vo_opengl: describe the remainder passes after user shaders

On optional hook points, we store to a temp FBO and then read from it
again to complete any operations that may still be left (e.g.
sigmoidization after MAIN/LINEAR).

In theory this mechanism should be reworked to avoid the temporary FBO
until the next time we actually need one - and also skip redundant
passes if we the next thing we need *is* a FBO - but both are those are
tricky. Anyway, in the meantime, at least we can label the
(semi-)redundant passes that get generated when using user shaders.
This commit is contained in:
Niklas Haas 2017-07-09 08:48:29 +02:00
parent 45a2e1ce0d
commit f4178b90c7
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@ -1356,6 +1356,7 @@ found:
p->texture_w = img.w;
p->texture_h = img.h;
p->components = img.components;
pass_describe(p, "(remainder pass)");
}
static void load_shader(struct gl_video *p, struct bstr body)