1. 22 Jun, 2015 1 commit
  2. 27 May, 2015 1 commit
    • Jean-Baptiste Kempf's avatar
      Compile D3D11 for WinRT · 7b00c399
      Jean-Baptiste Kempf authored
      This is based on some work by Martell, and modified by /me
      It's not yet perfectly clean, but that will come in the next commits
      7b00c399
  3. 08 Mar, 2015 1 commit
  4. 03 Jan, 2015 1 commit
  5. 31 Dec, 2014 1 commit
  6. 12 Dec, 2014 1 commit
  7. 21 Nov, 2014 1 commit
  8. 15 Nov, 2014 1 commit
    • Thomas Guillem's avatar
      modules: add android_window vout · 8a709642
      Thomas Guillem authored
       - used for direct and non direct rendering (replace opaque.c)
      
       - use nativewindowpriv: more control than the public api, since you can set
         orientation, crop, cancel a buffer without displaying it and allocate more
         than one buffers.
      
       - fallback to nativewindow if nativewindowpriv fails (with only one buffer in
         the pool then).
      
       - Only one way to display subtitles: use a seperate android surface.
      
       - Fix subtiles display in case or source aspect != 1.
      Signed-off-by: Jean-Baptiste Kempf's avatarJean-Baptiste Kempf <jb@videolan.org>
      8a709642
  9. 16 Oct, 2014 2 commits
  10. 08 Oct, 2014 1 commit
  11. 06 Oct, 2014 2 commits
  12. 05 Oct, 2014 2 commits
  13. 02 Oct, 2014 2 commits
  14. 01 Oct, 2014 1 commit
  15. 01 Sep, 2014 1 commit
  16. 31 Aug, 2014 1 commit
  17. 30 Aug, 2014 1 commit
  18. 28 Aug, 2014 1 commit
  19. 01 Jul, 2014 1 commit
  20. 22 May, 2014 1 commit
  21. 20 Mar, 2014 1 commit
  22. 12 Mar, 2014 1 commit
  23. 08 Mar, 2014 1 commit
  24. 06 Mar, 2014 2 commits
  25. 16 Feb, 2014 1 commit
  26. 08 Feb, 2014 1 commit
    • flx42's avatar
      Direct3D: implement HLSL pixel shading in the rendering pipeline · 27d6d6fd
      flx42 authored
      The user can choose to apply a builtin shader using a selection list
      in the options of the Direct3D vout module. A custom shader function
      can also be loaded by specifying the path of the shader file.
      
      Many changes since the latest patch proposal: we are not compiling
      "shader techniques" anymore but now shader functions using the "main"
      entrypoint.  All the shaders previously in pixelShader.fx are now
      builtins.
      
      Based on the code by Sasha Koruga for GSoC 2010.
      Signed-off-by: Jean-Baptiste Kempf's avatarJean-Baptiste Kempf <jb@videolan.org>
      27d6d6fd
  27. 03 Feb, 2014 1 commit
  28. 17 Jan, 2014 1 commit
    • flx42's avatar
      mediacodec: implementation of MediaCodec GPU direct rendering · d75a07a2
      flx42 authored
      Based on the work by Martin Storsjö.
      
      The decoder stores opaque buffers in the p_sys member of the picture
      and the vout uses a callback from the decoder to render these
      buffers. When the decoder flushes or closes, all the currently in
      flight pictures (filled by the decoder but not displayed yet) need to
      be invalidated. A mutex is required in order to prevent the vout from using
      destroyed MediaCodec buffers.
      
      In order to avoid a deadlock when exiting the decoder, a maximum number of polling
      attempts was added in order to avoid blocking the decoder indefinitely if the vout
      is not releasing output buffers anymore.
      Signed-off-by: Jean-Baptiste Kempf's avatarJean-Baptiste Kempf <jb@videolan.org>
      d75a07a2
  29. 14 Jan, 2014 1 commit
  30. 08 Nov, 2013 3 commits
  31. 03 Nov, 2013 2 commits
  32. 16 Sep, 2013 1 commit