#pragma once #include #include #include "ra.h" // A 3x2 matrix, with the translation part separate. struct gl_transform { // row-major, e.g. in mathematical notation: // | m[0][0] m[0][1] | // | m[1][0] m[1][1] | float m[2][2]; float t[2]; }; static const struct gl_transform identity_trans = { .m = {{1.0, 0.0}, {0.0, 1.0}}, .t = {0.0, 0.0}, }; 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[0][1] + t.t[0]; *y = vx * t.m[1][0] + vy * t.m[1][1] + t.t[1]; } struct mp_rect_f { float x0, y0, x1, y1; }; // Semantic equality (fuzzy comparison) static inline bool mp_rect_f_seq(struct mp_rect_f a, struct mp_rect_f b) { return fabs(a.x0 - b.x0) < 1e-6 && fabs(a.x1 - b.x1) < 1e-6 && fabs(a.y0 - b.y0) < 1e-6 && fabs(a.y1 - b.y1) < 1e-6; } 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); } static inline bool gl_transform_eq(struct gl_transform a, struct gl_transform b) { for (int x = 0; x < 2; x++) { for (int y = 0; y < 2; y++) { if (a.m[x][y] != b.m[x][y]) return false; } } return a.t[0] == b.t[0] && a.t[1] == b.t[1]; } void gl_transform_trans(struct gl_transform t, struct gl_transform *x); struct fbodst { struct ra_tex *tex; bool flip; // mirror vertically }; void gl_transform_ortho_fbodst(struct gl_transform *t, struct fbodst fbo); // A pool of buffers, which can grow as needed struct ra_buf_pool { struct ra_buf_params current_params; struct ra_buf **buffers; int num_buffers; int index; }; void ra_buf_pool_uninit(struct ra *ra, struct ra_buf_pool *pool); // Note: params->initial_data is *not* supported struct ra_buf *ra_buf_pool_get(struct ra *ra, struct ra_buf_pool *pool, const struct ra_buf_params *params); // Helper that wraps ra_tex_upload using texture upload buffers to ensure that // params->buf is always set. This is intended for RA-internal usage. bool ra_tex_upload_pbo(struct ra *ra, struct ra_buf_pool *pbo, const struct ra_tex_upload_params *params); // Layout rules for GLSL's packing modes struct ra_layout std140_layout(struct ra_renderpass_input *inp); struct ra_layout std430_layout(struct ra_renderpass_input *inp); struct fbotex { struct ra *ra; struct ra_tex *tex; int lw, lh; // logical (configured) size, <= than texture size struct fbodst fbo; }; void fbotex_uninit(struct fbotex *fbo); bool fbotex_change(struct fbotex *fbo, struct ra *ra, struct mp_log *log, int w, int h, const struct ra_format *fmt); // A wrapper around ra_timer that does result pooling, averaging etc. struct timer_pool; struct timer_pool *timer_pool_create(struct ra *ra); void timer_pool_destroy(struct timer_pool *pool); void timer_pool_start(struct timer_pool *pool); void timer_pool_stop(struct timer_pool *pool); struct mp_pass_perf timer_pool_measure(struct timer_pool *pool); // 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);