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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/auxiliary/vl/vl_compositor_gfx.h
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/**************************************************************************
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*
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* Copyright 2009 Younes Manton.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#ifndef vl_compositor_gfx_h
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#define vl_compositor_gfx_h
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#include "vl_compositor.h"
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/**
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* create vertex shader
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*/
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void *
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create_vert_shader(struct vl_compositor *c);
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/**
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* create YCbCr-to-RGB fragment
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*/
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void *
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create_frag_shader_video_buffer(struct vl_compositor *c);
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/**
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* create YCbCr-to-RGB weave fragment shader
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*/
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void *
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create_frag_shader_weave_rgb(struct vl_compositor *c);
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/**
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* create YCbCr i-to-YCbCr p deint fragment shader
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*/
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void *
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create_frag_shader_deint_yuv(struct vl_compositor *c,
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bool y,
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bool w);
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/**
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* create YUV/RGB-Palette-to-RGB fragment shader
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*/
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void *
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create_frag_shader_palette(struct vl_compositor *c,
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bool include_cc);
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/**
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* create YCbCr RGB-to-RGB fragment shader
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*/
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void *
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create_frag_shader_rgba(struct vl_compositor *c);
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/**
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* create RGB-to-YUV fragment shader
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*/
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void *
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create_frag_shader_rgb_yuv(struct vl_compositor *c,
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bool y);
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/**
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* render the layers to the frontbuffer with graphic shader
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*/
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void
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vl_compositor_gfx_render(struct vl_compositor_state *s,
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struct vl_compositor *c,
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struct pipe_surface *dst_surface,
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struct u_rect *dirty_area,
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bool clear_dirty);
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#endif /* vl_compositor_gfx_h */
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