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author | wm4 <wm4@nowhere> | 2017-07-24 15:04:31 +0200 |
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committer | wm4 <wm4@nowhere> | 2017-07-24 15:04:31 +0200 |
commit | d88f8e90acd9325efa06825c8d75d39d36000f3e (patch) | |
tree | 3781b18c672385700bf906a43a9e7dc9d8343c37 | |
parent | 03bfada9b9ed59dcc863515ad5b0998e17e3bd6b (diff) | |
download | mpv-render_abstraction.tar.bz2 mpv-render_abstraction.tar.xz |
more wiprender_abstraction
-rw-r--r-- | video/out/opengl/utils.h | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/video/out/opengl/utils.h b/video/out/opengl/utils.h index 0a536b4d46..9974de1c85 100644 --- a/video/out/opengl/utils.h +++ b/video/out/opengl/utils.h @@ -195,8 +195,10 @@ struct ra { struct ra_fns *fns; void *priv; - // Supported GLSL shader version. + // Set by the RA backend on init: highest supported GLSL shader version. int glsl_version; + // Set by the RA backend on init: ES GLSL variant required. + bool glsl_es; // RA_CAP_* bit field. The RA backend must set supported features at init // time. @@ -261,6 +263,8 @@ struct ra_tex_params { // this requires creation of a FBO bool require_download; // CPU->GPU transfer must be possible bool require_upload; // GPU->CPU transfer must be possible + // XXX model this as separate buffers, or make staging textures an abstraction + // (might be aligned better with actual GPU APIs) bool create_mapping; // create a persistent mapping (ra_tex.map) // only available if // When used as render source texture. @@ -310,6 +314,7 @@ struct ra_renderpass_params { int vertex_stride; // 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; const char *compute_shader; // I guess? |