From 1a8b06f67e8063f687bfc251440235c86b7bdcb7 Mon Sep 17 00:00:00 2001 From: wm4 Date: Thu, 19 Nov 2015 21:20:40 +0100 Subject: vo_opengl: make 1D textures completely optional Polar scalers use 1D textures, because they're slightly faster on some GPUs than 2D textures. But 2D textures work too, so add support for them. Allows using these scalers with ANGLE. --- video/out/opengl/video.c | 5 +---- video/out/opengl/video_shaders.c | 6 +++++- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c index 9bc3c61f6c..f7ca9d79d4 100644 --- a/video/out/opengl/video.c +++ b/video/out/opengl/video.c @@ -1041,7 +1041,7 @@ static void reinit_scaler(struct gl_video *p, struct scaler *scaler, scaler->insufficient = !mp_init_filter(scaler->kernel, sizes, scale_factor); - if (scaler->kernel->polar) { + if (scaler->kernel->polar && (gl->mpgl_caps & MPGL_CAP_1D_TEX)) { scaler->gl_target = GL_TEXTURE_1D; } else { scaler->gl_target = GL_TEXTURE_2D; @@ -2355,7 +2355,6 @@ static void check_gl_features(struct gl_video *p) GL *gl = p->gl; bool have_float_tex = gl->mpgl_caps & MPGL_CAP_FLOAT_TEX; bool have_fbo = gl->mpgl_caps & MPGL_CAP_FB; - bool have_1d_tex = gl->mpgl_caps & MPGL_CAP_1D_TEX; bool have_3d_tex = gl->mpgl_caps & MPGL_CAP_3D_TEX; bool have_mix = gl->glsl_version >= 130; bool have_texrg = gl->mpgl_caps & MPGL_CAP_TEX_RG; @@ -2400,8 +2399,6 @@ static void check_gl_features(struct gl_video *p) char *reason = NULL; if (!have_float_tex) reason = "(float tex. missing)"; - if (!have_1d_tex && kernel->polar) - reason = "(1D tex. missing)"; if (reason) { p->opts.scaler[n].kernel.name = "bilinear"; MP_WARN(p, "Disabling scaler #%d %s.\n", n, reason); diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c index 162a66efe2..3af200b87c 100644 --- a/video/out/opengl/video_shaders.c +++ b/video/out/opengl/video_shaders.c @@ -141,7 +141,11 @@ void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler) // Check for samples that might be skippable if (dmax >= radius - 1) GLSLF("if (d < 1.0) {\n"); - GLSL(w = texture1D(lut, d).r;) + if (scaler->gl_target == GL_TEXTURE_1D) { + GLSL(w = texture1D(lut, d).r;) + } else { + GLSL(w = texture(lut, vec2(0.5, d)).r;) + } GLSL(wsum += w;) GLSLF("c = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y); GLSL(color += vec4(w) * c;) -- cgit v1.2.3