[vlc-devel] [PATCH 00/11] OpenGL refactor V2: add opengl_tex_converter_t

Rémi Denis-Courmont remi at remlab.net
Mon Dec 19 12:37:18 CET 2016


On December 14, 2016 6:16:05 PM GMT+02:00, Thomas Guillem <thomas at gllm.fr> wrote:
>Hi,
>
>This set of patches override the last 5 patches of the last series
>("OpenGL:
>refactor, move fragment shader configuration").
>
>What's new since the last set?
> - Remove unused code (02, 03, 04)
>
>- Refactor and simplify OpenGL textures generation (05), and textures
>upload
>(06): this will allow to expose a gen_textures and a update interface
>in the
>   internal header.
>
>- Rename opengl_fmt_cfg_t to opengl_tex_converter_t (10): this struct
>contains
>   everything that is needed to convert textures in regards of a
>   video_format_t.
>
> - Implement opengl_tex_converter_t for RGBA/YUV/XYZ12 (11)
>
>Regards,
>Thomas.
>
>Thomas Guillem (11):
>  vout/opengl: build and use only needed shaders/programs
>  vout/opengl: remove unused vgl->local_count
>  vout/opengl: remove unused code
>  vout/opengl: assume that multitexture is true
>  vout/opengl: factor textures generation
>  vout/opengl: rework Upload function
>  vout/opengl: fix Pool error handling
>  vout/opengl: move chroma and tex size initialisation
>  vout/opengl: expose shaders commands in an internal header
>  vout/opengl: add a new API to convert textures
>  vout/opengl: move RGBA/YUV/XYZ12 converters
>
> modules/video_output/Makefile.am          |   3 +-
> modules/video_output/opengl/converters.c  | 524 ++++++++++++++++
> modules/video_output/opengl/internal.h    | 224 +++++++
>modules/video_output/opengl/vout_helper.c | 990
>+++++++++---------------------
> 4 files changed, 1056 insertions(+), 685 deletions(-)
> create mode 100644 modules/video_output/opengl/converters.c
> create mode 100644 modules/video_output/opengl/internal.h
>
>-- 
>2.10.2
>
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Hello,

As noted at the beginning of this month, unless support for shaders and for texture import is moved from the GL vout to filter/converter modules, the GL vout will turn into a monolothic monster with lots of shaders for formats, projectoons and filters, and with lots of platform-dependencies for pass-through.

Sure, splitting the source to multiple logical units is an improvement in that the source is no longer monolithic. But it won't solve the main issues, AFAICT.
-- 
Rémi Denis-Courmont


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