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authorNiklas Haas <git@haasn.xyz>2017-07-20 11:26:01 +0200
committerNiklas Haas <git@haasn.xyz>2017-07-24 17:19:34 +0200
commit0c84ee01d5387e7c59d97de71046d173e4c3461a (patch)
tree6919885f0481f5927a8e69fe482a5fdce9e805d1 /DOCS/man/options.rst
parentf338ec45912846a75dbb4217cad000ceb9b33d40 (diff)
downloadmpv-0c84ee01d5387e7c59d97de71046d173e4c3461a.tar.bz2
mpv-0c84ee01d5387e7c59d97de71046d173e4c3461a.tar.xz
vo_opengl: support user compute shaders
These are identical to regular fragment shader hooks, but with extra metadata indicating the preferred block size.
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diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst
index 0f59392feb..f13d02673d 100644
--- a/DOCS/man/options.rst
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@@ -4271,6 +4271,17 @@ The following video options are currently all specific to ``--vo=opengl`` and
should be stored in the texture, up to 4 (rgba). By default, this value
is equal to the number of components in HOOKED.
+ COMPUTE bw bh
+ Specifies that this shader should be treated as a compute shader, with
+ the block size bw and bh. The compute shader will be dispatched with
+ however many blocks are necessary to completely tile over the output.
+ Compute shaders in mpv are treated similarly to fragment shaders, and
+ are still required to produce an output color. In addition, mpv
+ provides a special function NAME_map(id) to map from the global ID
+ space to the texture coordinates for all bound textures. The only real
+ difference is the fact that you can use shared memory inside compute
+ shaders.
+
Each bound texture (via ``BIND``) will make available the following
definitions to that shader pass, where NAME is the name of the bound
texture: