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authorwm4 <wm4@nowhere>2016-05-26 00:07:10 +0200
committerwm4 <wm4@nowhere>2016-05-26 00:07:10 +0200
commite5f49d96855a8d3ccf3b6ad8b8de811d1391d806 (patch)
tree2068ea3f3ce9ff7f69e5ce520c607f0b7fce5b8d /video
parent5c9f164caf88d8049477727450845cbab2ffead2 (diff)
downloadmpv-e5f49d96855a8d3ccf3b6ad8b8de811d1391d806.tar.bz2
mpv-e5f49d96855a8d3ccf3b6ad8b8de811d1391d806.tar.xz
vo_opengl: always autoselect ANGLE as backend if available
Remove the opengl-hq option default that caused it not to autoselect ANGLE (unlike --vo=opengl). Details see commit d5df90a2. Back then the intention was to use ANGLE by default, since it integrates much nicer with the Windows compositor (instead of native OpenGL, which tends to cause crazy glitches). On the other hand, many opengl-hq capabilities are not available with older ANGLE builds, so it didn't make any sense to autoselect ANGLE for it. With the GL_EXT_texture_norm16 extension recently added to ANGLE, it has essentially reached feature parity to desktop GL for the subset we are using. (Even the integer texture hack for high bit depth input could be dropped now.) It (probably) still does not support nnedi3, due to the weird way the NN coefficients are imported. Also, it uses half-floats instead of 16 bit fixed-point textures for technical reasons, which implies about 5 bits of precision loss. If anyone actually manages to distinguish the two dithering texture formats in a double-blind test, I will fix it.
Diffstat (limited to 'video')
-rw-r--r--video/out/vo_opengl.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/video/out/vo_opengl.c b/video/out/vo_opengl.c
index 6f4e5948df..4a3b5e7b4e 100644
--- a/video/out/vo_opengl.c
+++ b/video/out/vo_opengl.c
@@ -490,7 +490,6 @@ const struct vo_driver video_out_opengl_hq = {
.priv_size = sizeof(struct gl_priv),
.priv_defaults = &(const struct gl_priv){
.renderer_opts = (struct gl_video_opts *)&gl_video_opts_hq_def,
- .es = -1,
},
.options = options,
};