From aad6ba018a17eded2b3f4af2212e0123cfb29b79 Mon Sep 17 00:00:00 2001 From: Niklas Haas Date: Mon, 17 Jul 2017 18:11:32 +0200 Subject: vo_opengl: support compute shaders These can either be invoked as dispatch_compute to do a single computation, or finish_pass_fbo (after setting compute_size_minimum) to render to a new texture using a compute shader. To make this stuff all work transparently, we try really, really hard to make compute shaders as identical to fragment shaders as possible in their behavior. --- video/out/opengl/context.c | 1 + 1 file changed, 1 insertion(+) (limited to 'video/out/opengl/context.c') diff --git a/video/out/opengl/context.c b/video/out/opengl/context.c index ab98eddbf9..fe454e9741 100644 --- a/video/out/opengl/context.c +++ b/video/out/opengl/context.c @@ -93,6 +93,7 @@ static const struct mpgl_driver *const backends[] = { // initialize. The first entry is the most preferred version. const int mpgl_preferred_gl_versions[] = { 440, + 430, 400, 330, 320, -- cgit v1.2.3