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author | wm4 <wm4@nowhere> | 2017-04-08 16:38:56 +0200 |
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committer | wm4 <wm4@nowhere> | 2017-04-08 16:43:56 +0200 |
commit | 759ac6cc93bd1895a8f9233b8e9256889bdef6aa (patch) | |
tree | 86f3a5c58a695f936f06e62c754dc29286479851 /video/out/opengl/utils.h | |
parent | e7940ddbf35cd752bbac793c0896463c2c58e599 (diff) | |
download | mpv-759ac6cc93bd1895a8f9233b8e9256889bdef6aa.tar.bz2 mpv-759ac6cc93bd1895a8f9233b8e9256889bdef6aa.tar.xz |
vo_opengl: add option for caching shaders on disk
Mostly because of ANGLE (sadly).
The implementation became unpleasantly big, but at least it's relatively
self-contained.
I'm not sure to what degree shaders from different drivers are
compatible as in whether a driver would randomly misbehave if it's fed
a binary created by another driver. The useless binayFormat parameter
won't help it, as they can probably easily clash. As usual, OpenGL is
pretty shit here.
Diffstat (limited to 'video/out/opengl/utils.h')
-rw-r--r-- | video/out/opengl/utils.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/video/out/opengl/utils.h b/video/out/opengl/utils.h index aa936f6e35..95eb1c4fea 100644 --- a/video/out/opengl/utils.h +++ b/video/out/opengl/utils.h @@ -171,6 +171,9 @@ void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao); void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name); void gl_sc_generate(struct gl_shader_cache *sc); 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); struct gl_timer; |