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Diffstat (limited to 'DOCS')
-rw-r--r-- | DOCS/man/vo.rst | 181 |
1 files changed, 1 insertions, 180 deletions
diff --git a/DOCS/man/vo.rst b/DOCS/man/vo.rst index d56dec4caf..4d97a281c0 100644 --- a/DOCS/man/vo.rst +++ b/DOCS/man/vo.rst @@ -278,8 +278,7 @@ Available video output drivers are: ``opengl-hq`` to use this driver with defaults set to high quality rendering. - Requires at least OpenGL 2.1 and the ``GL_ARB_texture_rg`` extension. For - older drivers, ``opengl-old`` may work. + Requires at least OpenGL 2.1. Some features are available with OpenGL 3 capable graphics drivers only (or if the necessary extensions are available). @@ -624,184 +623,6 @@ Available video output drivers are: float texture support, and some OS X setups being very slow with ``rgb16`` but fast with ``rgb32f``. -``opengl-old`` - OpenGL video output driver, old version. Video size must be smaller - than the maximum texture size of your OpenGL implementation. Intended to - work even with the most basic OpenGL implementations, but also makes use - of newer extensions which allow support for more color spaces. - - The code performs very few checks, so if a feature does not work, this - might be because it is not supported by your card and/or OpenGL - implementation, even if you do not get any error message. Use ``glxinfo`` - or a similar tool to display the supported OpenGL extensions. - - .. note:: This driver is for compatibility with old systems. - - ``(no-)ati-hack`` - ATI drivers may give a corrupted image when PBOs are used (when using - ``force-pbo``). This option fixes this, at the expense of using a bit - more memory. - ``(no-)force-pbo`` - Always uses PBOs to transfer textures even if this involves an extra - copy. Currently this gives a little extra speed with NVIDIA drivers - and a lot more speed with ATI drivers. May need the ``ati-hack`` - suboption to work correctly. - ``(no-)scaled-osd`` - Scales the OSD and subtitles instead of rendering them at display size - (default: disabled). - ``rectangle=<0,1,2>`` - Select usage of rectangular textures, which saves video RAM, but often - is slower (default: 0). - - 0 - Use power-of-two textures (default). - 1 - Use the ``GL_ARB_texture_rectangle`` extension. - 2 - Use the ``GL_ARB_texture_non_power_of_two`` extension. In some - cases only supported in software and thus very slow. - - ``swapinterval=<n>`` - Minimum interval between two buffer swaps, counted in displayed frames - (default: 1). 1 is equivalent to enabling VSYNC, 0 to disabling VSYNC. - Values below 0 will leave it at the system default. This limits the - framerate to (horizontal refresh rate / n). Requires - ``GLX_SGI_swap_control`` support to work. With some (most/all?) - implementations this only works in fullscreen mode. - ``ycbcr`` - Use the ``GL_MESA_ycbcr_texture`` extension to convert YUV to RGB. In - most cases this is probably slower than doing software conversion to - RGB. - ``yuv=<n>`` - Select the type of YUV to RGB conversion. The default is - auto-detection deciding between values 0 and 2. - - 0 - Use software conversion. Compatible with all OpenGL versions. - Provides brightness, contrast and saturation control. - 1 - Same as 2. This used to use NVIDIA-specific extensions, which - did not provide any advantages over using fragment programs, except - possibly on very ancient graphics cards. It produced a gray-ish - output, which is why it has been removed. - 2 - Use a fragment program. Needs the ``GL_ARB_fragment_program`` - extension and at least three texture units. Provides brightness, - contrast, saturation and hue control. - 3 - Use a fragment program using the ``POW`` instruction. Needs the - ``GL_ARB_fragment_program`` extension and at least three texture - units. Provides brightness, contrast, saturation, hue and gamma - control. Gamma can also be set independently for red, green and - blue. Method 4 is usually faster. - 4 - Use a fragment program with additional lookup. Needs the - ``GL_ARB_fragment_program`` extension and at least four texture - units. Provides brightness, contrast, saturation, hue and gamma - control. Gamma can also be set independently for red, green and - blue. - 5 - Removed. Used ATI-specific method (for older cards). - 6 - Use a 3D texture to do conversion via lookup. Needs the - ``GL_ARB_fragment_program extension`` and at least four texture - units. Extremely slow (software emulation) on some (all?) ATI - cards since it uses a texture with border pixels. Provides - brightness, contrast, saturation, hue and gamma control. Gamma can - also be set independently for red, green and blue. Speed depends - more on GPU memory bandwidth than other methods. - - ``lscale=<n>`` - Select the scaling function to use for luminance scaling. Only valid - for yuv modes 2, 3, 4 and 6. - - 0 - Use simple linear filtering (default). - 1 - Use bicubic B-spline filtering (better quality). Needs one - additional texture unit. Older cards will not be able to handle - this for chroma at least in fullscreen mode. - 2 - Use cubic filtering in horizontal, linear filtering in vertical - direction. Works on a few more cards than method 1. - 3 - Same as 1 but does not use a lookup texture. Might be faster on - some cards. - 4 - Use experimental unsharp masking with 3x3 support and a default - strength of 0.5 (see ``filter-strength``). - 5 - Use experimental unsharp masking with 5x5 support and a default - strength of 0.5 (see ``filter-strength``). - - ``cscale=<n>`` - Select the scaling function to use for chrominance scaling. For - details see ``lscale``. - ``filter-strength=<value>`` - Set the effect strength for the ``lscale``/``cscale`` filters that - support it. - ``stereo=<value>`` - Select a method for stereo display. You may have to use - ``--video-aspect`` to fix the aspect value. Experimental, do not expect - too much from it. - - 0 - Normal 2D display - 1 - Convert side by side input to full-color red-cyan stereo. - 2 - Convert side by side input to full-color green-magenta stereo. - 3 - Convert side by side input to quad buffered stereo. Only supported - by very few OpenGL cards. - - The following options are only useful if writing your own fragment programs. - - ``customprog=<filename>`` - Load a custom fragment program from ``<filename>``. - ``customtex=<filename>`` - Load a custom "gamma ramp" texture from ``<filename>``. This can be used - in combination with ``yuv=4`` or with the ``customprog`` option. - ``(no-)customtlin`` - If enabled (default) use ``GL_LINEAR`` interpolation, otherwise use - ``GL_NEAREST`` for customtex texture. - ``(no-)customtrect`` - If enabled, use ``texture_rectangle`` for the ``customtex`` texture. - Default is disabled. - ``(no-)mipmapgen`` - If enabled, mipmaps for the video are automatically generated. This - should be useful together with the ``customprog`` and the ``TXB`` - instruction to implement blur filters with a large radius. For most - OpenGL implementations, this is very slow for any non-RGB formats. - Default is disabled. - - Normally there is no reason to use the following options; they mostly - exist for testing purposes. - - ``(no-)glfinish`` - Call ``glFinish()`` before swapping buffers. Slower but in some cases - more correct output (default: disabled). - ``(no-)manyfmts`` - Enables support for more (RGB and BGR) color formats (default: enabled). - Needs OpenGL version >= 1.2. - ``slice-height=<0-...>`` - Number of lines copied to texture in one piece (default: 0). 0 for - whole image. - ``sw`` - Continue even if a software renderer is detected. - - ``backend=<sys>`` - auto - auto-select (default) - cocoa - Cocoa/OS X - win - Win32/WGL - x11 - X11/GLX - wayland - Wayland/EGL - ``sdl`` SDL 2.0+ Render video output driver, depending on system with or without hardware acceleration. Should work on all platforms supported by SDL 2.0. |