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authorwm4 <wm4@nowhere>2013-06-01 19:58:32 +0200
committerwm4 <wm4@nowhere>2013-06-03 00:05:07 +0200
commit66be276f69d95fd5aefbaef749dda8883d337d6d (patch)
treecd468955d07bf9d4d655c7a05490248dfdfb95f7 /video
parent87c549ffaecb675991c9aed5358466a62e151a83 (diff)
downloadmpv-66be276f69d95fd5aefbaef749dda8883d337d6d.tar.bz2
mpv-66be276f69d95fd5aefbaef749dda8883d337d6d.tar.xz
gl_video: reduce output with -v, skip useless header parts
Originally, the header wasn't supposed to contain random compatibility stuff, but now all that is printed with -v. Add a hack to skip it and to reduce the noise.
Diffstat (limited to 'video')
-rw-r--r--video/out/gl_video.c13
1 files changed, 8 insertions, 5 deletions
diff --git a/video/out/gl_video.c b/video/out/gl_video.c
index f24163d13f..7c6ecd426e 100644
--- a/video/out/gl_video.c
+++ b/video/out/gl_video.c
@@ -632,12 +632,15 @@ static void bind_attrib_locs(GL *gl, GLuint program)
gl->BindAttribLocation(program, VERTEX_ATTRIB_TEXCOORD, "vertex_texcoord");
}
+#define PRELUDE_END "// -- prelude end\n"
+
static GLuint create_program(GL *gl, const char *name, const char *header,
const char *vertex, const char *frag)
{
- mp_msg(MSGT_VO, MSGL_V, "[gl] compiling shader program '%s'\n", name);
- mp_msg(MSGT_VO, MSGL_V, "[gl] header:\n");
- mp_log_source(MSGT_VO, MSGL_V, header);
+ mp_msg(MSGT_VO, MSGL_V, "[gl] compiling shader program '%s', header:\n", name);
+ const char *real_header = strstr(header, PRELUDE_END);
+ real_header = real_header ? real_header + strlen(PRELUDE_END) : header;
+ mp_log_source(MSGT_VO, MSGL_V, real_header);
GLuint prog = gl->CreateProgram();
prog_create_shader(gl, prog, GL_VERTEX_SHADER, header, vertex);
prog_create_shader(gl, prog, GL_FRAGMENT_SHADER, header, frag);
@@ -703,8 +706,8 @@ static void compile_shaders(struct gl_video *p)
char *shader_prelude = get_section(tmp, src, "prelude");
char *s_video = get_section(tmp, src, "frag_video");
- char *header = talloc_asprintf(tmp, "#version %d\n%s", gl->glsl_version,
- shader_prelude);
+ char *header = talloc_asprintf(tmp, "#version %d\n%s%s", gl->glsl_version,
+ shader_prelude, PRELUDE_END);
// Need to pass alpha through the whole chain. (Not needed for OSD shaders.)
shader_def_opt(&header, "USE_ALPHA", p->opts.enable_alpha);