diff options
Diffstat (limited to 'video/out/gpu/shader_cache.h')
-rw-r--r-- | video/out/gpu/shader_cache.h | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/video/out/gpu/shader_cache.h b/video/out/gpu/shader_cache.h new file mode 100644 index 0000000..7c51c7a --- /dev/null +++ b/video/out/gpu/shader_cache.h @@ -0,0 +1,66 @@ +#pragma once + +#include "common/common.h" +#include "misc/bstr.h" +#include "ra.h" + +// For mp_pass_perf +#include "video/out/vo.h" + +struct mp_log; +struct mpv_global; +struct gl_shader_cache; + +struct gl_shader_cache *gl_sc_create(struct ra *ra, struct mpv_global *global, + struct mp_log *log); +void gl_sc_destroy(struct gl_shader_cache *sc); +bool gl_sc_error_state(struct gl_shader_cache *sc); +void gl_sc_reset_error(struct gl_shader_cache *sc); +void gl_sc_add(struct gl_shader_cache *sc, const char *text); +void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...) + PRINTF_ATTRIBUTE(2, 3); +void gl_sc_hadd(struct gl_shader_cache *sc, const char *text); +void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...) + PRINTF_ATTRIBUTE(2, 3); +void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text); +void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...) + PRINTF_ATTRIBUTE(2, 3); + +// A hint that the next data-type (i.e. non-binding) uniform is expected to +// change frequently. This refers to the _f, _i, _vecN etc. uniform types. +void gl_sc_uniform_dynamic(struct gl_shader_cache *sc); +void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name, + struct ra_tex *tex); +void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name, + struct ra_tex *tex); +void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, struct ra_buf *buf, + char *format, ...) PRINTF_ATTRIBUTE(4, 5); +void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, float f); +void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, int f); +void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, float f[2]); +void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, float f[3]); +void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name, + bool transpose, float *v); +void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name, + bool transpose, float *v); + +// Return the correct bvecN() variant for using mix() in this GLSL version +const char *gl_sc_bvec(struct gl_shader_cache *sc, int dims); + +void gl_sc_blend(struct gl_shader_cache *sc, + enum ra_blend blend_src_rgb, + enum ra_blend blend_dst_rgb, + enum ra_blend blend_src_alpha, + enum ra_blend blend_dst_alpha); +void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name); +struct mp_pass_perf gl_sc_dispatch_draw(struct gl_shader_cache *sc, + struct ra_tex *target, bool discard, + const struct ra_renderpass_input *vao, + int vao_len, size_t vertex_stride, + void *ptr, size_t num); +struct mp_pass_perf gl_sc_dispatch_compute(struct gl_shader_cache *sc, + int w, int h, int d); +// The application can call this on errors, to reset the current shader. This +// is normally done implicitly by gl_sc_dispatch_* +void gl_sc_reset(struct gl_shader_cache *sc); +void gl_sc_set_cache_dir(struct gl_shader_cache *sc, char *dir); |