Uniforms are attached to the program object, so they don't need to be set each time we swap between the YUV shader and the overlay shader. Since 0 overlays is by far the most common case and > 1 is highly unlikely, move the glViewport() call into renderOverlay() to let us skip it in the common case (and be no worse than today in the 2nd most common case of 1 overlay). |
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| .. | ||
| ffmpeg-renderers | ||
| decoder.h | ||
| ffmpeg.cpp | ||
| ffmpeg.h | ||
| ffmpeg_videosamples.cpp | ||
| overlaymanager.cpp | ||
| overlaymanager.h | ||
| slvid.cpp | ||
| slvid.h | ||