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authorwm4 <wm4@nowhere>2017-04-08 16:38:56 +0200
committerwm4 <wm4@nowhere>2017-04-08 16:43:56 +0200
commit759ac6cc93bd1895a8f9233b8e9256889bdef6aa (patch)
tree86f3a5c58a695f936f06e62c754dc29286479851 /video/out/opengl/utils.h
parente7940ddbf35cd752bbac793c0896463c2c58e599 (diff)
downloadmpv-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.h3
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;