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author | wm4 <wm4@nowhere> | 2019-11-07 22:32:58 +0100 |
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committer | wm4 <wm4@nowhere> | 2019-11-07 22:53:13 +0100 |
commit | 1c8d2246bf03626f098139f31e67d1452a41fa73 (patch) | |
tree | bfc4f4cbbc91d4ae7fbbc3dae6eaa4e6f9e1c869 /ta/README | |
parent | 17a89e5778cc5be2035e0c2ddc6e7eddae8596bc (diff) | |
download | mpv-1c8d2246bf03626f098139f31e67d1452a41fa73.tar.bz2 mpv-1c8d2246bf03626f098139f31e67d1452a41fa73.tar.xz |
vo_gpu: vdpau actually works under EGL
The use of glXGetCurrentDisplay() restricted this to the GLX backend.
But actually it works under EGL as well. Removing the GLX-specific call
and using the general mpv-internal method to get the X "Display" makes
it work in mpv.
I didn't know this. Nvidia didn't list this as extension in the EGL
context when I still used their GPUs.
Note that this might in theory break use of vdpau in some libmpv clients
using the render API. But only if MPV_RENDER_PARAM_X11_DISPLAY is not
used, and they relied on mpv using glXGetCurrentDisplay(). EGL does not
provide such an API, and hwdec_vaapi.c also uses what hwdec_vdpau.c uses
now. Considering that vaapi is preferable these days, it's not bad at
all if these clients get "broken". They can be easily fixed by passing
the display to mpv correctly.
Diffstat (limited to 'ta/README')
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