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author | Niklas Haas <git@haasn.xyz> | 2017-07-17 18:11:32 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-07-24 17:19:31 +0200 |
commit | aad6ba018a17eded2b3f4af2212e0123cfb29b79 (patch) | |
tree | 4fd0376511b794c001ba0fd1675a940a764bb728 /video/out/opengl/common.h | |
parent | eb54d2ad4d46b6c1f91564604fad05f092772e84 (diff) |
vo_opengl: support compute shaders
These can either be invoked as dispatch_compute to do a single
computation, or finish_pass_fbo (after setting compute_size_minimum) to
render to a new texture using a compute shader. To make this stuff all
work transparently, we try really, really hard to make compute shaders
as identical to fragment shaders as possible in their behavior.
Diffstat (limited to 'video/out/opengl/common.h')
-rw-r--r-- | video/out/opengl/common.h | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/video/out/opengl/common.h b/video/out/opengl/common.h index 7842c5a910..40208c45e5 100644 --- a/video/out/opengl/common.h +++ b/video/out/opengl/common.h @@ -163,6 +163,11 @@ struct GL { void *); void (GLAPIENTRY *ProgramBinary)(GLuint, GLenum, const void *, GLsizei); + void (GLAPIENTRY *DispatchCompute)(GLuint, GLuint, GLuint); + void (GLAPIENTRY *BindImageTexture)(GLuint, GLuint, GLint, GLboolean, + GLint, GLenum, GLenum); + void (GLAPIENTRY *MemoryBarrier)(GLbitfield); + const GLubyte* (GLAPIENTRY *GetStringi)(GLenum, GLuint); void (GLAPIENTRY *BindAttribLocation)(GLuint, GLuint, const GLchar *); void (GLAPIENTRY *BindFramebuffer)(GLenum, GLuint); |