mirror of https://github.com/mpv-player/mpv
vo_opengl: simplify the case without texture_rg
If GL_RED was not available, we used GL_ALPHA. But this is an
unnecessary complication, and it's easier to use GL_LUMINANCE instead.
With the latter, a texture will return the .r component set, and as long
as the shader doesn't look at the other components, the shader doesn't
need any changes.
Some of the changes added in 0e8fbdbd
are now unneeeded.
Also, realign the entire gl_byte_formats_legacy table.
This commit is contained in:
parent
d910a0faa8
commit
541f6731a0
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@ -48,8 +48,8 @@ static const struct osd_fmt_entry osd_to_gles3_formats[SUBBITMAP_COUNT] = {
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};
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static const struct osd_fmt_entry osd_to_gl_legacy_formats[SUBBITMAP_COUNT] = {
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[SUBBITMAP_LIBASS] = {GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE},
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[SUBBITMAP_RGBA] = {GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE},
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[SUBBITMAP_LIBASS] = {GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE},
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[SUBBITMAP_RGBA] = {GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE},
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};
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struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd)
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@ -245,18 +245,14 @@ static const struct fmt_entry gl_byte_formats_gles3[] = {
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};
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static const struct fmt_entry gl_byte_formats_legacy[] = {
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{0, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE}, // 1 x 8
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{0, GL_LUMINANCE_ALPHA,
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GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE}, // 2 x 8
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{0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE}, // 3 x 8
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{0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, // 4 x 8
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{0, GL_ALPHA16, GL_ALPHA, GL_UNSIGNED_SHORT}, // 1 x 16
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{0, GL_LUMINANCE16_ALPHA16,
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GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_SHORT}, // 2 x 16
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{0, GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT}, // 3 x 16
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{0, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT}, // 4 x 16
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{0, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE}, // 1 x 8
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{0, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE}, // 2 x 8
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{0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE}, // 3 x 8
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{0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, // 4 x 8
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{0, GL_LUMINANCE16, GL_LUMINANCE, GL_UNSIGNED_SHORT},// 1 x 16
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{0, GL_LUMINANCE16_ALPHA16, GL_LUMINANCE_ALPHA, GL_UNSIGNED_SHORT},// 2 x 16
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{0, GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT},// 3 x 16
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{0, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT},// 4 x 16
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};
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static const struct fmt_entry gl_float16_formats[] = {
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@ -2246,11 +2242,9 @@ static void packed_fmt_swizzle(char w[5], const struct fmt_entry *texfmt,
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{
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const char *comp = "rgba";
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// Normally, we work with GL_RED and GL_RG
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// Normally, we work with GL_RG
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if (texfmt && texfmt->internal_format == GL_LUMINANCE_ALPHA)
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comp = "ragb";
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if (texfmt && texfmt->internal_format == GL_ALPHA)
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comp = "argb";
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for (int c = 0; c < 4; c++)
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w[c] = comp[MPMAX(fmt->components[c] - 1, 0)];
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@ -2290,8 +2284,6 @@ static bool init_format(int fmt, struct gl_video *init)
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plane_format[0] = find_tex_format(gl, (bits + 7) / 8, 1);
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for (int p = 1; p < desc.num_planes; p++)
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plane_format[p] = plane_format[0];
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if (!(init->gl->mpgl_caps & MPGL_CAP_TEX_RG) && desc.num_planes < 2)
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snprintf(init->color_swizzle, sizeof(init->color_swizzle), "argb");
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goto supported;
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}
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}
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@ -46,10 +46,8 @@ precision mediump float;
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#endif
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#if HAVE_RG
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#define R r
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#define RG rg
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#else
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#define R a
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#define RG ra
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#endif
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@ -145,7 +143,7 @@ in vec4 color;
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DECLARE_FRAGPARMS
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void main() {
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out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).R);
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out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r);
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}
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#!section frag_osd_rgba
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@ -338,12 +336,12 @@ void main() {
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#define USE_CONV 0
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#endif
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#if USE_CONV == CONV_PLANAR
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vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).R,
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SAMPLE_C(texture1, textures_size[1], chr_texcoord).R,
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SAMPLE_C(texture2, textures_size[2], chr_texcoord).R,
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vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).r,
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SAMPLE_C(texture1, textures_size[1], chr_texcoord).r,
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SAMPLE_C(texture2, textures_size[2], chr_texcoord).r,
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1.0);
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#elif USE_CONV == CONV_NV12
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vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).R,
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vec4 acolor = vec4(SAMPLE_L(texture0, textures_size[0], texcoord).r,
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SAMPLE_C(texture1, textures_size[1], chr_texcoord).RG,
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1.0);
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#else
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@ -353,7 +351,7 @@ void main() {
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acolor = acolor. USE_COLOR_SWIZZLE ;
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#endif
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#ifdef USE_ALPHA_PLANE
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acolor.a = SAMPLE_L(texture3, textures_size[3], texcoord).R;
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acolor.a = SAMPLE_L(texture3, textures_size[3], texcoord).r;
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#endif
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vec3 color = acolor.rgb;
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float alpha = acolor.a;
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@ -464,7 +462,7 @@ void main() {
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#ifdef USE_TEMPORAL_DITHER
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dither_pos = dither_trafo * dither_pos;
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#endif
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float dither_value = texture(dither, dither_pos).R;
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float dither_value = texture(dither, dither_pos).r;
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color = floor(color * dither_quantization + dither_value + dither_center) /
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dither_quantization;
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#endif
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