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🎥 Command line media player
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C
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263#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);