This requires a silly extension to ra_fns.tex_upload: since the OSD
texture can be much larger than the actual OSD image data to upload, a
mechanism for uploading only to a small part of the texture is needed.
Otherwise, we'd have to realloc/copy the data, just to pad it, and then
pay for uploading the padding too.
The RA_TEX_UPLOAD_DISCARD flag is not interpreted by GL (not sure how
you'd tell GL about this), but it clarifies the API and might be
helpful if we support other backend APIs in the future.
Another "small" step towards removing GL dependencies from the renderer.
This commit generally passes ra_tex objects instead of GL FBO integer
IDs to various rendering functions. video.c still manually binds the
FBOs when calling shaders.
This also happens to fix a memory leak with output_fbo.
Further work removing GL dependencies from the actual video renderer,
and moving them into ra backends.
Use of glInvalidateFramebuffer() falls away. I'd like to keep this, but
it's better to readd it once shader runs are in ra.
It makes no sense to have this on an already created buffer.
If anything, the ra backend would have to export this as a global value
(e.g. struct ra field), so that whatever allocates the buffer can
account for the required alignment. Since this code is in vo_opengl.c in
the first place, and since GL doesn't dictate any special alignment
here, it doesn't make sense in the first place to export this. (Maybe
something like this will be required later.)
Also add some more helpers.
Fix the broken math.h include statement.
utils.c uses ra_gl.h internals, which it shouldn't, and which will be
removed again as soon as this code gets converted to ra fully.
This starts work on moving OpenGL-specific code out of the general
renderer code, so that we can support other other GPU APIs. This is in
a very early stage and it's only a proof of concept. It's unknown
whether this will succeed or result in other backends.
For now, the GL rendering API ("ra") and its only provider (ra_gl) does
texture creation/upload/destruction only. And it's used for the main
video texture only. All other code is still hardcoded to GL.
There is some duplication with ra_format and gl_format handling. In the
end, only the ra variants will be needed (plus the gl_format table of
course). For now, this is simpler, because for some reason lots of hwdec
code still requires the GL variants, and would have to be updated to
use the ra ones.
Currently, the video.c code accesses private ra_gl fields. In the end,
it should not do that of course, and it would not include ra_gl.h.
Probably adds bugs, but you can keep them.