layout)(struct ra_renderpass_input *inp);
+
+ // Returns an abstract namespace index for a given renderpass input type.
+ // This will always be a value >= 0 and < RA_VARTYPE_COUNT. This is used to
+ // figure out which inputs may share the same value of `binding`.
+ int (*desc_namespace)(struct ra *ra, enum ra_vartype type);
+
+ // Clear the dst with the given color (rgba) and within the given scissor.
+ // dst must have dst->params.render_dst==true. Content outside of the
+ // scissor is preserved.
+ void (*clear)(struct ra *ra, struct ra_tex *dst, float color[4],
+ struct mp_rect *scissor);
+
+ // Copy a sub-rectangle from one texture to another. The source/dest region
+ // is always within the texture bounds. Areas outside the dest region are
+ // preserved. The formats of the textures must be loosely compatible. The
+ // dst texture can be a swapchain framebuffer, but src can not. Only 2D
+ // textures are supported.
+ // The textures must have blit_src and blit_dst set, respectively.
+ // Rectangles with negative width/height lead to flipping, different src/dst
+ // sizes lead to point scaling. Coordinates are always in pixels.
+ // Optional. Only available if RA_CAP_BLIT is set (if it's not set, it must
+ // not be called, even if it's non-NULL).
+ void (*blit)(struct ra *ra, struct ra_tex *dst, struct ra_tex *src,
+ struct mp_rect *dst_rc, struct mp_rect *src_rc);
+
+ // Compile a shader and create a pipeline. This is a rare operation.
+ // The params pointer and anything it points to must stay valid until
+ // renderpass_destroy.
+ struct ra_renderpass *(*renderpass_create)(struct ra *ra,
+ const struct ra_renderpass_params *params);
+
+ void (*renderpass_destroy)(struct ra *ra, struct ra_renderpass *pass);
+
+ // Perform a render pass, basically drawing a list of triangles to a FBO.
+ // This is an extremely common operation.
+ void (*renderpass_run)(struct ra *ra,
+ const struct ra_renderpass_run_params *params);
+
+ // Create a timer object. Returns NULL on failure, or if timers are
+ // unavailable for some reason. Optional.
+ ra_timer *(*timer_create)(struct ra *ra);
+
+ void (*timer_destroy)(struct ra *ra, ra_timer *timer);
+
+ // Start recording a timer. Note that valid usage requires you to pair
+ // every start with a stop. Trying to start a timer twice, or trying to
+ // stop a timer before having started it, consistutes invalid usage.
+ void (*timer_start)(struct ra *ra, ra_timer *timer);
+
+ // Stop recording a timer. This also returns any results that have been
+ // measured since the last usage of this ra_timer. It's important to note
+ // that GPU timer measurement are asynchronous, so this function does not
+ // always produce a value - and the values it does produce are typically
+ // delayed by a few frames. When no value is available, this returns 0.
+ uint64_t (*timer_stop)(struct ra *ra, ra_timer *timer);
+
+ // Associates a marker with any past error messages, for debugging
+ // purposes. Optional.
+ void (*debug_marker)(struct ra *ra, const char *msg);
+};
+
+struct ra_tex *ra_tex_create(struct ra *ra, const struct ra_tex_params *params);
+void ra_tex_free(struct ra *ra, struct ra_tex **tex);
+
+struct ra_buf *ra_buf_create(struct ra *ra, const struct ra_buf_params *params);
+void ra_buf_free(struct ra *ra, struct ra_buf **buf);
+
+void ra_free(struct ra **ra);
+
+const struct ra_format *ra_find_unorm_format(struct ra *ra,
+ int bytes_per_component,
+ int n_components);
+const struct ra_format *ra_find_uint_format(struct ra *ra,
+ int bytes_per_component,
+ int n_components);
+const struct ra_format *ra_find_float16_format(struct ra *ra, int n_components);
+const struct ra_format *ra_find_named_format(struct ra *ra, const char *name);
+
+struct ra_imgfmt_desc {
+ int num_planes;
+ const struct ra_format *planes[4];
+ // Chroma pixel size (1x1 is 4:4:4)
+ uint8_t chroma_w, chroma_h;
+ // Component storage size in bits (possibly padded). For formats with
+ // different sizes per component, this is arbitrary. For padded formats
+ // like P010 or YUV420P10, padding is included.
+ int component_bits;
+ // Like mp_regular_imgfmt.component_pad.
+ int component_pad;
+ // == planes[n].ctype (RA_CTYPE_UNKNOWN if not applicable)
+ enum ra_ctype component_type;
+ // For each texture and each texture output (rgba order) describe what
+ // component it returns.
+ // The values are like the values in mp_regular_imgfmt_plane.components[].
+ // Access as components[plane_nr][component_index]. Set unused items to 0.
+ // For ra_format.luminance_alpha, this returns 1/2 ("rg") instead of 1/4
+ // ("ra"). the logic is that the texture format has 2 channels, thus the
+ // data must be returned in the first two components. The renderer fixes
+ // this later.
+ uint8_t components[4][4];
+};
+
+const char *ra_fmt_glsl_format(const struct ra_format *fmt);
+
+bool ra_get_imgfmt_desc(struct ra *ra, int imgfmt, struct ra_imgfmt_desc *out);
+
+void ra_dump_tex_formats(struct ra *ra, int msgl);
+void ra_dump_imgfmt_desc(struct ra *ra, const struct ra_imgfmt_desc *desc,
+ int msgl);
+void ra_dump_img_formats(struct ra *ra, int msgl);