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authorwm4 <wm4@nowhere>2015-03-12 21:57:54 +0100
committerwm4 <wm4@nowhere>2015-03-12 23:20:20 +0100
commite74a4d5bc0b101fbfb371942c00d3a77267dc4a6 (patch)
treea9cc46910567eaf32ba0b47c9539f47418565d41 /
parentae6019cbc98cfad2613e89a80bee79ce6b2f1319 (diff)
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a single monolithic file + a ton of ifdefs. Instead of having to setup every aspect of it separately (like compiling shaders, setting uniforms, perfoming the actual rendering steps, the GLSL parts), we generate the GLSL on the fly, and perform the rendering at the same time. The GLSL is regenerated every frame, but the actual compiled OpenGL-level shaders are cached, which makes it fast again. Almost all logic can be in a single place. The new code is significantly more flexible, which allows us to improve the code clarity, performance and add more features easily. This commit is incomplete. It drops almost all previous code, and readds only the most important things (some of them actually buggy). The next commit will complete it - it's separate to preserve authorship information.
Diffstat (limited to '')
1 files changed, 0 insertions, 4 deletions
diff --git a/ b/
index 8c6ec0107a..952d0370e6 100644
--- a/
+++ b/
@@ -54,10 +54,6 @@ def build(ctx):
target = "input/input_conf.h")
- source = "video/out/gl_video_shaders.glsl",
- target = "video/out/gl_video_shaders.h")
- ctx.file2string(
source = "sub/osd_font.otf",
target = "sub/osd_font.h")