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authorwm4 <wm4@nowhere>2017-08-04 19:09:46 +0200
committerwm4 <wm4@nowhere>2017-08-05 13:09:05 +0200
commitaac04c0d6496d8847499a94376e85f1711bf31d6 (patch)
treebf77bcd2d12729a3706804b29ba5951d173a3226 /video/out/opengl/shader_cache.h
parentfa4a1c46759136334646e47c627ddb75e532a658 (diff)
downloadmpv-aac04c0d6496d8847499a94376e85f1711bf31d6.tar.bz2
mpv-aac04c0d6496d8847499a94376e85f1711bf31d6.tar.xz
vo_opengl: split utils.c/h
Actually GL-specific parts go into gl_utils.c/h, the shader cache (gl_sc*) into shader_cache.c/h. No semantic changes of any kind, except that the VAO helper is made public again as part of gl_utils.c (all while the goal for gl_utils.c itself is to be included by GL-specific code).
Diffstat (limited to 'video/out/opengl/shader_cache.h')
-rw-r--r--video/out/opengl/shader_cache.h51
1 files changed, 51 insertions, 0 deletions
diff --git a/video/out/opengl/shader_cache.h b/video/out/opengl/shader_cache.h
new file mode 100644
index 0000000000..8b3bd15735
--- /dev/null
+++ b/video/out/opengl/shader_cache.h
@@ -0,0 +1,51 @@
+#pragma once
+
+#include "common.h"
+#include "gl_utils.h"
+#include "misc/bstr.h"
+#include "ra.h"
+
+struct gl_shader_cache;
+
+struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log);
+void gl_sc_destroy(struct gl_shader_cache *sc);
+bool gl_sc_error_state(struct gl_shader_cache *sc);
+void gl_sc_reset_error(struct gl_shader_cache *sc);
+void gl_sc_add(struct gl_shader_cache *sc, const char *text);
+void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
+ PRINTF_ATTRIBUTE(2, 3);
+void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
+void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
+ PRINTF_ATTRIBUTE(2, 3);
+void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text);
+void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...)
+ PRINTF_ATTRIBUTE(2, 3);
+void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target,
+ GLuint texture);
+void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name,
+ struct ra_tex *tex);
+void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture);
+void gl_sc_uniform_image2D(struct gl_shader_cache *sc, const char *name,
+ GLuint texture, GLuint iformat, GLenum access);
+void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, GLuint ssbo,
+ char *format, ...) PRINTF_ATTRIBUTE(4, 5);
+void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
+void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint f);
+void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
+void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
+void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
+ bool transpose, GLfloat *v);
+void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
+ bool transpose, GLfloat *v);
+void gl_sc_set_vertex_format(struct gl_shader_cache *sc,
+ const struct gl_vao_entry *entries,
+ size_t vertex_size);
+void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name);
+struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc, GLenum type);
+void gl_sc_draw_data(struct gl_shader_cache *sc, GLenum prim, void *ptr,
+ size_t num);
+void gl_sc_reset(struct gl_shader_cache *sc);
+struct mpv_global;
+void gl_sc_set_cache_dir(struct gl_shader_cache *sc, struct mpv_global *global,
+ const char *dir);
+