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authorNiklas Haas <git@haasn.xyz>2017-07-17 18:11:32 +0200
committerNiklas Haas <git@haasn.xyz>2017-07-24 17:19:31 +0200
commitaad6ba018a17eded2b3f4af2212e0123cfb29b79 (patch)
tree4fd0376511b794c001ba0fd1675a940a764bb728 /video/out/opengl/context.c
parenteb54d2ad4d46b6c1f91564604fad05f092772e84 (diff)
downloadmpv-aad6ba018a17eded2b3f4af2212e0123cfb29b79.tar.bz2
mpv-aad6ba018a17eded2b3f4af2212e0123cfb29b79.tar.xz
vo_opengl: support compute shaders
These can either be invoked as dispatch_compute to do a single computation, or finish_pass_fbo (after setting compute_size_minimum) to render to a new texture using a compute shader. To make this stuff all work transparently, we try really, really hard to make compute shaders as identical to fragment shaders as possible in their behavior.
Diffstat (limited to 'video/out/opengl/context.c')
-rw-r--r--video/out/opengl/context.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/video/out/opengl/context.c b/video/out/opengl/context.c
index ab98eddbf9..fe454e9741 100644
--- a/video/out/opengl/context.c
+++ b/video/out/opengl/context.c
@@ -93,6 +93,7 @@ static const struct mpgl_driver *const backends[] = {
// initialize. The first entry is the most preferred version.
const int mpgl_preferred_gl_versions[] = {
440,
+ 430,
400,
330,
320,