From e5f49d96855a8d3ccf3b6ad8b8de811d1391d806 Mon Sep 17 00:00:00 2001 From: wm4 Date: Thu, 26 May 2016 00:07:10 +0200 Subject: 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. --- DOCS/man/vo.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'DOCS/man') diff --git a/DOCS/man/vo.rst b/DOCS/man/vo.rst index d8c0925744..e3096ab46f 100644 --- a/DOCS/man/vo.rst +++ b/DOCS/man/vo.rst @@ -946,8 +946,8 @@ Available video output drivers are: Win32/WGL angle Direct3D11 through the OpenGL ES translation layer ANGLE. This - supports almost everything the ``win`` backend does, except ICC - profiles, and the ``nnedi3`` prescaler. + supports almost everything the ``win`` backend does (if the ANGLE + build is new enough), except the ``nnedi3`` prescaler. dxinterop (experimental) Win32, using WGL for rendering and Direct3D 9Ex for presentation. Works on Nvidia and AMD. Newer Intel chips with the latest drivers -- cgit v1.2.3