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#ifndef MPGL_HWDEC_H_
#define MPGL_HWDEC_H_
#include "gl_common.h"
#include "video/hwdec.h"
struct mp_hwdec_info;
struct gl_hwdec {
const struct gl_hwdec_driver *driver;
struct mp_log *log;
GL *gl;
struct mp_hwdec_ctx *hwctx;
// For free use by hwdec driver
void *priv;
// For working around the vdpau vs. vaapi mess.
bool reject_emulated;
// hwdec backends must set this to an IMGFMT_ that has an equivalent
// internal representation in gl_video.c as the hardware texture.
// It's used to build the rendering chain. For example, setting it to
// IMGFMT_RGB0 indicates that the video texture is RGB.
int converted_imgfmt;
// Normally this is GL_TEXTURE_2D, but the hwdec driver can set it to
// GL_TEXTURE_RECTANGLE. This is needed because VDA is shit.
GLenum gl_texture_target;
};
struct gl_hwdec_driver {
// Same name as used by mp_hwdec_info->load_api()
const char *api_name;
// The hardware surface IMGFMT_ that must be passed to map_image later.
int imgfmt;
// Create the hwdec device. It must fill in hw->info, if applicable.
// This also must set hw->converted_imgfmt.
int (*create)(struct gl_hwdec *hw);
// Prepare for rendering video. (E.g. create textures.)
// Called on initialization, and every time the video size changes.
// *params must be set to the format the hw textures return.
int (*reinit)(struct gl_hwdec *hw, struct mp_image_params *params);
// Return textures that contain a copy or reference of the given hw_image.
int (*map_image)(struct gl_hwdec *hw, struct mp_image *hw_image,
GLuint *out_textures);
void (*destroy)(struct gl_hwdec *hw);
};
struct gl_hwdec *gl_hwdec_load_api(struct mp_log *log, GL *gl,
const char *api_name);
struct gl_hwdec *gl_hwdec_load_api_id(struct mp_log *log, GL *gl, int id);
void gl_hwdec_uninit(struct gl_hwdec *hwdec);
#endif
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