vo_gl3: use old OSD using the emulation layer

This still renders the OSD using essentially the same mechanisms,
except that the EOSD code for texture handling and rendering is reused.
This commit is contained in:
wm4 2012-09-28 21:36:36 +02:00
parent 2a5fcd2801
commit 3099498154
1 changed files with 1 additions and 97 deletions

View File

@ -186,11 +186,6 @@ struct gl_priv {
GLuint osd_programs[SUBBITMAP_COUNT];
GLuint indirect_program, scale_sep_program, final_program;
// old OSD code - should go away
GLuint osd_textures[MAX_OSD_PARTS];
int osd_textures_count;
struct vertex osd_va[MAX_OSD_PARTS * VERTICES_PER_QUAD];
struct osd_render *osd[MAX_OSD_PARTS];
GLuint lut_3d_texture;
@ -1414,96 +1409,6 @@ static mp_image_t *get_window_screenshot(struct gl_priv *p)
return image;
}
static void clear_osd(struct gl_priv *p)
{
GL *gl = p->gl;
if (!p->osd_textures_count)
return;
gl->DeleteTextures(p->osd_textures_count, p->osd_textures);
p->osd_textures_count = 0;
}
static void create_osd_texture(void *ctx, int x0, int y0, int w, int h,
unsigned char *src, unsigned char *srca,
int stride)
{
struct gl_priv *p = ctx;
GL *gl = p->gl;
if (w <= 0 || h <= 0 || stride < w) {
mp_msg(MSGT_VO, MSGL_V, "Invalid dimensions OSD for part!\n");
return;
}
if (p->osd_textures_count >= MAX_OSD_PARTS) {
mp_msg(MSGT_VO, MSGL_ERR, "Too many OSD parts, contact the developers!\n");
return;
}
int sx, sy;
tex_size(p, w, h, &sx, &sy);
gl->GenTextures(1, &p->osd_textures[p->osd_textures_count]);
gl->BindTexture(GL_TEXTURE_2D, p->osd_textures[p->osd_textures_count]);
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RG, sx, sy, 0, GL_RG, GL_UNSIGNED_BYTE,
NULL);
default_tex_params(gl, GL_TEXTURE_2D, GL_NEAREST);
unsigned char *tmp = malloc(stride * h * 2);
// Convert alpha from weird MPlayer scale.
for (int i = 0; i < h * stride; i++) {
tmp[i*2+0] = src[i];
tmp[i*2+1] = -srca[i];
}
glUploadTex(gl, GL_TEXTURE_2D, GL_RG, GL_UNSIGNED_BYTE, tmp, stride * 2,
0, 0, w, h, 0);
free(tmp);
gl->BindTexture(GL_TEXTURE_2D, 0);
uint8_t color[4] = {(p->osd_color >> 16) & 0xff, (p->osd_color >> 8) & 0xff,
p->osd_color & 0xff, 0xff - (p->osd_color >> 24)};
write_quad(&p->osd_va[p->osd_textures_count * VERTICES_PER_QUAD],
x0, y0, x0 + w, y0 + h, 0, 0, w, h,
sx, sy, color, false);
p->osd_textures_count++;
}
static void draw_osd(struct vo *vo, struct osd_state *osd)
{
struct gl_priv *p = vo->priv;
GL *gl = p->gl;
if (vo_osd_has_changed(osd)) {
clear_osd(p);
osd_draw_text_ext(osd, vo->dwidth, vo->dheight, p->border_x,
p->border_y, p->border_x,
p->border_y, p->image_width,
p->image_height, create_osd_texture, p);
}
if (p->osd_textures_count > 0) {
gl->Enable(GL_BLEND);
// OSD bitmaps use premultiplied alpha.
gl->BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
gl->UseProgram(p->osd_programs[SUBBITMAP_OLD]);
for (int n = 0; n < p->osd_textures_count; n++) {
gl->BindTexture(GL_TEXTURE_2D, p->osd_textures[n]);
draw_triangles(p, &p->osd_va[n * VERTICES_PER_QUAD],
VERTICES_PER_QUAD);
}
gl->UseProgram(0);
gl->Disable(GL_BLEND);
gl->BindTexture(GL_TEXTURE_2D, 0);
}
}
static void gen_eosd(struct gl_priv *p, struct osd_render *osd,
struct sub_bitmaps *imgs)
{
@ -1763,7 +1668,6 @@ static void uninit_gl(struct gl_priv *p)
gl->DeleteBuffers(1, &p->vertex_buffer);
p->vertex_buffer = 0;
clear_osd(p);
for (int n = 0; n < MAX_OSD_PARTS; n++) {
struct osd_render *osd = p->osd[n];
if (!osd)
@ -2462,7 +2366,7 @@ const struct vo_driver video_out_gl3 = {
.config = config,
.control = control,
.draw_slice = draw_slice,
.draw_osd = draw_osd,
.draw_osd = emulate_draw_osd,
.flip_page = flip_page,
.check_events = check_events,
.uninit = uninit,