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mpv/video/out/gl_osd.h
wm4 e0e06f0f0c vo_opengl: move remaining OSD rendering parts to gl_osd.c
Reduces the size of gl_video.c a bit further.

This also uses a separate vertex array object for OSD elements, so the
video one can be simplified slightly.

OSD shader generation is still in gl_video.c, which leads to the strange
additional parameter to mpgl_osd_init(). The issue is that video
parameters influence the OSD shader (????), and also OSD needs to go
through the screen colormanagement.
2015-01-29 18:29:28 +01:00

45 lines
1.0 KiB
C

#ifndef MPLAYER_GL_OSD_H
#define MPLAYER_GL_OSD_H
#include <stdbool.h>
#include <inttypes.h>
#include "gl_utils.h"
#include "sub/osd.h"
struct mpgl_osd_part {
enum sub_bitmap_format format;
int bitmap_id, bitmap_pos_id;
GLuint texture;
int w, h;
GLuint buffer;
int num_vertices;
void *vertices;
struct bitmap_packer *packer;
};
struct mpgl_osd {
struct mp_log *log;
struct osd_state *osd;
GL *gl;
bool use_pbo;
bool scaled;
struct mpgl_osd_part *parts[MAX_OSD_PARTS];
const struct osd_fmt_entry *fmt_table;
bool formats[SUBBITMAP_COUNT];
struct gl_vao vao;
GLuint *programs; // SUBBITMAP_COUNT elements
// temporary
float offset[2];
void *scratch;
};
struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd,
GLuint *programs);
void mpgl_osd_destroy(struct mpgl_osd *ctx);
void mpgl_osd_draw(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode);
#endif