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authorwm4 <wm4@mplayer2.org>2011-10-24 00:43:12 +0200
committerUoti Urpala <uau@mplayer2.org>2011-10-24 08:36:17 +0300
commit2123bff6fa24d43dfc5768ddc0ca855819f0b1b0 (patch)
tree67f42ded0992478c72f06d486d244c703a6fbbf9 /libvo/gl_common.h
parent23fa8e99643e020c2f637e0da7e61b312176b966 (diff)
downloadmpv-2123bff6fa24d43dfc5768ddc0ca855819f0b1b0.tar.bz2
mpv-2123bff6fa24d43dfc5768ddc0ca855819f0b1b0.tar.xz
vo_gl: remove support for nvidia register combiners (yuv=1)
The register combiner color conversion is broken and seems to use a slightly incorrect color matrix (the image looks gray-ish). Completely remove all code related to nVidia register combiners. Unless you have an ancient nVidia GPU, there's no reason to prefer register combiners over fragment shaders. Users with ancient GPUs without fragment shader support can just use -vo xv. Passing yuv=1 (register combiners) as sub option will print a warning and use yuv=2 (fragment shaders) instead.
Diffstat (limited to 'libvo/gl_common.h')
-rw-r--r--libvo/gl_common.h60
1 files changed, 1 insertions, 59 deletions
diff --git a/libvo/gl_common.h b/libvo/gl_common.h
index 6b39927783..a56248403a 100644
--- a/libvo/gl_common.h
+++ b/libvo/gl_common.h
@@ -80,57 +80,6 @@
#ifndef GL_TEXT_FRAGMENT_SHADER_ATI
#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200
#endif
-#ifndef GL_REGISTER_COMBINERS_NV
-#define GL_REGISTER_COMBINERS_NV 0x8522
-#endif
-#ifndef GL_MAX_GENERAL_COMBINERS_NV
-#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
-#endif
-#ifndef GL_NUM_GENERAL_COMBINERS_NV
-#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
-#endif
-#ifndef GL_CONSTANT_COLOR0_NV
-#define GL_CONSTANT_COLOR0_NV 0x852A
-#endif
-#ifndef GL_CONSTANT_COLOR1_NV
-#define GL_CONSTANT_COLOR1_NV 0x852B
-#endif
-#ifndef GL_COMBINER0_NV
-#define GL_COMBINER0_NV 0x8550
-#endif
-#ifndef GL_COMBINER1_NV
-#define GL_COMBINER1_NV 0x8551
-#endif
-#ifndef GL_VARIABLE_A_NV
-#define GL_VARIABLE_A_NV 0x8523
-#endif
-#ifndef GL_VARIABLE_B_NV
-#define GL_VARIABLE_B_NV 0x8524
-#endif
-#ifndef GL_VARIABLE_C_NV
-#define GL_VARIABLE_C_NV 0x8525
-#endif
-#ifndef GL_VARIABLE_D_NV
-#define GL_VARIABLE_D_NV 0x8526
-#endif
-#ifndef GL_UNSIGNED_INVERT_NV
-#define GL_UNSIGNED_INVERT_NV 0x8537
-#endif
-#ifndef GL_HALF_BIAS_NORMAL_NV
-#define GL_HALF_BIAS_NORMAL_NV 0x853A
-#endif
-#ifndef GL_SIGNED_IDENTITY_NV
-#define GL_SIGNED_IDENTITY_NV 0x853C
-#endif
-#ifndef GL_SCALE_BY_FOUR_NV
-#define GL_SCALE_BY_FOUR_NV 0x853F
-#endif
-#ifndef GL_DISCARD_NV
-#define GL_DISCARD_NV 0x8530
-#endif
-#ifndef GL_SPARE0_NV
-#define GL_SPARE0_NV 0x852E
-#endif
#ifndef GL_FRAGMENT_SHADER_ATI
#define GL_FRAGMENT_SHADER_ATI 0x8920
#endif
@@ -317,6 +266,7 @@ int loadGPUProgram(GL *gl, GLenum target, char *prog);
//! do not use YUV conversion, this should always stay 0
#define YUV_CONVERSION_NONE 0
//! use nVidia specific register combiners for YUV conversion
+//! implementation has been removed
#define YUV_CONVERSION_COMBINERS 1
//! use a fragment program for YUV conversion
#define YUV_CONVERSION_FRAGMENT 2
@@ -362,7 +312,6 @@ static inline int glYUVLargeRange(int conv)
{
switch (conv) {
case YUV_CONVERSION_NONE:
- case YUV_CONVERSION_COMBINERS:
case YUV_CONVERSION_COMBINERS_ATI:
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_TEXT_FRAGMENT:
@@ -516,13 +465,6 @@ struct GL {
GLvoid * (GLAPIENTRY * MapBuffer)(GLenum, GLenum);
GLboolean (GLAPIENTRY *UnmapBuffer)(GLenum);
void (GLAPIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
- void (GLAPIENTRY *CombinerParameterfv)(GLenum, const GLfloat *);
- void (GLAPIENTRY *CombinerParameteri)(GLenum, GLint);
- void (GLAPIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
- GLenum);
- void (GLAPIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
- GLenum, GLenum, GLboolean, GLboolean,
- GLboolean);
void (GLAPIENTRY *BeginFragmentShader)(void);
void (GLAPIENTRY *EndFragmentShader)(void);
void (GLAPIENTRY *SampleMap)(GLuint, GLuint, GLenum);