vo_opengl: osd: use new VAO mechanism

In addition to using the new VAO mechanism introduced in the previous
commit, this tries to keep the OSD code self-contained. This doesn't
work all too well (because of the pass and CMS stuff), but it's still
better than before.
This commit is contained in:
wm4 2017-07-22 21:53:50 +02:00
parent a24df94fed
commit d3dfffdf02
3 changed files with 43 additions and 49 deletions

View File

@ -25,6 +25,8 @@
#include "utils.h"
#include "osd.h"
#define GLSL(x) gl_sc_add(sc, #x "\n");
// glBlendFuncSeparate() arguments
static const int blend_factors[SUBBITMAP_COUNT][4] = {
[SUBBITMAP_LIBASS] = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
@ -67,7 +69,6 @@ struct mpgl_osd {
struct mpgl_osd_part *parts[MAX_OSD_PARTS];
const struct gl_format *fmt_table[SUBBITMAP_COUNT];
bool formats[SUBBITMAP_COUNT];
struct gl_vao vao;
int64_t change_counter;
// temporary
int stereo_mode;
@ -94,8 +95,6 @@ struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd
for (int n = 0; n < SUBBITMAP_COUNT; n++)
ctx->formats[n] = !!ctx->fmt_table[n];
gl_vao_init(&ctx->vao, gl, sizeof(struct vertex), vertex_vao);
return ctx;
}
@ -106,8 +105,6 @@ void mpgl_osd_destroy(struct mpgl_osd *ctx)
GL *gl = ctx->gl;
gl_vao_uninit(&ctx->vao);
for (int n = 0; n < MAX_OSD_PARTS; n++) {
struct mpgl_osd_part *p = ctx->parts[n];
gl->DeleteTextures(1, &p->texture);
@ -209,6 +206,36 @@ static void gen_osd_cb(void *pctx, struct sub_bitmaps *imgs)
osd->num_subparts * sizeof(osd->subparts[0]));
}
bool mpgl_osd_draw_prepare(struct mpgl_osd *ctx, int index,
struct gl_shader_cache *sc)
{
assert(index >= 0 && index < MAX_OSD_PARTS);
struct mpgl_osd_part *part = ctx->parts[index];
enum sub_bitmap_format fmt = part->format;
if (!fmt || !part->num_subparts)
return false;
gl_sc_uniform_tex(sc, "osdtex", GL_TEXTURE_2D, part->texture);
switch (fmt) {
case SUBBITMAP_RGBA: {
GLSL(color = texture(osdtex, texcoord).bgra;)
break;
}
case SUBBITMAP_LIBASS: {
GLSL(color =
vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);)
break;
}
default:
abort();
}
gl_sc_set_vertex_format(sc, vertex_vao, sizeof(struct vertex));
return true;
}
static void write_quad(struct vertex *va, struct gl_transform t,
float x0, float y0, float x1, float y1,
float tx0, float ty0, float tx1, float ty1,
@ -263,7 +290,8 @@ static void get_3d_side_by_side(int stereo_mode, int div[2])
}
}
void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index)
void mpgl_osd_draw_finish(struct mpgl_osd *ctx, int vp_w, int vp_h, int index,
struct gl_shader_cache *sc)
{
GL *gl = ctx->gl;
struct mpgl_osd_part *part = ctx->parts[index];
@ -297,29 +325,12 @@ void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index)
ctx->gl->Viewport(0, 0, vp_w, abs(vp_h));
gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, part->num_vertices);
gl_sc_draw_data(sc, GL_TRIANGLES, part->vertices, part->num_vertices);
gl->BindTexture(GL_TEXTURE_2D, 0);
gl->Disable(GL_BLEND);
}
enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index)
{
assert(index >= 0 && index < MAX_OSD_PARTS);
return ctx->parts[index]->format;
}
GLuint mpgl_osd_get_part_texture(struct mpgl_osd *ctx, int index)
{
assert(index >= 0 && index < MAX_OSD_PARTS);
return ctx->parts[index]->texture;
}
struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx)
{
return &ctx->vao;
}
static void set_res(struct mpgl_osd *ctx, struct mp_osd_res res, int stereo_mode)
{
int div[2];

View File

@ -15,9 +15,10 @@ void mpgl_osd_set_options(struct mpgl_osd *ctx, bool pbo);
void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode, int draw_flags);
void mpgl_osd_resize(struct mpgl_osd *ctx, struct mp_osd_res res, int stereo_mode);
enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index);
GLuint mpgl_osd_get_part_texture(struct mpgl_osd *ctx, int index);
struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx);
bool mpgl_osd_draw_prepare(struct mpgl_osd *ctx, int index,
struct gl_shader_cache *sc);
void mpgl_osd_draw_finish(struct mpgl_osd *ctx, int vp_w, int vp_h, int index,
struct gl_shader_cache *sc);
void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index);
int64_t mpgl_get_change_counter(struct mpgl_osd *ctx);

View File

@ -2407,26 +2407,10 @@ static void pass_draw_osd(struct gl_video *p, int draw_flags, double pts,
p->gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
for (int n = 0; n < MAX_OSD_PARTS; n++) {
enum sub_bitmap_format fmt = mpgl_osd_get_part_format(p->osd, n);
if (!fmt)
// (This returns false if this part is empty with nothing to draw.)
if (!mpgl_osd_draw_prepare(p->osd, n, p->sc))
continue;
gl_sc_uniform_tex(p->sc, "osdtex", GL_TEXTURE_2D,
mpgl_osd_get_part_texture(p->osd, n));
switch (fmt) {
case SUBBITMAP_RGBA: {
pass_describe(p, "drawing osd (rgba)");
GLSL(color = texture(osdtex, texcoord).bgra;)
break;
}
case SUBBITMAP_LIBASS: {
pass_describe(p, "drawing osd (libass)");
GLSL(color =
vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);)
break;
}
default:
abort();
}
pass_describe(p, "drawing osd");
// When subtitles need to be color managed, assume they're in sRGB
// (for lack of anything saner to do)
if (cms) {
@ -2438,11 +2422,9 @@ static void pass_draw_osd(struct gl_video *p, int draw_flags, double pts,
pass_colormanage(p, csp_srgb, true);
}
gl_sc_set_vao(p->sc, mpgl_osd_get_vao(p->osd));
pass_record(p, gl_sc_generate(p->sc));
mpgl_osd_draw_part(p->osd, vp_w, vp_h, n);
mpgl_osd_draw_finish(p->osd, vp_w, vp_h, n, p->sc);
gl_sc_reset(p->sc);
gl_sc_set_vao(p->sc, NULL);
}
}