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mpv/DOCS
Niklas Haas 67fd5882b8
vo_gpu: make the vertex attribs dynamic
This has several advantages:

1. no more redundant texcoords when we don't need them
2. no more arbitrary limit on how many textures we can bind
3. (that extends to user shaders as well)
4. no more arbitrary limits on tscale radius

To realize this, the VAO was moved from a hacky stateful approach
(gl_sc_set_vertex_attribs) - which always bothered me since it was
required for compute shaders as well even though they ignored it - to be
a proper parameter of gl_sc_dispatch_draw, and internally plumbed into
gl_sc_generate, which will make a (properly mangled) deep copy into
params.vertex_attribs.
2017-09-28 01:54:38 +02:00
..
man vo_gpu: make the vertex attribs dynamic 2017-09-28 01:54:38 +02:00
client-api-changes.rst Release 0.27.0 2017-09-13 03:40:14 +02:00
compile-windows.md wscript_build: install shared libmpv to BINDIR for Win32 2017-04-24 15:11:32 +01:00
contribute.md DOCS/contribute.md: coding style exception 2017-08-30 10:34:16 +02:00
edl-mpv.rst
encoding.rst player: change default section when loading encoding-profiles.conf 2017-07-12 13:11:14 +02:00
interface-changes.rst vo_opengl: refactor into vo_gpu 2017-09-21 15:00:55 +02:00
mplayer-changes.rst vo_opengl: refactor into vo_gpu 2017-09-21 15:00:55 +02:00
release-policy.md Release 0.25.0 2017-04-23 01:57:53 +02:00
tech-overview.txt DOCS/tech-overview.txt: updates 2017-06-29 17:31:55 +02:00
waf-buildsystem.rst