Mercurial > mplayer.hg
view libvo/gl_common.h @ 26467:d5d8c4974d7a
Create standard recursive rules from a template.
author | diego |
---|---|
date | Tue, 22 Apr 2008 22:00:37 +0000 |
parents | 0d255d03016f |
children | 315e911d5762 |
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#ifndef MPLAYER_GL_COMMON_H #define MPLAYER_GL_COMMON_H #include <stdio.h> #include <stdint.h> #include "config.h" #include "mp_msg.h" #include <GL/gl.h> #include "video_out.h" #ifdef GL_WIN32 #include <windows.h> #include <GL/glext.h> #include "w32_common.h" #else #include <X11/Xlib.h> #include <GL/glx.h> #include "x11_common.h" #endif // workaround for some gl.h headers #ifndef APIENTRY #ifdef GLAPIENTRY #define APIENTRY GLAPIENTRY #elif defined(GL_WIN32) #define APIENTRY __stdcall #else #define APIENTRY #endif #endif /** * \defgroup glextdefines OpenGL extension defines * * conditionally define all extension defines used. * vendor specific extensions should be marked as such * (e.g. _NV), _ARB is not used to ease readability. * \{ */ #ifndef GL_REGISTER_COMBINERS_NV #define GL_REGISTER_COMBINERS_NV 0x8522 #endif #ifndef GL_MAX_GENERAL_COMBINERS_NV #define GL_MAX_GENERAL_COMBINERS_NV 0x854D #endif #ifndef GL_NUM_GENERAL_COMBINERS_NV #define GL_NUM_GENERAL_COMBINERS_NV 0x854E #endif #ifndef GL_CONSTANT_COLOR0_NV #define GL_CONSTANT_COLOR0_NV 0x852A #endif #ifndef GL_CONSTANT_COLOR1_NV #define GL_CONSTANT_COLOR1_NV 0x852B #endif #ifndef GL_COMBINER0_NV #define GL_COMBINER0_NV 0x8550 #endif #ifndef GL_COMBINER1_NV #define GL_COMBINER1_NV 0x8551 #endif #ifndef GL_VARIABLE_A_NV #define GL_VARIABLE_A_NV 0x8523 #endif #ifndef GL_VARIABLE_B_NV #define GL_VARIABLE_B_NV 0x8524 #endif #ifndef GL_VARIABLE_C_NV #define GL_VARIABLE_C_NV 0x8525 #endif #ifndef GL_VARIABLE_D_NV #define GL_VARIABLE_D_NV 0x8526 #endif #ifndef GL_UNSIGNED_INVERT_NV #define GL_UNSIGNED_INVERT_NV 0x8537 #endif #ifndef GL_HALF_BIAS_NORMAL_NV #define GL_HALF_BIAS_NORMAL_NV 0x853A #endif #ifndef GL_SIGNED_IDENTITY_NV #define GL_SIGNED_IDENTITY_NV 0x853C #endif #ifndef GL_SCALE_BY_FOUR_NV #define GL_SCALE_BY_FOUR_NV 0x853F #endif #ifndef GL_DISCARD_NV #define GL_DISCARD_NV 0x8530 #endif #ifndef GL_SPARE0_NV #define GL_SPARE0_NV 0x852E #endif #ifndef GL_FRAGMENT_SHADER_ATI #define GL_FRAGMENT_SHADER_ATI 0x8920 #endif #ifndef GL_NUM_FRAGMENT_REGISTERS_ATI #define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E #endif #ifndef GL_REG_0_ATI #define GL_REG_0_ATI 0x8921 #endif #ifndef GL_REG_1_ATI #define GL_REG_1_ATI 0x8922 #endif #ifndef GL_REG_2_ATI #define GL_REG_2_ATI 0x8923 #endif #ifndef GL_CON_0_ATI #define GL_CON_0_ATI 0x8941 #endif #ifndef GL_CON_1_ATI #define GL_CON_1_ATI 0x8942 #endif #ifndef GL_ADD_ATI #define GL_ADD_ATI 0x8963 #endif #ifndef GL_MUL_ATI #define GL_MUL_ATI 0x8964 #endif #ifndef GL_MAD_ATI #define GL_MAD_ATI 0x8968 #endif #ifndef GL_SWIZZLE_STR_ATI #define GL_SWIZZLE_STR_ATI 0x8976 #endif #ifndef GL_4X_BIT_ATI #define GL_4X_BIT_ATI 2 #endif #ifndef GL_BIAS_BIT_ATI #define GL_BIAS_BIT_ATI 8 #endif #ifndef GL_MAX_TEXTURE_UNITS #define GL_MAX_TEXTURE_UNITS 0x84E2 #endif #ifndef GL_TEXTURE0 #define GL_TEXTURE0 0x84C0 #endif #ifndef GL_TEXTURE1 #define GL_TEXTURE1 0x84C1 #endif #ifndef GL_TEXTURE2 #define GL_TEXTURE2 0x84C2 #endif #ifndef GL_TEXTURE3 #define GL_TEXTURE3 0x84C3 #endif #ifndef GL_TEXTURE_RECTANGLE #define GL_TEXTURE_RECTANGLE 0x84F5 #endif #ifndef GL_PIXEL_UNPACK_BUFFER #define GL_PIXEL_UNPACK_BUFFER 0x88EC #endif #ifndef GL_STREAM_DRAW #define GL_STREAM_DRAW 0x88E0 #endif #ifndef GL_DYNAMIC_DRAW #define GL_DYNAMIC_DRAW 0x88E8 #endif #ifndef GL_WRITE_ONLY #define GL_WRITE_ONLY 0x88B9 #endif #ifndef GL_BGR #define GL_BGR 0x80E0 #endif #ifndef GL_BGRA #define GL_BGRA 0x80E1 #endif #ifndef GL_UNSIGNED_BYTE_3_3_2 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #endif #ifndef GL_UNSIGNED_BYTE_2_3_3_REV #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #endif #ifndef GL_UNSIGNED_SHORT_5_6_5 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #endif #ifndef GL_UNSIGNED_SHORT_5_6_5_REV #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #endif #ifndef GL_UNSIGNED_SHORT_5_5_5_1 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #endif #ifndef GL_UNSIGNED_SHORT_1_5_5_5_REV #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #endif #ifndef GL_RGB32F #define GL_RGB32F 0x8815 #endif #ifndef GL_FLOAT_RGB32_NV #define GL_FLOAT_RGB32_NV 0x8889 #endif #ifndef GL_FRAGMENT_PROGRAM #define GL_FRAGMENT_PROGRAM 0x8804 #endif #ifndef GL_PROGRAM_FORMAT_ASCII #define GL_PROGRAM_FORMAT_ASCII 0x8875 #endif #ifndef GL_PROGRAM_ERROR_POSITION #define GL_PROGRAM_ERROR_POSITION 0x864B #endif #ifndef GL_PROGRAM_ERROR_STRING #define GL_PROGRAM_ERROR_STRING 0x8874 #endif /** \} */ // end of glextdefines group void glAdjustAlignment(int stride); const char *glValName(GLint value); int glFindFormat(uint32_t format, int *bpp, GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type); int glFmt2bpp(GLenum format, GLenum type); void glCreateClearTex(GLenum target, GLenum fmt, GLint filter, int w, int h, unsigned char val); int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter, FILE *f, int *width, int *height, int *maxval); void glUploadTex(GLenum target, GLenum format, GLenum type, const void *dataptr, int stride, int x, int y, int w, int h, int slice); void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, int sx, int sy, int rect_tex, int is_yv12, int flip); int loadGPUProgram(GLenum target, char *prog); /** \addtogroup glconversion * \{ */ //! do not use YUV conversion, this should always stay 0 #define YUV_CONVERSION_NONE 0 //! use nVidia specific register combiners for YUV conversion #define YUV_CONVERSION_COMBINERS 1 //! use a fragment program for YUV conversion #define YUV_CONVERSION_FRAGMENT 2 //! use a fragment program for YUV conversion with gamma using POW #define YUV_CONVERSION_FRAGMENT_POW 3 //! use a fragment program with additional table lookup for YUV conversion #define YUV_CONVERSION_FRAGMENT_LOOKUP 4 //! use ATI specific register combiners ("fragment program") #define YUV_CONVERSION_COMBINERS_ATI 5 //! use a fragment program with 3D table lookup for YUV conversion #define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6 //! use normal bilinear scaling for textures #define YUV_SCALER_BILIN 0 //! use higher quality bicubic scaling for textures #define YUV_SCALER_BICUB 1 //! use cubic scaling in X and normal linear scaling in Y direction #define YUV_SCALER_BICUB_X 2 //! use cubic scaling without additional lookup texture #define YUV_SCALER_BICUB_NOTEX 3 #define YUV_SCALER_UNSHARP 4 #define YUV_SCALER_UNSHARP2 5 //! mask for conversion type #define YUV_CONVERSION_MASK 0xF //! mask for scaler type #define YUV_SCALER_MASK 0xF //! shift value for luminance scaler type #define YUV_LUM_SCALER_SHIFT 8 //! shift value for chrominance scaler type #define YUV_CHROM_SCALER_SHIFT 12 //! extract conversion out of type #define YUV_CONVERSION(t) (t & YUV_CONVERSION_MASK) //! extract luminance scaler out of type #define YUV_LUM_SCALER(t) ((t >> YUV_LUM_SCALER_SHIFT) & YUV_SCALER_MASK) //! extract chrominance scaler out of type #define YUV_CHROM_SCALER(t) ((t >> YUV_CHROM_SCALER_SHIFT) & YUV_SCALER_MASK) /** \} */ void glSetupYUVConversion(GLenum target, int type, float brightness, float contrast, float hue, float saturation, float rgamma, float ggamma, float bgamma, int texw, int texh); void glEnableYUVConversion(GLenum target, int type); void glDisableYUVConversion(GLenum target, int type); /** \addtogroup glcontext * \{ */ //! could not set new window, will continue drawing into the old one. #define SET_WINDOW_FAILED -1 //! new window is set, could even transfer the OpenGL context. #define SET_WINDOW_OK 0 //! new window is set, but the OpenGL context needs to be reinitialized. #define SET_WINDOW_REINIT 1 /** \} */ #ifdef GL_WIN32 #define vo_check_events() vo_w32_check_events() #define vo_fullscreen() vo_w32_fullscreen() #define vo_ontop() vo_w32_ontop() #define vo_uninit() vo_w32_uninit() int setGlWindow(int *vinfo, HGLRC *context, HWND win); void releaseGlContext(int *vinfo, HGLRC *context); #else #define vo_check_events() vo_x11_check_events(mDisplay) #define vo_fullscreen() vo_x11_fullscreen() #define vo_ontop() vo_x11_ontop() #define vo_uninit() vo_x11_uninit() int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win); void releaseGlContext(XVisualInfo **vinfo, GLXContext *context); #endif void swapGlBuffers(void); extern void (APIENTRY *GenBuffers)(GLsizei, GLuint *); extern void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *); extern void (APIENTRY *BindBuffer)(GLenum, GLuint); extern GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum); extern GLboolean (APIENTRY *UnmapBuffer)(GLenum); extern void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum); extern void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *); extern void (APIENTRY *CombinerParameteri)(GLenum, GLint); extern void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum); extern void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean); extern void (APIENTRY *BeginFragmentShader)(void); extern void (APIENTRY *EndFragmentShader)(void); extern void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum); extern void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); extern void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); extern void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *); extern void (APIENTRY *ActiveTexture)(GLenum); extern void (APIENTRY *BindTexture)(GLenum, GLuint); extern void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat); extern void (APIENTRY *GenPrograms)(GLsizei, GLuint *); extern void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *); extern void (APIENTRY *BindProgram)(GLenum, GLuint); extern void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *); extern void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); extern int (APIENTRY *SwapInterval)(int); extern void (APIENTRY *TexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); #endif /* MPLAYER_GL_COMMON_H */