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-rw-r--r--video/out/gpu/shader_cache.h66
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);