Commit 8f6f7a2e authored by Laurent Aimar's avatar Laurent Aimar
Browse files

Moved video resize from surface IDirect3DDevice9_StretchRect to texture rendering (direct3d).

parent 758de49d
......@@ -651,7 +651,7 @@ static int Direct3DReset(vout_display_t *vd)
static int Direct3DCreatePool(vout_display_t *vd, video_format_t *fmt);
static void Direct3DDestroyPool(vout_display_t *vd);
static int Direct3DCreateScene(vout_display_t *vd);
static int Direct3DCreateScene(vout_display_t *vd, const video_format_t *fmt);
static void Direct3DDestroyScene(vout_display_t *vd);
/**
......@@ -663,7 +663,7 @@ static int Direct3DCreateResources(vout_display_t *vd, video_format_t *fmt)
msg_Err(vd, "Direct3D picture pool initialization failed");
return VLC_EGENERIC;
}
if (Direct3DCreateScene(vd)) {
if (Direct3DCreateScene(vd, fmt)) {
msg_Err(vd, "Direct3D scene initialization failed !");
return VLC_EGENERIC;
}
......@@ -917,7 +917,7 @@ typedef struct
/**
* It allocates and initializes the resources needed to render the scene.
*/
static int Direct3DCreateScene(vout_display_t *vd)
static int Direct3DCreateScene(vout_display_t *vd, const video_format_t *fmt)
{
vout_display_sys_t *sys = vd->sys;
LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;
......@@ -930,8 +930,8 @@ static int Direct3DCreateScene(vout_display_t *vd)
*/
LPDIRECT3DTEXTURE9 d3dtex;
hr = IDirect3DDevice9_CreateTexture(d3ddev,
sys->d3dpp.BackBufferWidth,
sys->d3dpp.BackBufferHeight,
fmt->i_width,
fmt->i_height,
1,
D3DUSAGE_RENDERTARGET,
sys->d3dpp.BackBufferFormat,
......@@ -1034,8 +1034,9 @@ static void Direct3DDestroyScene(vout_display_t *vd)
static int Direct3DSetupVertices(vout_display_t *vd,
LPDIRECT3DVERTEXBUFFER9 d3dvtc,
float f_x, float f_y,
float f_width, float f_height)
const RECT src_full,
const RECT src_crop,
const RECT dst)
{
HRESULT hr;
......@@ -1046,39 +1047,38 @@ static int Direct3DSetupVertices(vout_display_t *vd,
return -1;
}
/* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
/* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
vertices[0].x = f_x - 0.5f; // left
vertices[0].y = f_y - 0.5f; // top
vertices[0].z = 0.0f;
vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[0].rhw = 1.0f;
vertices[0].tu = 0.0f;
vertices[0].tv = 0.0f;
vertices[1].x = f_x + f_width - 0.5f; // right
vertices[1].y = f_y - 0.5f; // top
vertices[1].z = 0.0f;
vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[1].rhw = 1.0f;
vertices[1].tu = 1.0f;
vertices[1].tv = 0.0f;
vertices[2].x = f_x + f_width - 0.5f; // right
vertices[2].y = f_y + f_height - 0.5f; // bottom
vertices[2].z = 0.0f;
vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[2].rhw = 1.0f;
vertices[2].tu = 1.0f;
vertices[2].tv = 1.0f;
vertices[3].x = f_x - 0.5f; // left
vertices[3].y = f_y + f_height - 0.5f; // bottom
vertices[3].z = 0.0f;
vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
vertices[3].rhw = 1.0f;
vertices[3].tu = 0.0f;
vertices[3].tv = 1.0f;
const float src_full_width = src_full.right - src_full.left;
const float src_full_height = src_full.bottom - src_full.top;
vertices[0].x = dst.left;
vertices[0].y = dst.top;
vertices[0].tu = src_crop.left / src_full_width;
vertices[0].tv = src_crop.top / src_full_height;
vertices[1].x = dst.right;
vertices[1].y = dst.top;
vertices[1].tu = src_crop.right / src_full_width;
vertices[1].tv = src_crop.top / src_full_height;
vertices[2].x = dst.right;
vertices[2].y = dst.bottom;
vertices[2].tu = src_crop.right / src_full_width;
vertices[2].tv = src_crop.bottom / src_full_height;
vertices[3].x = dst.left;
vertices[3].y = dst.bottom;
vertices[3].tu = src_crop.left / src_full_width;
vertices[3].tv = src_crop.bottom / src_full_height;
for (int i = 0; i < 4; i++) {
/* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
/* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
vertices[i].x -= 0.5;
vertices[i].y -= 0.5;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
vertices[i].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
}
hr= IDirect3DVertexBuffer9_Unlock(d3dvtc);
if (FAILED(hr)) {
......@@ -1178,11 +1178,8 @@ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface)
}
/* Copy picture surface into texture surface
* color space conversion and scaling happen here */
RECT src = vd->sys->rect_src_clipped;
RECT dst = vd->sys->rect_dest_clipped;
hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR);
* color space conversion happen here */
hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, NULL, d3ddest, NULL, D3DTEXF_NONE);
IDirect3DSurface9_Release(d3ddest);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
......@@ -1196,11 +1193,11 @@ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface)
return;
}
/* Update the vertex buffer */
/* Update the vertex buffer (scaling is setup here) */
if (Direct3DSetupVertices(vd, d3dvtc,
0, 0,
vd->sys->d3dpp.BackBufferWidth,
vd->sys->d3dpp.BackBufferHeight)) {
vd->sys->rect_src,
vd->sys->rect_src_clipped,
vd->sys->rect_dest_clipped)) {
IDirect3DDevice9_EndScene(d3ddev);
return;
}
......
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