Files
FFmpegKit56/Sources/libplacebo.xcframework/tvos-arm64_arm64e/libplacebo.framework/Headers/shaders.h
cuong mac mini m2 4b968a3347
Some checks failed
/ buid (push) Has been cancelled
first commit
2026-04-16 14:48:09 +07:00

274 lines
12 KiB
C

/*
* This file is part of libplacebo.
*
* libplacebo 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.
*
* libplacebo 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 libplacebo. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LIBPLACEBO_SHADERS_H_
#define LIBPLACEBO_SHADERS_H_
// This function defines the "direct" interface to libplacebo's GLSL shaders,
// suitable for use in contexts where the user controls GLSL shader compilation
// but wishes to include functions generated by libplacebo as part of their
// own rendering process. This API is normally not used for operation with
// libplacebo's higher-level constructs such as `pl_dispatch` or `pl_renderer`.
#include <libplacebo/gpu.h>
PL_API_BEGIN
// Thread-safety: Unsafe
typedef struct pl_shader_t *pl_shader;
struct pl_shader_params {
// The `id` represents an abstract identifier for the shader, to avoid
// collisions with other shaders being used as part of the same larger,
// overarching shader. This is relevant for users which want to combine
// multiple `pl_shader` objects together, in which case all `pl_shader`
// objects should have a unique `id`.
uint8_t id;
// If `gpu` is non-NULL, then this `gpu` will be used to create objects
// such as textures and buffers, or check for required capabilities, for
// operations which depend on either of those. This is fully optional, i.e.
// these GLSL primitives are designed to be used without a dependency on
// `gpu` wherever possible - however, some features may not work, and will
// be disabled even if requested.
pl_gpu gpu;
// The `index` represents an abstract frame index, which shaders may use
// internally to do things like temporal dithering or seeding PRNGs. If the
// user does not care about temporal dithering/debanding, or wants
// deterministic rendering, this may safely be left as 0. Otherwise, it
// should be incremented by 1 on successive frames.
uint8_t index;
// If `glsl.version` is nonzero, then this structure will be used to
// determine the effective GLSL mode and capabilities. If `gpu` is also
// set, then this overrides `gpu->glsl`.
struct pl_glsl_version glsl;
// If this is true, all constants in the shader will be replaced by
// dynamic variables. This is mainly useful to avoid recompilation for
// shaders which expect to have their values change constantly.
bool dynamic_constants;
};
#define pl_shader_params(...) (&(struct pl_shader_params) { __VA_ARGS__ })
// Creates a new, blank, mutable pl_shader object.
//
// Note: Rather than allocating and destroying many shaders, users are
// encouraged to reuse them (using `pl_shader_reset`) for efficiency.
PL_API pl_shader pl_shader_alloc(pl_log log, const struct pl_shader_params *params);
// Frees a pl_shader and all resources associated with it.
PL_API void pl_shader_free(pl_shader *sh);
// Resets a pl_shader to a blank slate, without releasing internal memory.
// If you're going to be re-generating shaders often, this function will let
// you skip the re-allocation overhead.
PL_API void pl_shader_reset(pl_shader sh, const struct pl_shader_params *params);
// Returns whether or not a shader is in a "failed" state. Trying to modify a
// shader in illegal ways (e.g. signature mismatch) will result in the shader
// being marked as "failed". Since most pl_shader_ operations have a void
// return type, the user can use this function to figure out whether a specific
// shader operation has failed or not. This function is somewhat redundant
// since `pl_shader_finalize` will also return NULL in this case.
PL_API bool pl_shader_is_failed(const pl_shader sh);
// Returns whether or not a pl_shader needs to be run as a compute shader. This
// will never be the case unless the `pl_glsl_version` this `pl_shader` was
// created using has `compute` support enabled.
PL_API bool pl_shader_is_compute(const pl_shader sh);
// Returns whether or not the shader has any particular output size
// requirements. Some shaders, in particular those that sample from other
// textures, have specific output size requirements which need to be respected
// by the caller. If this is false, then the shader is compatible with every
// output size. If true, the size requirements are stored into *w and *h.
PL_API bool pl_shader_output_size(const pl_shader sh, int *w, int *h);
// Indicates the type of signature that is associated with a shader result.
// Every shader result defines a function that may be called by the user, and
// this enum indicates the type of value that this function takes and/or
// returns.
//
// Which signature a shader ends up with depends on the type of operation being
// performed by a shader fragment, as determined by the user's calls. See below
// for more information.
enum pl_shader_sig {
PL_SHADER_SIG_NONE = 0, // no input / void output
PL_SHADER_SIG_COLOR, // vec4 color (normalized so that 1.0 is the ref white)
// The following are only valid as input signatures:
PL_SHADER_SIG_SAMPLER, // (gsampler* src_tex, vecN tex_coord) pair,
// specifics depend on how the shader was generated
};
// Structure encapsulating information about a shader. This is internally
// refcounted, to allow moving it around without having to create deep copies.
typedef const struct pl_shader_info_t {
// A copy of the parameters used to create the shader.
struct pl_shader_params params;
// A list of friendly names for the semantic operations being performed by
// this shader, e.g. "color decoding" or "debanding".
const char **steps;
int num_steps;
// As a convenience, this contains a pretty-printed version of the
// above list, with entries tallied and separated by commas
const char *description;
} *pl_shader_info;
PL_API pl_shader_info pl_shader_info_ref(pl_shader_info info);
PL_API void pl_shader_info_deref(pl_shader_info *info);
// Represents a finalized shader fragment. This is not a complete shader, but a
// collection of raw shader text together with description of the input
// attributes, variables and vertices it expects to be available.
struct pl_shader_res {
// Descriptive information about the shader. Note that this reference is
// attached to the shader itself - the user does not need to manually ref
// or deref `info` unless they wish to move it elsewhere.
pl_shader_info info;
// The shader text, as literal GLSL. This will always be a function
// definition, such that the the function with the indicated name and
// signature may be called by the user.
const char *glsl;
const char *name;
enum pl_shader_sig input; // what the function expects
enum pl_shader_sig output; // what the function returns
// For compute shaders (pl_shader_is_compute), this indicates the requested
// work group size. Otherwise, both fields are 0. The interpretation of
// these work groups is that they're tiled across the output image.
int compute_group_size[2];
// If this pass is a compute shader, this field indicates the shared memory
// size requirements for this shader pass.
size_t compute_shmem;
// A set of input vertex attributes needed by this shader fragment.
const struct pl_shader_va *vertex_attribs;
int num_vertex_attribs;
// A set of input variables needed by this shader fragment.
const struct pl_shader_var *variables;
int num_variables;
// A list of input descriptors needed by this shader fragment,
const struct pl_shader_desc *descriptors;
int num_descriptors;
// A list of compile-time constants used by this shader fragment.
const struct pl_shader_const *constants;
int num_constants;
// --- Deprecated fields (see `info`)
struct pl_shader_params params PL_DEPRECATED;
const char **steps PL_DEPRECATED;
int num_steps PL_DEPRECATED;
const char *description PL_DEPRECATED;
};
// Represents a vertex attribute. The four values will be bound to the four
// corner vertices respectively, in row-wise order starting from the top left:
// data[0] data[1]
// data[2] data[3]
struct pl_shader_va {
struct pl_vertex_attrib attr; // VA type, excluding `offset` and `location`
const void *data[4];
};
// Represents a bound shared variable / descriptor
struct pl_shader_var {
struct pl_var var; // the underlying variable description
const void *data; // the raw data (as per `pl_var_host_layout`)
bool dynamic; // if true, the value is expected to change frequently
};
struct pl_buffer_var {
struct pl_var var;
struct pl_var_layout layout;
};
typedef uint16_t pl_memory_qualifiers;
enum {
PL_MEMORY_COHERENT = 1 << 0, // supports synchronization across shader invocations
PL_MEMORY_VOLATILE = 1 << 1, // all writes are synchronized automatically
// Note: All descriptors are also implicitly assumed to have the 'restrict'
// memory qualifier. There is currently no way to override this behavior.
};
struct pl_shader_desc {
struct pl_desc desc; // descriptor type, excluding `int binding`
struct pl_desc_binding binding; // contents of the descriptor binding
// For PL_DESC_BUF_UNIFORM/STORAGE, this specifies the layout of the
// variables contained by a buffer. Ignored for the other descriptor types
struct pl_buffer_var *buffer_vars;
int num_buffer_vars;
// For storage images and buffers, this specifies additional memory
// qualifiers on the descriptor. It's highly recommended to always use
// at least PL_MEMORY_RESTRICT. Ignored for other descriptor types.
pl_memory_qualifiers memory;
};
// Represents a compile-time constant. This can be lowered to a specialization
// constant to support cheaper recompilations.
struct pl_shader_const {
enum pl_var_type type;
const char *name;
const void *data;
// If true, this constant *must* be a compile-time constant, which
// basically just overrides `pl_shader_params.dynamic_constants`. Useful
// for constants which will serve as inputs to e.g. array sizes.
bool compile_time;
};
// Finalize a pl_shader. It is no longer mutable at this point, and any further
// attempts to modify it result in an error. (Functions which take a `const
// pl_shader` argument do not modify the shader and may be freely
// called on an already-finalized shader)
//
// The returned pl_shader_res is bound to the lifetime of the pl_shader - and
// will only remain valid until the pl_shader is freed or reset. This function
// may be called multiple times, and will produce the same result each time.
//
// This function will return NULL if the shader is considered to be in a
// "failed" state (see pl_shader_is_failed).
PL_API const struct pl_shader_res *pl_shader_finalize(pl_shader sh);
// Shader objects represent abstract resources that shaders need to manage in
// order to ensure their operation. This could include shader storage buffers,
// generated lookup textures, or other sorts of configured state. The body
// of a shader object is fully opaque; but the user is in charge of cleaning up
// after them and passing them to the right shader passes.
//
// Note: pl_shader_obj objects must be initialized to NULL by the caller.
typedef struct pl_shader_obj_t *pl_shader_obj;
PL_API void pl_shader_obj_destroy(pl_shader_obj *obj);
PL_API_END
#endif // LIBPLACEBO_SHADERS_H_