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authorwm4 <wm4@nowhere>2017-07-22 21:46:59 +0200
committerwm4 <wm4@nowhere>2017-07-22 21:46:59 +0200
commit1c8131167334183ad24b90cbbf4fd86d3d5406cc (patch)
tree1ba04938ea85f2d7ef301a9242df807080391fc7 /video/out/opengl/utils.c
parent2378acc3b3e9825765c549e025bc1ca83064cced (diff)
downloadmpv-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.c13
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)
{