vo_opengl: angle: avoid fullscreen FBO copy for flipping

In order to honor the differences between OpenGL and Direct3D coordinate
systems, ANGLE uses a full FBO copy merely to flip the final frame
vertically. This can be avoided with the EGL_ANGLE_surface_orientation
extension.
This commit is contained in:
wm4 2016-05-05 18:44:41 +02:00
parent 605dd928d3
commit 7a75e7c002
1 changed files with 23 additions and 1 deletions

View File

@ -23,6 +23,12 @@
#include "video/out/w32_common.h"
#include "context.h"
#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif
struct priv {
EGLDisplay egl_display;
EGLContext egl_context;
@ -154,8 +160,24 @@ static int angle_init(struct MPGLContext *ctx, int flags)
if (!config)
goto fail;
EGLint *window_attribs = NULL;
EGLint window_attribs_flip[] = {
EGL_SURFACE_ORIENTATION_ANGLE, EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE,
EGL_NONE
};
EGLint flip_val;
if (eglGetConfigAttrib(p->egl_display, config,
EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &flip_val))
{
if (flip_val == EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) {
window_attribs = window_attribs_flip;
ctx->flip_v = true;
MP_VERBOSE(vo, "Rendering flipped.\n");
}
}
p->egl_surface = eglCreateWindowSurface(p->egl_display, config,
vo_w32_hwnd(vo), NULL);
vo_w32_hwnd(vo), window_attribs);
if (p->egl_surface == EGL_NO_SURFACE) {
MP_FATAL(ctx->vo, "Could not create EGL surface!\n");
goto fail;