free(code);
}
+#if 0
static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
GLint *shader)
{
vgl->ShaderSource(*shader, 1, &code, NULL);
vgl->CompileShader(*shader);
}
+#endif
static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
GLint *shader)
vgl->shader[1] =
vgl->shader[2] = -1;
vgl->local_count = 0;
- if (supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
- BuildYUVFragmentShader(vgl, &vgl->shader[0],
- &vgl->local_count,
- vgl->local_value,
- fmt, yuv_range_correction);
+ if (supports_shaders && need_fs_yuv) {
+ BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
+ vgl->local_value, fmt, yuv_range_correction);
BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
BuildVertexShader(vgl, &vgl->shader[2]);