mirror of https://github.com/odrling/Aegisub
Made video context respect the setting of "video use pixel shaders", which was being ignored by ffmpeg, since it can only output yv12.
Originally committed to SVN as r975.
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@ -293,6 +293,7 @@ void OpenGLWrapper::Initialize() {
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initialized = true;
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glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) glGetProc("glUseProgramObjectARB");
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if (!glUseProgramObjectARB) throw _T("OpenGL shader support not available.");
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glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) glGetProc("glDeleteObjectARB");
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glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) glGetProc("glCreateProgramObjectARB");
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glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) glGetProc("glAttachObjectARB");
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@ -330,13 +331,17 @@ GLuint OpenGLWrapper::CreateShaderProgram(GLuint vertex,GLuint pixel) {
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// Create instance
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Initialize();
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GLuint program = glCreateProgramObjectARB();
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if (glGetError()) throw _T("Error creating shader program.");
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// Attach shaders
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glAttachObjectARB(program,vertex);
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if (glGetError()) throw _T("Error attaching vertex shader to shader program.");
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glAttachObjectARB(program,pixel);
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if (glGetError()) throw _T("Error attaching pixel shader to shader program.");
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// Link
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glLinkProgramARB(program);
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if (glGetError()) throw _T("Error attaching linking shader program.");
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// Return
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return program;
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@ -349,6 +354,7 @@ GLuint OpenGLWrapper::CreateStandardVertexShader() {
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// Create instance
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Initialize();
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GLuint shader = glCreateShaderObjectARB(GL_VERTEX_SHADER);
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if (glGetError()) throw _T("Error generating vertex shader.");
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// Read source
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char source[] =
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@ -360,7 +366,9 @@ GLuint OpenGLWrapper::CreateStandardVertexShader() {
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// Compile
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const GLchar *src = source;
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glShaderSourceARB(shader,1,&src,NULL);
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if (glGetError()) throw _T("Error acquiring source for vertex shader.");
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glCompileShaderARB(shader);
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if (glGetError()) throw _T("Error compiling vertex shader.");
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// Return
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return shader;
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@ -373,6 +381,7 @@ GLuint OpenGLWrapper::CreateYV12PixelShader() {
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// Create instance
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Initialize();
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GLuint shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
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if (glGetError()) throw _T("Error generating pixel shader.");
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// Read source
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char source[] =
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@ -399,7 +408,9 @@ GLuint OpenGLWrapper::CreateYV12PixelShader() {
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// Compile
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const GLchar *src = source;
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glShaderSourceARB(shader,1,&src,NULL);
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if (glGetError()) throw _T("Error acquiring source for vertex shader.");
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glCompileShaderARB(shader);
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if (glGetError()) throw _T("Error compiling vertex shader.");
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// Return
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return shader;
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@ -480,7 +480,7 @@ GLuint VideoContext::GetFrameAsTexture(int n) {
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glPrioritizeTextures(1,&lastTex,&priority);
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// Create shader if necessary
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if (frame.format == FORMAT_YV12 && yv12shader == 0) {
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if (frame.format == FORMAT_YV12 && yv12shader == 0 && OpenGLWrapper::UseShaders()) {
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yv12shader = OpenGLWrapper::CreateYV12Shader(texW,texH,float(frame.pitch[1])/float(tw));
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}
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}
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