diff options
author | wm4 <wm4@nowhere> | 2017-02-20 08:39:08 +0100 |
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committer | wm4 <wm4@nowhere> | 2017-02-20 08:39:08 +0100 |
commit | 6e2d3d991912f230ee66448307e8e2657237ffd2 (patch) | |
tree | 9b3642b6cdb53bf563e660d081cf3c9dc7cfabe8 /libmpv/opengl_cb.h | |
parent | 4f74b935468fd8b39d4cf974892fa242bb059248 (diff) | |
download | mpv-6e2d3d991912f230ee66448307e8e2657237ffd2.tar.bz2 mpv-6e2d3d991912f230ee66448307e8e2657237ffd2.tar.xz |
vo_opengl: remove dxva2 dummy hwdec backend
This was a hack to let libmpv API users pass a d3d device to mpv. It's
not needed anymore for 2 reasons:
1. ANGLE does not have this problem
2. Even native GL via nVidia (where this failed) seems to not require
this anymore
Diffstat (limited to 'libmpv/opengl_cb.h')
-rw-r--r-- | libmpv/opengl_cb.h | 23 |
1 files changed, 3 insertions, 20 deletions
diff --git a/libmpv/opengl_cb.h b/libmpv/opengl_cb.h index 42241c9283..e20debc614 100644 --- a/libmpv/opengl_cb.h +++ b/libmpv/opengl_cb.h @@ -174,26 +174,9 @@ extern "C" { * Windowing system interop on MS win32 * ------------------------------------ * - * Warning: the following is only required if native OpenGL instead of ANGLE - * is used. ANGLE is recommended, because it also allows direct - * hardware decoding interop without further setup by the libmpv - * API user, while the same with native OpenGL is either very hard - * to do (via GL/DX interop with D3D9), or not implemented. - * - * If OpenGL switches to fullscreen, most players give it access GPU access, - * which means DXVA2 hardware decoding in mpv won't work. This can be worked - * around by giving mpv access to Direct3D device, which it will then use to - * create a decoder. The device can be either the real device used for display, - * or a "blank" device created before switching to fullscreen. - * - * You can provide glMPGetNativeDisplay as described in the previous section. - * If it is called with name set to "IDirect3DDevice9", it should return a - * IDirect3DDevice9 pointer (or NULL if not available). libmpv will release - * this interface when it is done with it. - * - * In previous libmpv releases, this used "GL_MP_D3D_interfaces" and - * "glMPGetD3DInterface". This is deprecated; use glMPGetNativeDisplay instead - * (the semantics are 100% compatible). + * You should use ANGLE, and make sure your application and libmpv are linked + * to the same ANGLE DLLs. libmpv will pick the device context (needed for + * hardware decoding) from the current ANGLE EGL context. * * Windowing system interop on RPI * ------------------------------- |