1
mirror of https://github.com/mpv-player/mpv synced 2024-11-14 22:48:35 +01:00
mpv/video/out/opengl/utils.h
wm4 e4ec0f42e4 Change GPL/LGPL dual-licensed files to LGPL
Do this to make the license situation less confusing.

This change should be of no consequence, since LGPL is compatible with
GPL anyway, and making it LGPL-only does not restrict the use with GPL
code.

Additionally, the wording implies that this is allowed, and that we can
just remove the GPL part.
2016-01-19 18:36:34 +01:00

145 lines
5.1 KiB
C

/*
* This file is part of mpv.
* Parts based on MPlayer code by Reimar Döffinger.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MP_GL_UTILS_
#define MP_GL_UTILS_
#include "common.h"
struct mp_log;
void glCheckError(GL *gl, struct mp_log *log, const char *info);
int glFmt2bpp(GLenum format, GLenum type);
void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
const void *dataptr, int stride,
int x, int y, int w, int h, int slice);
void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
int x, int y, int w, int h, uint8_t val, void **scratch);
mp_image_t *glGetWindowScreenshot(GL *gl);
const char* mp_sampler_type(GLenum texture_target);
// 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);
struct gl_vao_entry {
// used for shader / glBindAttribLocation
const char *name;
// glVertexAttribPointer() arguments
int num_elems; // size (number of elements)
GLenum type;
bool normalized;
int offset;
};
struct gl_vao {
GL *gl;
GLuint vao; // the VAO object, or 0 if unsupported by driver
GLuint buffer; // GL_ARRAY_BUFFER used for the data
int stride; // size of each element (interleaved elements are assumed)
const struct gl_vao_entry *entries;
};
void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
const struct gl_vao_entry *entries);
void gl_vao_uninit(struct gl_vao *vao);
void gl_vao_bind(struct gl_vao *vao);
void gl_vao_unbind(struct gl_vao *vao);
void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
struct fbotex {
GL *gl;
GLuint fbo;
GLuint texture;
GLenum iformat;
GLenum tex_filter;
int w, h; // size of .texture
};
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat);
void fbotex_uninit(struct fbotex *fbo);
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat, int flags);
#define FBOTEX_FUZZY_W 1
#define FBOTEX_FUZZY_H 2
#define FBOTEX_FUZZY (FBOTEX_FUZZY_W | FBOTEX_FUZZY_H)
void fbotex_set_filter(struct fbotex *fbo, GLenum gl_filter);
// A 3x2 matrix, with the translation part separate.
struct gl_transform {
float m[2][2];
float t[2];
};
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[1][0] + t.t[0];
*y = vx * t.m[0][1] + vy * t.m[1][1] + t.t[1];
}
struct mp_rect_f {
float x0, y0, x1, y1;
};
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);
}
void gl_transform_trans(struct gl_transform t, struct gl_transform *x);
void gl_set_debug_logger(GL *gl, struct mp_log *log);
struct gl_shader_cache;
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log);
void gl_sc_destroy(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, ...);
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...);
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
int unit);
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint f);
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v);
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v);
void gl_sc_uniform_buffer(struct gl_shader_cache *sc, char *name,
const char *text, int binding);
void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao);
void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name);
void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc);
void gl_sc_reset(struct gl_shader_cache *sc);
#endif