comparison libvo/gl_common.h @ 30951:e76a4f6bfc8d

Implement OpenGL-based YUV to RGB version for Radeon 9200 class cards on OS X.
author reimar
date Sat, 03 Apr 2010 19:58:06 +0000
parents 55917a674d7d
children a5c6b37b3af6
comparison
equal deleted inserted replaced
30950:39d953a7ee22 30951:e76a4f6bfc8d
69 #define GL_CLAMP_TO_EDGE 0x812F 69 #define GL_CLAMP_TO_EDGE 0x812F
70 #endif 70 #endif
71 #ifndef GL_GENERATE_MIPMAP 71 #ifndef GL_GENERATE_MIPMAP
72 #define GL_GENERATE_MIPMAP 0x8191 72 #define GL_GENERATE_MIPMAP 0x8191
73 #endif 73 #endif
74 #ifndef GL_TEXT_FRAGMENT_SHADER_ATI
75 #define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200
76 #endif
74 #ifndef GL_REGISTER_COMBINERS_NV 77 #ifndef GL_REGISTER_COMBINERS_NV
75 #define GL_REGISTER_COMBINERS_NV 0x8522 78 #define GL_REGISTER_COMBINERS_NV 0x8522
76 #endif 79 #endif
77 #ifndef GL_MAX_GENERAL_COMBINERS_NV 80 #ifndef GL_MAX_GENERAL_COMBINERS_NV
78 #define GL_MAX_GENERAL_COMBINERS_NV 0x854D 81 #define GL_MAX_GENERAL_COMBINERS_NV 0x854D
301 #define YUV_CONVERSION_FRAGMENT_LOOKUP 4 304 #define YUV_CONVERSION_FRAGMENT_LOOKUP 4
302 //! use ATI specific register combiners ("fragment program") 305 //! use ATI specific register combiners ("fragment program")
303 #define YUV_CONVERSION_COMBINERS_ATI 5 306 #define YUV_CONVERSION_COMBINERS_ATI 5
304 //! use a fragment program with 3D table lookup for YUV conversion 307 //! use a fragment program with 3D table lookup for YUV conversion
305 #define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6 308 #define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6
309 //! use ATI specific "text" register combiners ("fragment program")
310 #define YUV_CONVERSION_TEXT_FRAGMENT 7
306 //! use normal bilinear scaling for textures 311 //! use normal bilinear scaling for textures
307 #define YUV_SCALER_BILIN 0 312 #define YUV_SCALER_BILIN 0
308 //! use higher quality bicubic scaling for textures 313 //! use higher quality bicubic scaling for textures
309 #define YUV_SCALER_BICUB 1 314 #define YUV_SCALER_BICUB 1
310 //! use cubic scaling in X and normal linear scaling in Y direction 315 //! use cubic scaling in X and normal linear scaling in Y direction