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/*
* 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_MOD,
SZEXP_OP_NOT,
SZEXP_OP_GT,
SZEXP_OP_LT,
SZEXP_OP_EQ,
};
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;
bool align_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, const 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
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