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author | wm4 <wm4@nowhere> | 2017-07-22 21:46:59 +0200 |
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committer | wm4 <wm4@nowhere> | 2017-07-22 21:46:59 +0200 |
commit | 1c8131167334183ad24b90cbbf4fd86d3d5406cc (patch) | |
tree | 1ba04938ea85f2d7ef301a9242df807080391fc7 /video/out/opengl/utils.c | |
parent | 2378acc3b3e9825765c549e025bc1ca83064cced (diff) | |
download | mpv-1c8131167334183ad24b90cbbf4fd86d3d5406cc.tar.bz2 mpv-1c8131167334183ad24b90cbbf4fd86d3d5406cc.tar.xz |
vo_opengl: osd: refactor and simplify
Reduce this to 1 draw call per OSD pass. This removes the need for some
annoying special handling regarding 3D video support (we supported
duplicating the OSD/subtitles for side-by-side 3D output etc.).
Remove the unneeded texture sampler uniform thing.
Diffstat (limited to 'video/out/opengl/utils.c')
-rw-r--r-- | video/out/opengl/utils.c | 13 |
1 files changed, 0 insertions, 13 deletions
diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c index 4c453b07e8..d3066d3ccb 100644 --- a/video/out/opengl/utils.c +++ b/video/out/opengl/utils.c @@ -648,19 +648,6 @@ const char *mp_sampler_type(GLenum texture_target) } } -// gl_sc_uniform_tex() should be preferred. -void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target, - int unit) -{ - struct sc_uniform *u = find_uniform(sc, name); - u->type = UT_i; - u->size = 1; - u->glsl_type = mp_sampler_type(target); - u->v.i[0] = unit; - u->tex_target = 0; - u->tex_handle = 0; -} - void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target, GLuint texture) { |