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author | wm4 <wm4@nowhere> | 2020-05-13 22:50:31 +0200 |
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committer | wm4 <wm4@nowhere> | 2020-05-13 23:16:32 +0200 |
commit | fd8e856afecc567764926876739772e79ade028f (patch) | |
tree | f214ca0c78c6788dc3681509d41b1675fcf53f16 /README.md | |
parent | 97706a2aec04bc91b8ac4d7c2fa3549d44ccc661 (diff) | |
download | mpv-fd8e856afecc567764926876739772e79ade028f.tar.bz2 mpv-fd8e856afecc567764926876739772e79ade028f.tar.xz |
vo_direct3d: dumb down OSD rendering
Render most of the OSD on the CPU, then draw it using a relatively
simple method. Do this for minimum code maintenance overhead. (While it
doesn't matter for vo_direct3d, and the effort spent here is probably
more than this would ever hope, I do hope to simplify the internal OSD
API for all these fringe VOs. Only vo_gpu should be allowed to do more
sophisticated things.)
If your GPU is shit (which it will be if you "want" to use vo_direct3d),
this might actually improve performance... is what I'd say, but out of
laziness a full screen sized texture gets uploaded on every OSD/subtitle
change, so maybe not.
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