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mirror of https://github.com/mpv-player/mpv.git synced 2024-09-20 12:02:23 +02:00

vo_opengl: osd: refactor and simplify

Reduce this to 1 draw call per OSD pass. This removes the need for some
annoying special handling regarding 3D video support (we supported
duplicating the OSD/subtitles for side-by-side 3D output etc.).

Remove the unneeded texture sampler uniform thing.
This commit is contained in:
wm4 2017-07-22 21:46:59 +02:00
parent 2378acc3b3
commit 1c81311673
5 changed files with 34 additions and 43 deletions

View File

@ -55,6 +55,7 @@ struct mpgl_osd_part {
int num_subparts;
int prev_num_subparts;
struct sub_bitmap *subparts;
int num_vertices;
struct vertex *vertices;
};
@ -226,14 +227,14 @@ static void write_quad(struct vertex *va, struct gl_transform t,
#undef COLOR_INIT
}
static int generate_verts(struct mpgl_osd_part *part, struct gl_transform t)
static void generate_verts(struct mpgl_osd_part *part, struct gl_transform t)
{
int num_vertices = part->num_subparts * 6;
MP_TARRAY_GROW(part, part->vertices, num_vertices);
MP_TARRAY_GROW(part, part->vertices, part->num_vertices + num_vertices);
for (int n = 0; n < part->num_subparts; n++) {
struct sub_bitmap *b = &part->subparts[n];
struct vertex *va = part->vertices;
struct vertex *va = &part->vertices[part->num_vertices];
// NOTE: the blend color is used with SUBBITMAP_LIBASS only, so it
// doesn't matter that we upload garbage for the other formats
@ -247,28 +248,7 @@ static int generate_verts(struct mpgl_osd_part *part, struct gl_transform t)
part->w, part->h, color);
}
return num_vertices;
}
static void draw_part(struct mpgl_osd *ctx, int index, struct gl_transform t)
{
GL *gl = ctx->gl;
struct mpgl_osd_part *part = ctx->parts[index];
int num_vertices = generate_verts(part, t);
if (!num_vertices)
return;
gl->Enable(GL_BLEND);
gl->BindTexture(GL_TEXTURE_2D, part->texture);
const int *factors = &blend_factors[part->format][0];
gl->BlendFuncSeparate(factors[0], factors[1], factors[2], factors[3]);
gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, num_vertices);
gl->BindTexture(GL_TEXTURE_2D, 0);
gl->Disable(GL_BLEND);
part->num_vertices += num_vertices;
}
// number of screen divisions per axis (x=0, y=1) for the current 3D mode
@ -285,10 +265,13 @@ static void get_3d_side_by_side(int stereo_mode, int div[2])
void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index)
{
GL *gl = ctx->gl;
struct mpgl_osd_part *part = ctx->parts[index];
int div[2];
get_3d_side_by_side(ctx->stereo_mode, div);
ctx->gl->Viewport(0, 0, vp_w, abs(vp_h));
part->num_vertices = 0;
for (int x = 0; x < div[0]; x++) {
for (int y = 0; y < div[1]; y++) {
@ -300,9 +283,24 @@ void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index)
t.t[0] += a_x * t.m[0][0] + a_y * t.m[1][0];
t.t[1] += a_x * t.m[0][1] + a_y * t.m[1][1];
draw_part(ctx, index, t);
generate_verts(part, t);
}
}
if (!part->num_vertices)
return;
gl->Enable(GL_BLEND);
const int *factors = &blend_factors[part->format][0];
gl->BlendFuncSeparate(factors[0], factors[1], factors[2], factors[3]);
ctx->gl->Viewport(0, 0, vp_w, abs(vp_h));
gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, part->num_vertices);
gl->BindTexture(GL_TEXTURE_2D, 0);
gl->Disable(GL_BLEND);
}
enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index)
@ -311,6 +309,12 @@ enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index)
return ctx->parts[index]->format;
}
GLuint mpgl_osd_get_part_texture(struct mpgl_osd *ctx, int index)
{
assert(index >= 0 && index < MAX_OSD_PARTS);
return ctx->parts[index]->texture;
}
struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx)
{
return &ctx->vao;

View File

@ -16,6 +16,7 @@ void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode, int draw_flags);
void mpgl_osd_resize(struct mpgl_osd *ctx, struct mp_osd_res res, int stereo_mode);
enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index);
GLuint mpgl_osd_get_part_texture(struct mpgl_osd *ctx, int index);
struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx);
void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index);
int64_t mpgl_get_change_counter(struct mpgl_osd *ctx);

View File

@ -648,19 +648,6 @@ const char *mp_sampler_type(GLenum texture_target)
}
}
// gl_sc_uniform_tex() should be preferred.
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
int unit)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_i;
u->size = 1;
u->glsl_type = mp_sampler_type(target);
u->v.i[0] = unit;
u->tex_target = 0;
u->tex_handle = 0;
}
void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target,
GLuint texture)
{

View File

@ -154,8 +154,6 @@ void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...);
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...);
void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text);
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
int unit);
void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target,
GLuint texture);
void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture);

View File

@ -2411,7 +2411,8 @@ static void pass_draw_osd(struct gl_video *p, int draw_flags, double pts,
enum sub_bitmap_format fmt = mpgl_osd_get_part_format(p->osd, n);
if (!fmt)
continue;
gl_sc_uniform_sampler(p->sc, "osdtex", GL_TEXTURE_2D, 0);
gl_sc_uniform_tex(p->sc, "osdtex", GL_TEXTURE_2D,
mpgl_osd_get_part_texture(p->osd, n));
switch (fmt) {
case SUBBITMAP_RGBA: {
pass_describe(p, "drawing osd (rgba)");