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-rw-r--r--video/out/opengl/gl_utils.h143
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diff --git a/video/out/opengl/gl_utils.h b/video/out/opengl/gl_utils.h
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+/*
+ * This file is part of mpv.
+ * Parts based on MPlayer code by Reimar Döffinger.
+ *
+ * mpv is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * mpv is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with mpv. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * You can alternatively redistribute this file and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ */
+
+#ifndef MP_GL_UTILS_
+#define MP_GL_UTILS_
+
+#include "gl_common.h"
+
+struct mp_log;
+
+void glCheckError(GL *gl, struct mp_log *log, const char *info);
+
+int glFmt2bpp(GLenum format, GLenum type);
+void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
+ const void *dataptr, int stride,
+ int x, int y, int w, int h, int slice);
+void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
+ int x, int y, int w, int h, uint8_t val, void **scratch);
+
+mp_image_t *glGetWindowScreenshot(GL *gl);
+
+// print a multi line string with line numbers (e.g. for shader sources)
+// log, lev: module and log level, as in mp_msg()
+void mp_log_source(struct mp_log *log, int lev, const char *src);
+
+struct gl_vao_entry {
+ // used for shader / glBindAttribLocation
+ const char *name;
+ // glVertexAttribPointer() arguments
+ int num_elems; // size (number of elements)
+ GLenum type;
+ bool normalized;
+ int offset;
+};
+
+struct gl_vao {
+ GL *gl;
+ GLuint vao; // the VAO object, or 0 if unsupported by driver
+ GLuint buffer; // GL_ARRAY_BUFFER used for the data
+ int stride; // size of each element (interleaved elements are assumed)
+ const struct gl_vao_entry *entries;
+};
+
+void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
+ const struct gl_vao_entry *entries);
+void gl_vao_uninit(struct gl_vao *vao);
+void gl_vao_bind(struct gl_vao *vao);
+void gl_vao_unbind(struct gl_vao *vao);
+void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
+
+struct fbotex {
+ GL *gl;
+ GLuint fbo;
+ GLuint texture;
+ GLenum iformat;
+ GLenum tex_filter;
+ int w, h; // size of .texture
+};
+
+bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
+ GLenum iformat);
+void fbotex_uninit(struct fbotex *fbo);
+bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
+ GLenum iformat, int flags);
+#define FBOTEX_FUZZY_W 1
+#define FBOTEX_FUZZY_H 2
+#define FBOTEX_FUZZY (FBOTEX_FUZZY_W | FBOTEX_FUZZY_H)
+void fbotex_set_filter(struct fbotex *fbo, GLenum gl_filter);
+
+// A 3x2 matrix, with the translation part separate.
+struct gl_transform {
+ float m[2][2];
+ float t[2];
+};
+
+void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
+ float y0, float y1);
+
+// This treats m as an affine transformation, in other words m[2][n] gets
+// added to the output.
+static inline void gl_transform_vec(struct gl_transform t, float *x, float *y)
+{
+ float vx = *x, vy = *y;
+ *x = vx * t.m[0][0] + vy * t.m[1][0] + t.t[0];
+ *y = vx * t.m[0][1] + vy * t.m[1][1] + t.t[1];
+}
+
+struct mp_rect_f {
+ float x0, y0, x1, y1;
+};
+
+static inline void gl_transform_rect(struct gl_transform t, struct mp_rect_f *r)
+{
+ gl_transform_vec(t, &r->x0, &r->y0);
+ gl_transform_vec(t, &r->x1, &r->y1);
+}
+
+void gl_set_debug_logger(GL *gl, struct mp_log *log);
+
+struct gl_shader_cache;
+
+struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log,
+ struct mpv_global *global);
+void gl_sc_destroy(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, ...);
+void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
+const char *gl_sc_loadfile(struct gl_shader_cache *sc, const char *path);
+void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
+ int unit);
+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_vao(struct gl_shader_cache *sc, struct gl_vao *vao);
+void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc);
+void gl_sc_reset(struct gl_shader_cache *sc);
+
+#endif