diff options
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.h | |
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.h')
-rw-r--r-- | video/out/opengl/utils.h | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/video/out/opengl/utils.h b/video/out/opengl/utils.h index c55670b8d6..191565dd93 100644 --- a/video/out/opengl/utils.h +++ b/video/out/opengl/utils.h @@ -154,8 +154,6 @@ void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...); void gl_sc_hadd(struct gl_shader_cache *sc, const char *text); void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...); void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text); -void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target, - int unit); void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target, GLuint texture); void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture); |