diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c index 79fe19bdd6..f5c639d98d 100644 --- a/video/out/opengl/utils.c +++ b/video/out/opengl/utils.c @@ -145,6 +145,15 @@ void mp_log_source(struct mp_log *log, int lev, const char *src) } } + +struct gl_vao { + GL *gl; + GLuint vao; // the VAO object, or 0 if unsupported by driver + GLuint buffer; // GL_ARRAY_BUFFER used for the data + int stride; // size of each element (interleaved elements are assumed) + const struct gl_vao_entry *entries; +}; + static void gl_vao_enable_attribs(struct gl_vao *vao) { GL *gl = vao->gl; @@ -158,8 +167,8 @@ static void gl_vao_enable_attribs(struct gl_vao *vao) } } -void gl_vao_init(struct gl_vao *vao, GL *gl, int stride, - const struct gl_vao_entry *entries) +static void gl_vao_init(struct gl_vao *vao, GL *gl, int stride, + const struct gl_vao_entry *entries) { assert(!vao->vao); assert(!vao->buffer); @@ -184,7 +193,7 @@ void gl_vao_init(struct gl_vao *vao, GL *gl, int stride, } } -void gl_vao_uninit(struct gl_vao *vao) +static void gl_vao_uninit(struct gl_vao *vao) { GL *gl = vao->gl; if (!gl) @@ -197,7 +206,7 @@ void gl_vao_uninit(struct gl_vao *vao) *vao = (struct gl_vao){0}; } -void gl_vao_bind(struct gl_vao *vao) +static void gl_vao_bind(struct gl_vao *vao) { GL *gl = vao->gl; @@ -210,7 +219,7 @@ void gl_vao_bind(struct gl_vao *vao) } } -void gl_vao_unbind(struct gl_vao *vao) +static void gl_vao_unbind(struct gl_vao *vao) { GL *gl = vao->gl; @@ -226,7 +235,7 @@ void gl_vao_unbind(struct gl_vao *vao) // to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES. // If ptr is NULL, then skip the upload, and use the data uploaded with the // previous call. -void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num) +static void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num) { GL *gl = vao->gl; @@ -758,18 +767,6 @@ void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name, transpose3x3(&u->v.f[0]); } -// This will call glBindAttribLocation() on the shader before it's linked -// (OpenGL requires this to happen before linking). Basically, it associates -// the input variable names with the fields in the vao. -// The vertex shader is setup such that the elements are available as fragment -// shader variables using the names in the vao entries, which "position" being -// set to gl_Position. -// Deprecated. -void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao) -{ - sc->vao = vao; -} - // Tell the shader generator (and later gl_sc_draw_data()) about the vertex // data layout and attribute names. The entries array is terminated with a {0} // entry. The array memory must remain valid indefinitely (for now). @@ -1052,16 +1049,8 @@ struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc) // and before starting a new one. assert(!sc->needs_reset); - if (sc->vertex_entries) { - assert(!sc->vao); - } else { - // gl_sc_set_vertex_format() must always be called - except in the - // compat code path, where sc->vao must be set. - assert(sc->vao); - assert(sc->vao->entries); - sc->vertex_entries = sc->vao->entries; - sc->vertex_size = sc->vao->stride; - } + // gl_sc_set_vertex_format() must always be called + assert(sc->vertex_entries); for (int n = 0; n < MP_ARRAY_SIZE(sc->tmp); n++) sc->tmp[n].len = 0; diff --git a/video/out/opengl/utils.h b/video/out/opengl/utils.h index 7a5606871f..1ae2f0f330 100644 --- a/video/out/opengl/utils.h +++ b/video/out/opengl/utils.h @@ -48,21 +48,6 @@ struct gl_vao_entry { int offset; }; -struct gl_vao { - GL *gl; - GLuint vao; // the VAO object, or 0 if unsupported by driver - GLuint buffer; // GL_ARRAY_BUFFER used for the data - int stride; // size of each element (interleaved elements are assumed) - const struct gl_vao_entry *entries; -}; - -void gl_vao_init(struct gl_vao *vao, GL *gl, int stride, - const struct gl_vao_entry *entries); -void gl_vao_uninit(struct gl_vao *vao); -void gl_vao_bind(struct gl_vao *vao); -void gl_vao_unbind(struct gl_vao *vao); -void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num); - struct fbotex { GL *gl; GLuint fbo; @@ -165,7 +150,6 @@ void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name, bool transpose, GLfloat *v); void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name, bool transpose, GLfloat *v); -void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao); void gl_sc_set_vertex_format(struct gl_shader_cache *sc, const struct gl_vao_entry *entries, size_t vertex_size);