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author | Niklas Haas <git@haasn.xyz> | 2017-08-26 05:33:00 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-08-27 14:36:00 +0200 |
commit | 45bae90f4d98c64f01ec2fe419a6aa6c068331b2 (patch) | |
tree | feffd338887dd828212b64e3ab79f4c4bde256d5 /video/out/opengl/ra_gl.c | |
parent | f40717a66430c238fbe3fa28fc39a88d804bdc9c (diff) | |
download | mpv-45bae90f4d98c64f01ec2fe419a6aa6c068331b2.tar.bz2 mpv-45bae90f4d98c64f01ec2fe419a6aa6c068331b2.tar.xz |
vo_opengl: be explicit about IMG_RW
Both vulkan and opengl distinguish between rendering to an image and
using an image as a storage attachment. So make this an explicit
capability instead of lumping it in with render_dst. (That way we could
support, for example, using an image as a storage attachment without
requiring a framebuffer)
The real reason for this change is that you can directly use the output
FBO as a storage attachment on vulkan but you can't on opengl, which
makes this param structly separate from render_dst.
Diffstat (limited to 'video/out/opengl/ra_gl.c')
-rw-r--r-- | video/out/opengl/ra_gl.c | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/video/out/opengl/ra_gl.c b/video/out/opengl/ra_gl.c index e31948c2b1..d9c7205815 100644 --- a/video/out/opengl/ra_gl.c +++ b/video/out/opengl/ra_gl.c @@ -893,18 +893,20 @@ static void update_uniform(struct ra *ra, struct ra_renderpass *pass, } break; } - case RA_VARTYPE_IMG_W: /* fall through */ + case RA_VARTYPE_IMG_W: { + struct ra_tex *tex = *(struct ra_tex **)val->data; + struct ra_tex_gl *tex_gl = tex->priv; + assert(tex->params.storage_dst); + gl->BindImageTexture(input->binding, tex_gl->texture, 0, GL_FALSE, 0, + GL_WRITE_ONLY, tex_gl->internal_format); + break; + } case RA_VARTYPE_TEX: { struct ra_tex *tex = *(struct ra_tex **)val->data; struct ra_tex_gl *tex_gl = tex->priv; assert(tex->params.render_src); - if (input->type == RA_VARTYPE_TEX) { - gl->ActiveTexture(GL_TEXTURE0 + input->binding); - gl->BindTexture(tex_gl->target, tex_gl->texture); - } else { - gl->BindImageTexture(input->binding, tex_gl->texture, 0, GL_FALSE, 0, - GL_WRITE_ONLY, tex_gl->internal_format); - } + gl->ActiveTexture(GL_TEXTURE0 + input->binding); + gl->BindTexture(tex_gl->target, tex_gl->texture); break; } case RA_VARTYPE_BUF_RW: { |