- Feb 23, 2021
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Romain Vimont authored
This mock filter simplifies testing of the OpenGL filter engine. Co-authored-by:
Alexandre Janniaux <ajanni@videolabs.io>
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Add a video filter to execute OpenGL filters. It can be used as follow: ./vlc file.mkv --video-filter=opengl --opengl-filter=FILTERNAME ./vlc file.mkv --video-filter=opengl{filter=FILTERNAME} Co-authored-by:
Romain Vimont <rom1v@videolabs.io>
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Romain Vimont authored
OpenGL renders upside-down. When we retrieve the pixels, we might want the picture in the normal orientation. This option will allow to vflip without using an additional filter.
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egl_pbuffer allows running OpenGL filters inside an EGL pixel buffer context, using multiple framebuffers. Co-authored-by:
Romain Vimont <rom1v@videolabs.io>
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This will allow offscreen OpenGL implementations, which will produce picture_t. Co-authored-by:
Romain Vimont <rom1v@videolabs.io>
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Romain Vimont authored
If vt->GetAttribLocation() returns -1, there is an error in the shader.
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If a video filter has parameters, then a config_chain_t was leaked: ./vlc --video-filter='sharpen{sigma=0.05}' video.mkv Direct leak of 24 byte(s) in 1 object(s) allocated from: #0 0x7f37f3e8ee8f in __interceptor_malloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:145 #1 0x7f37f370b196 in config_ChainParseOptions ../../src/config/chain.c:198 #2 0x7f37f370b5c6 in config_ChainCreate ../../src/config/chain.c:245 #3 0x7f37f3839bb1 in ThreadChangeFilters ../../src/video_output/video_output.c:867 #4 0x7f37f383db35 in ThreadDisplayPicture ../../src/video_output/video_output.c:1362 #5 0x7f37f3840bfe in Thread ../../src/video_output/video_output.c:1785 #6 0x7f37f3d69ea6 in start_thread nptl/pthread_create.c:477 Co-authored-by:
Romain Vimont <rom1v@videolabs.io>
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Romain Vimont authored
As explained by 758052fa, a filter does not take ownership of the config_chain_t instance, and never needs a non-const pointer.
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Tristan Matthews authored
Fixes #25477
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QThreadPool::start() could only be called with a QRunnable before Qt 5.15, not a lambda: https://doc.qt.io/qt-5/qthreadpool.html#start-1 Use the older method instead. Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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On Qt view initialization completed, a medialibrary "reload" is requested. This call, which could take several seconds in practice (especially when the medialibrary is initialized for the first time), was issued on the UI thread, freezing the whole interface on starting. Execute it from the Qt medialibrary thread pool instead. Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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- Feb 19, 2021
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Previously they were considered invalid by the 'isNodeValid' function. Signed-off-by:
Pierre Lamot <pierre@videolabs.io>
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François Cartegnie authored
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Signed-off-by:
Francois Cartegnie <fcvlcdev@free.fr>
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François Cartegnie authored
Usually contains picture
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Steve Lhomme authored
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Steve Lhomme authored
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- Feb 18, 2021
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Steve Lhomme authored
No need to multiply it for each pixel
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Steve Lhomme authored
No need to multiply the alpha value, we're not using the result. We can do the primaries transformation before the linear conversion, it's just translating from one coordinate system to another.
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Steve Lhomme authored
We still have the sampled value before we return.
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Steve Lhomme authored
No need to do the operation for each pixel each time.
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Steve Lhomme authored
In older shader models it reduces the amount of operations needed.
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Steve Lhomme authored
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