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authorwm4 <wm4@nowhere>2017-08-05 14:20:14 +0200
committerwm4 <wm4@nowhere>2017-08-05 16:27:09 +0200
commit333cae74ef0fa62e0355e85d21f0f41ced3963e7 (patch)
tree08e390dd9bdf7e997bf91ebef5bd5579336f27eb /video/out/opengl/osd.h
parentf72a33d2cb223df921967cfe7ae203f882ba6921 (diff)
downloadmpv-333cae74ef0fa62e0355e85d21f0f41ced3963e7.tar.bz2
mpv-333cae74ef0fa62e0355e85d21f0f41ced3963e7.tar.xz
vo_opengl: move shader handling to ra
Now all GL-specifics of shader compilation are abstracted through ra. Of course we still have everything hardcoded to GLSL - that isn't going to change. Some things will probably change later - in particular, the way we pass uniforms and textures to the shader. Currently, there is a confusing mismatch between "primitive" uniforms like floats, and others like textures. Also, SSBOs are not abstracted yet.
Diffstat (limited to 'video/out/opengl/osd.h')
-rw-r--r--video/out/opengl/osd.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/video/out/opengl/osd.h b/video/out/opengl/osd.h
index a0aa104a48..08c143ac0e 100644
--- a/video/out/opengl/osd.h
+++ b/video/out/opengl/osd.h
@@ -5,7 +5,6 @@
#include <inttypes.h>
#include "utils.h"
-#include "gl_utils.h"
#include "shader_cache.h"
#include "sub/osd.h"
@@ -19,7 +18,7 @@ void mpgl_osd_resize(struct mpgl_osd *ctx, struct mp_osd_res res, int stereo_mod
bool mpgl_osd_draw_prepare(struct mpgl_osd *ctx, int index,
struct gl_shader_cache *sc);
void mpgl_osd_draw_finish(struct mpgl_osd *ctx, int vp_w, int vp_h, int index,
- struct gl_shader_cache *sc);
+ struct gl_shader_cache *sc, struct ra_tex *target);
int64_t mpgl_get_change_counter(struct mpgl_osd *ctx);
#endif