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authorPhilip Langdale <philipl@overt.org>2019-11-16 15:10:13 -0800
committerPhilip Langdale <github.philipl@overt.org>2019-12-28 14:31:06 -0800
commiteb852dc50c42ccc68a4a56d03baefc34dc20ebd8 (patch)
tree0a863320e0496f8c121158756be2aaae197cb2fd /video/out/gpu/hwdec.h
parent5a261507173d28c762ba4f605d7983d928d4bf24 (diff)
downloadmpv-eb852dc50c42ccc68a4a56d03baefc34dc20ebd8.tar.bz2
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vo_gpu: hwdec_vdpau: remove direct_mode
As we are less and less interested in vpdpau, with nvdec and vaapi being better choices in general on nvidia and AMD respectively, we might consider removing direct_mode, where we bypass the vdpau mixer and work directly with yuv textures. Normally, working with yuv textures would be great, but vdpau built in an assumption that all frames are delivered as separate fields, causing us to have to re-interleave them. nvidia then introduces a new OpenGL extension that can return the yuv frames as frames, but we can't just unconditionally switch to that as we'd want to keep supporting older hardware where the drivers are no longer getting new features. The end result is that we wouldn't be able to get rid of the old code paths. Removing direct_mode means we always use the mixer, and work with rgba frame textures. There are some theoretical limitations to this, but in practice they probably don't matter much - unsupported colourspaces don't matter because without 10bit decoding support, we can't use them anyway, and apparently we're not doing separate chroma scaling these days, so scaling the rbga doesn't really lose anything (and the vdpau hq scaling option remains available).
Diffstat (limited to 'video/out/gpu/hwdec.h')
-rw-r--r--video/out/gpu/hwdec.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/video/out/gpu/hwdec.h b/video/out/gpu/hwdec.h
index 258ab881b6..3a1ae3e2ff 100644
--- a/video/out/gpu/hwdec.h
+++ b/video/out/gpu/hwdec.h
@@ -43,7 +43,6 @@ struct ra_hwdec_mapper {
// The common code won't mess with these, so you can e.g. set them in the
// .init() callback.
struct ra_tex *tex[4];
- bool vdpau_fields;
};
// This can be used to map frames of a specific hw format as GL textures.