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author | Niklas Haas <git@haasn.xyz> | 2017-07-20 11:26:01 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-07-24 17:19:34 +0200 |
commit | 0c84ee01d5387e7c59d97de71046d173e4c3461a (patch) | |
tree | 6919885f0481f5927a8e69fe482a5fdce9e805d1 /DOCS | |
parent | f338ec45912846a75dbb4217cad000ceb9b33d40 (diff) | |
download | mpv-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.
Diffstat (limited to 'DOCS')
-rw-r--r-- | DOCS/man/options.rst | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst index 0f59392feb..f13d02673d 100644 --- a/DOCS/man/options.rst +++ b/DOCS/man/options.rst @@ -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: |