summaryrefslogtreecommitdiffstats
path: root/video/out/opengl/formats.h
Commit message (Collapse)AuthorAgeFilesLines
* vo_opengl: minor cosmeticswm42017-04-141-3/+1
|
* vo_opengl: hwdec_vaegl: use new format setup functionwm42017-02-171-0/+1
| | | | Plus add a helper.
* vo_opengl: move texture mapping of pixel formats to helper functionwm42017-02-171-3/+16
| | | | | | | All supported pixel formats have a specific "mapping" of CPU data to textures. This function determines the number and the formats of these textures. Moving it to a helper will be useful for some hardware decode interop backends, since they all need similar things.
* vo_opengl: handle GL_LUMINANCE_ALPHA and integer textures differentlywm42017-02-171-0/+1
| | | | | | | | | | | | | | | GL_LUMINANCE_ALPHA is the only reason why per-plane swizzles exist. Remove per-plane swizzles (again), and regrettably handle them as special cases (again). Carry along the logical texture format (called gl_format in some parts of the code, including the new one). We also don't need a use_integer flag, since the new gl_format member implies whether it's an integer texture. (Yes, the there are separate logical GL formats for integer textures. This aspect of the OpenGL API is hysteric at best.) This should change nothing about actual rendering logic and GL API usage.
* vo_opengl: make ES float texture format checks stricterwm42016-05-231-2/+1
| | | | | | | | | | | | | | | Some of these checks became pointless after dropping ES 2.0 support for extended filtering. GL_EXT_texture_rg is part of core in ES 3.0, and we already check for this version, so testing for the extension is redundant. GL_OES_texture_half_float_linear is also always available, at least as far as our needs go. The functionality we need from GL_EXT_color_buffer_half_float is always available in ES 3.2, and we explicitly check for ES 3.2, so reject this extension if the ES version is new enough.
* vo_opengl: reorganize texture format handlingwm42016-05-121-0/+60
This merges all knowledge about texture format into a central table. Most of the work done here is actually identifying which formats exactly are supported by OpenGL(ES) under which circumstances, and keeping this information in the format table in a somewhat declarative way. (Although only to the extend needed by mpv.) In particular, ES and float formats are a horrible mess. Again this is a big refactor that might cause regression on "obscure" configurations.