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author | Niklas Haas <git@haasn.xyz> | 2016-07-25 12:32:19 +0200 |
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committer | wm4 <wm4@nowhere> | 2016-07-25 12:50:11 +0200 |
commit | 46b60a3e72a0343611a204876522e36e7869b998 (patch) | |
tree | 9f39e567a2403f56d92b4dcc4bde1b0e3cb3b031 | |
parent | f127869037f50c1382424e89e0cba5ac3443c094 (diff) | |
download | mpv-46b60a3e72a0343611a204876522e36e7869b998.tar.bz2 mpv-46b60a3e72a0343611a204876522e36e7869b998.tar.xz |
vo_opengl: remove the 3dlut-size npot2 restriction
This requires changing the pixel upload alignment because the odd sizes
might not be aligned to multiples of 4.
Anyway, the restriction has no real benefit and the sizes in between 32
and 64 might be worth using, so just drop it.
-rw-r--r-- | DOCS/man/vo.rst | 3 | ||||
-rw-r--r-- | video/out/opengl/lcms.c | 2 | ||||
-rw-r--r-- | video/out/opengl/video.c | 2 |
3 files changed, 4 insertions, 3 deletions
diff --git a/DOCS/man/vo.rst b/DOCS/man/vo.rst index 21341d98c6..0beaee59a5 100644 --- a/DOCS/man/vo.rst +++ b/DOCS/man/vo.rst @@ -1098,8 +1098,7 @@ Available video output drivers are: ``3dlut-size=<r>x<g>x<b>`` Size of the 3D LUT generated from the ICC profile in each dimension. - Default is 64x64x64. - Sizes must be a power of two, and 512 at most. + Default is 64x64x64. Sizes may range from 2 to 512. ``icc-contrast=<0-100000>`` Specifies an upper limit on the target device's contrast ratio. diff --git a/video/out/opengl/lcms.c b/video/out/opengl/lcms.c index 7cf2d42466..ec352cde05 100644 --- a/video/out/opengl/lcms.c +++ b/video/out/opengl/lcms.c @@ -59,7 +59,7 @@ static bool parse_3dlut_size(const char *arg, int *p1, int *p2, int *p3) return false; for (int n = 0; n < 3; n++) { int s = ((int[]) { *p1, *p2, *p3 })[n]; - if (s < 2 || s > 512 || ((s - 1) & s)) + if (s < 2 || s > 512) return false; } return true; diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c index d403f6211a..901e208cab 100644 --- a/video/out/opengl/video.c +++ b/video/out/opengl/video.c @@ -631,8 +631,10 @@ static bool gl_video_get_lut3d(struct gl_video *p, enum mp_csp_prim prim, gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_3DLUT); gl->BindTexture(GL_TEXTURE_3D, p->lut_3d_texture); + gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1); gl->TexImage3D(GL_TEXTURE_3D, 0, GL_RGB16, lut3d->size[0], lut3d->size[1], lut3d->size[2], 0, GL_RGB, GL_UNSIGNED_SHORT, lut3d->data); + gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |