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authorNiklas Haas <git@haasn.xyz>2017-07-25 06:31:34 +0200
committerNiklas Haas <git@haasn.xyz>2017-07-25 06:32:29 +0200
commit62de84cbe3b060792a7d19cf747a8ba5a697e894 (patch)
tree0d385ad7e84df2d5f2dce7294421095961d1ee87 /video/out/opengl/utils.c
parentd099e037efa2ceaff96c775f5c6f8d1e74650b76 (diff)
downloadmpv-62de84cbe3b060792a7d19cf747a8ba5a697e894.tar.bz2
mpv-62de84cbe3b060792a7d19cf747a8ba5a697e894.tar.xz
vo_opengl: kill off FBOTEX_COMPUTE again
The textures not having an FBO actually caused regressions when trying to render the subtitles on top of this texture (--blend-subtitles), which still relied on an FBO. So just kill off the logic entirely. Why worry about a single FBO wasted when we're allocating like 10 anyway. Fixes #4657.
Diffstat (limited to 'video/out/opengl/utils.c')
-rw-r--r--video/out/opengl/utils.c35
1 files changed, 15 insertions, 20 deletions
diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c
index 451010fffa..d6dac42195 100644
--- a/video/out/opengl/utils.c
+++ b/video/out/opengl/utils.c
@@ -265,11 +265,8 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
// Like fbotex_init(), except it can be called on an already initialized FBO;
// and if the parameters are the same as the previous call, do not touch it.
-// flags can be 0, or a combination of FBOTEX_FUZZY_W, FBOTEX_FUZZY_H and
-// FBOTEX_COMPUTE.
+// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
// Enabling FUZZY for W or H means the w or h does not need to be exact.
-// FBOTEX_COMPUTE means that the texture will be written to by a compute shader
-// instead of actually being attached to an FBO.
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat, int flags)
{
@@ -318,6 +315,7 @@ bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
.iformat = iformat,
};
+ gl->GenFramebuffers(1, &fbo->fbo);
gl->GenTextures(1, &fbo->texture);
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
gl->TexImage2D(GL_TEXTURE_2D, 0, format->internal_format, fbo->rw, fbo->rh, 0,
@@ -330,24 +328,21 @@ bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
gl_check_error(gl, log, "after creating framebuffer texture");
- bool skip_fbo = flags & FBOTEX_COMPUTE;
- if (!skip_fbo) {
- gl->GenFramebuffers(1, &fbo->fbo);
- gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
- gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, fbo->texture, 0);
-
- GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
- if (err != GL_FRAMEBUFFER_COMPLETE) {
- mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
- (int)err);
- res = false;
- }
-
- gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
- gl_check_error(gl, log, "after creating framebuffer");
+ gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
+ gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, fbo->texture, 0);
+
+ GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (err != GL_FRAMEBUFFER_COMPLETE) {
+ mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
+ (int)err);
+ res = false;
}
+ gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ gl_check_error(gl, log, "after creating framebuffer");
+
return res;
}