X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.h;h=23055227a41fde49b91aed18fcb613e80c864428;hp=5cede57ffb909541c0493ed8479ff36798d7c58a;hb=65c6584f77bff0af0c8e38d1ac90298bcd55e9ac;hpb=6bf496a34a84fb14b1b3b6debfd42ba36568b879 diff --git a/init.h b/init.h index 5cede57..2305522 100644 --- a/init.h +++ b/init.h @@ -50,32 +50,34 @@ extern float movit_texel_subpixel_precision; // Some GPUs use very inaccurate fixed-function circuits for rounding // floating-point values to 8-bit outputs, leading to absurdities like -// the roundoff point between 128 and 129 being 128.62 instead of 128.6. +// the roundoff point between 128 and 129 being 128.62 instead of 128.5. // We test, for every integer, x+0.48 and x+0.52 and check that they // round the right way (giving some leeway, but not a lot); the number // of errors are stored here. // -// If this value is above 0, the extension GL_EXT_gpu_shader4 is available -// (giving round()) and you have enabled dithering, we will round off -// explicitly at the very end of the shader. +// If this value is above 0, we will round off explicitly at the very end +// of the shader. Note the following limitations: // -// Note: I don't know of any cards that round off wrong (well, outside -// our tolerance) and do not have this extension. +// - The measurement is done on linear 8-bit, not any sRGB format, +// 10-bit output, or the likes. +// - This only covers the final pass; intermediates are not covered +// (only relevant if you use e.g. GL_SRGB8 intermediates). extern int movit_num_wrongly_rounded; -extern bool movit_shader_rounding_supported; - -// Whether the GPU in use supports GL_EXT_texture_sRGB. -extern bool movit_srgb_textures_supported; // Whether the OpenGL driver (or GPU) in use supports GL_ARB_timer_query. extern bool movit_timer_queries_supported; +// Whether the OpenGL driver (or GPU) in use supports compute shaders. +// Note that certain OpenGL implementations might only allow this in core mode. +extern bool movit_compute_shaders_supported; + // What shader model we are compiling for. This only affects the choice // of a few files (like header.frag); most of the shaders are the same. enum MovitShaderModel { MOVIT_GLSL_110, // No longer in use, but kept until next ABI break in order not to change the enums. MOVIT_GLSL_130, - MOVIT_ESSL_300 + MOVIT_ESSL_300, + MOVIT_GLSL_150, }; extern MovitShaderModel movit_shader_model;