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vo_opengl: d3d11egl: minor simplification

This should be ok. eglBindTexImage() just associates the texture, and
does not make a copy (not even a conceptual one).
This commit is contained in:
wm4 2016-04-27 14:35:24 +02:00
parent 0b1ba577b1
commit 9cb036f297

View File

@ -270,6 +270,7 @@ static int reinit(struct gl_hwdec *hw, struct mp_image_params *params)
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
eglBindTexImage(p->egl_display, p->egl_surface, EGL_BACK_BUFFER);
gl->BindTexture(GL_TEXTURE_2D, 0);
return 0;
@ -357,7 +358,6 @@ static int map_image(struct gl_hwdec *hw, struct mp_image *hw_image,
GLuint *out_textures)
{
struct priv *p = hw->priv;
GL *gl = hw->gl;
HRESULT hr;
ID3D11VideoProcessorInputView *in_view = NULL;
@ -406,10 +406,6 @@ static int map_image(struct gl_hwdec *hw, struct mp_image *hw_image,
return -1;
}
gl->BindTexture(GL_TEXTURE_2D, p->gl_texture);
eglBindTexImage(p->egl_display, p->egl_surface, EGL_BACK_BUFFER);
gl->BindTexture(GL_TEXTURE_2D, 0);
out_textures[0] = p->gl_texture;
return 0;
}