#pragma once #include "common/common.h" #include "misc/bstr.h" #include "ra.h" // For mp_pass_perf #include "video/out/vo.h" struct mp_log; struct mpv_global; struct gl_shader_cache; struct gl_shader_cache *gl_sc_create(struct ra *ra, struct mpv_global *global, struct mp_log *log); void gl_sc_destroy(struct gl_shader_cache *sc); bool gl_sc_error_state(struct gl_shader_cache *sc); void gl_sc_reset_error(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, ...) PRINTF_ATTRIBUTE(2, 3); void gl_sc_hadd(struct gl_shader_cache *sc, const char *text); void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...) PRINTF_ATTRIBUTE(2, 3); void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text); void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...) PRINTF_ATTRIBUTE(2, 3); // A hint that the next data-type (i.e. non-binding) uniform is expected to // change frequently. This refers to the _f, _i, _vecN etc. uniform types. void gl_sc_uniform_dynamic(struct gl_shader_cache *sc); void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name, struct ra_tex *tex); void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name, struct ra_tex *tex); void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, struct ra_buf *buf, char *format, ...) PRINTF_ATTRIBUTE(4, 5); void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, float f); void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, int f); void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, float f[2]); void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, float f[3]); void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name, bool transpose, float *v); void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name, bool transpose, float *v); void gl_sc_blend(struct gl_shader_cache *sc, enum ra_blend blend_src_rgb, enum ra_blend blend_dst_rgb, enum ra_blend blend_src_alpha, enum ra_blend blend_dst_alpha); void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name); struct mp_pass_perf gl_sc_dispatch_draw(struct gl_shader_cache *sc, struct ra_tex *target, bool discard, const struct ra_renderpass_input *vao, int vao_len, size_t vertex_stride, void *ptr, size_t num); struct mp_pass_perf gl_sc_dispatch_compute(struct gl_shader_cache *sc, int w, int h, int d); // The application can call this on errors, to reset the current shader. This // is normally done implicitly by gl_sc_dispatch_* void gl_sc_reset(struct gl_shader_cache *sc); void gl_sc_set_cache_dir(struct gl_shader_cache *sc, const char *dir);