2012-10-03 16:25:41 +00:00
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#ifndef MPLAYER_GL_OSD_H
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#define MPLAYER_GL_OSD_H
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#include <stdbool.h>
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#include <inttypes.h>
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2015-01-29 17:29:28 +00:00
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#include "gl_utils.h"
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2013-11-24 11:58:06 +00:00
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#include "sub/osd.h"
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2012-10-03 16:25:41 +00:00
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd);
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2012-10-03 16:25:41 +00:00
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void mpgl_osd_destroy(struct mpgl_osd *ctx);
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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void mpgl_osd_set_options(struct mpgl_osd *ctx, bool pbo);
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void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
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int stereo_mode);
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enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index);
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struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx);
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void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index);
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VO, sub: refactor
Remove VFCTRL_DRAW_OSD, VFCAP_EOSD_FILTER, VFCAP_EOSD_RGBA, VFCAP_EOSD,
VOCTRL_DRAW_EOSD, VOCTRL_GET_EOSD_RES, VOCTRL_QUERY_EOSD_FORMAT.
Remove draw_osd_with_eosd(), which rendered the OSD by calling
VOCTRL_DRAW_EOSD. Change VOs to call osd_draw() directly, which takes
a callback as argument. (This basically works like the old OSD API,
except multiple OSD bitmap formats are supported and caching is
possible.)
Remove all mentions of "eosd". It's simply "osd" now.
Make OSD size per-OSD-object, as they can be different when using
vf_sub. Include display_par/video_par in resolution change detection.
Fix the issue with margin borders in vo_corevideo.
2012-10-19 17:25:18 +00:00
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2012-10-03 16:25:41 +00:00
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#endif
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