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* vo_opengl: refactor into vo_gpuNiklas Haas2017-09-211-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
* vo_opengl: remove some dead codewm42017-08-111-32/+0
| | | | | These were replaced by ra equivalents, and with the recent changes, all of them became fully unused.
* vo_opengl: start work on rendering API abstractionwm42017-07-261-3/+7
| | | | | | | | | | | | | | | | | | | | | | This starts work on moving OpenGL-specific code out of the general renderer code, so that we can support other other GPU APIs. This is in a very early stage and it's only a proof of concept. It's unknown whether this will succeed or result in other backends. For now, the GL rendering API ("ra") and its only provider (ra_gl) does texture creation/upload/destruction only. And it's used for the main video texture only. All other code is still hardcoded to GL. There is some duplication with ra_format and gl_format handling. In the end, only the ra variants will be needed (plus the gl_format table of course). For now, this is simpler, because for some reason lots of hwdec code still requires the GL variants, and would have to be updated to use the ra ones. Currently, the video.c code accesses private ra_gl fields. In the end, it should not do that of course, and it would not include ra_gl.h. Probably adds bugs, but you can keep them.
* vo_opengl: remove mp_imgfmt_desc and IMGFLAG_ usagewm42017-06-301-0/+2
| | | | | These were weird due to their past, and often undefined or ill-defined. Time to get rid of them.
* vo_opengl: restructure format setupwm42017-06-301-7/+13
| | | | | | | | | | | | Instead of setting up a weird swizzle (which is linked to how the internal renderer code works, rather than the generic format code), add per-component mapping to gl_imgfmt_desc. The renderer still computes the weird swizzle, but at least it's confined to itself. Also, it appears the hwdec backends don't need this anymore. It's really nice that the messy init_format() goes away too.
* vo_opengl: minor cosmeticswm42017-04-141-3/+1
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* vo_opengl: hwdec_vaegl: use new format setup functionwm42017-02-171-0/+1
| | | | Plus add a helper.
* vo_opengl: move texture mapping of pixel formats to helper functionwm42017-02-171-3/+16
| | | | | | | All supported pixel formats have a specific "mapping" of CPU data to textures. This function determines the number and the formats of these textures. Moving it to a helper will be useful for some hardware decode interop backends, since they all need similar things.
* vo_opengl: handle GL_LUMINANCE_ALPHA and integer textures differentlywm42017-02-171-0/+1
| | | | | | | | | | | | | | | GL_LUMINANCE_ALPHA is the only reason why per-plane swizzles exist. Remove per-plane swizzles (again), and regrettably handle them as special cases (again). Carry along the logical texture format (called gl_format in some parts of the code, including the new one). We also don't need a use_integer flag, since the new gl_format member implies whether it's an integer texture. (Yes, the there are separate logical GL formats for integer textures. This aspect of the OpenGL API is hysteric at best.) This should change nothing about actual rendering logic and GL API usage.
* vo_opengl: make ES float texture format checks stricterwm42016-05-231-2/+1
| | | | | | | | | | | | | | | Some of these checks became pointless after dropping ES 2.0 support for extended filtering. GL_EXT_texture_rg is part of core in ES 3.0, and we already check for this version, so testing for the extension is redundant. GL_OES_texture_half_float_linear is also always available, at least as far as our needs go. The functionality we need from GL_EXT_color_buffer_half_float is always available in ES 3.2, and we explicitly check for ES 3.2, so reject this extension if the ES version is new enough.
* vo_opengl: reorganize texture format handlingwm42016-05-121-0/+60
This merges all knowledge about texture format into a central table. Most of the work done here is actually identifying which formats exactly are supported by OpenGL(ES) under which circumstances, and keeping this information in the format table in a somewhat declarative way. (Although only to the extend needed by mpv.) In particular, ES and float formats are a horrible mess. Again this is a big refactor that might cause regression on "obscure" configurations.