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authorwm4 <wm4@nowhere>2017-08-05 14:20:14 +0200
committerwm4 <wm4@nowhere>2017-08-05 16:27:09 +0200
commit333cae74ef0fa62e0355e85d21f0f41ced3963e7 (patch)
tree08e390dd9bdf7e997bf91ebef5bd5579336f27eb /libmpv/opengl_cb.h
parentf72a33d2cb223df921967cfe7ae203f882ba6921 (diff)
downloadmpv-333cae74ef0fa62e0355e85d21f0f41ced3963e7.tar.bz2
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vo_opengl: move shader handling to ra
Now all GL-specifics of shader compilation are abstracted through ra. Of course we still have everything hardcoded to GLSL - that isn't going to change. Some things will probably change later - in particular, the way we pass uniforms and textures to the shader. Currently, there is a confusing mismatch between "primitive" uniforms like floats, and others like textures. Also, SSBOs are not abstracted yet.
Diffstat (limited to 'libmpv/opengl_cb.h')
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