Mercurial > mplayer.hg
view libvo/gl_common.h @ 26096:e6a565ec1a3b
New S3 VIDIX driver.
Provides support for S3 Trio and S3 Virge chipsets.
This deprecates the old Savage driver that worked with latest chips only.
(synchronized with vidix.sf.net r326 and r327)
author | ben |
---|---|
date | Fri, 29 Feb 2008 20:01:28 +0000 |
parents | 4129c8cfa742 |
children | 0585db9f5b32 |
line wrap: on
line source
#ifndef MPLAYER_GL_COMMON_H #define MPLAYER_GL_COMMON_H #include "mp_msg.h" #include "config.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 */