- Jan 20, 2025
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Steve Lhomme authored
It's already computed by the core.
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
We don't need to place the picture, we will receive a VOUT_DISPLAY_CHANGE_SOURCE_PLACE if needed.
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Steve Lhomme authored
It should not have to know how to place picture. The external placement is always on the output size anyway.
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Steve Lhomme authored
The placement only uses the visible parts of the video, so it makes no difference.
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Steve Lhomme authored
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Steve Lhomme authored
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- Jan 15, 2025
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Steve Lhomme authored
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- Jan 14, 2025
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- Jan 07, 2025
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Steve Lhomme authored
Fixes #28918
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- Dec 18, 2024
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- Dec 14, 2024
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Steve Lhomme authored
It was added in mingw-w64 5.0 [1] which is higher than the minimum version we support (6). [1] https://github.com/mingw-w64/mingw-w64/commit/a0a180cc5242ab64dd0cc278b13bd73ec12f6b80
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Steve Lhomme authored
It was added in mingw-w64 6 [1] which is the minimum version we support. [1] https://github.com/mingw-w64/mingw-w64/commit/aa6ab47929a9cac6897f38e630ce0bb88458e288
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Steve Lhomme authored
It was added in mingw-w64 6 [1] which is the minimum version we support. [1] https://github.com/mingw-w64/mingw-w64/commit/aa6ab47929a9cac6897f38e630ce0bb88458e288
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- Nov 16, 2024
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Steve Lhomme authored
The option checking is done once with possibly more conditions.
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Steve Lhomme authored
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- Nov 09, 2024
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Steve Lhomme authored
As in autotools.
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Steve Lhomme authored
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- Oct 22, 2024
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For DVDs the palette may have changed.
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- Oct 19, 2024
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Steve Lhomme authored
meson equivalent of a8d52300
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- Sep 24, 2024
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Steve Lhomme authored
Vertically swapping the position of the video keeps the place "height". The vertical position use the inverted position of the bottom position rather than the top position of the video.
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- Sep 21, 2024
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Steve Lhomme authored
When no upscaling we don't use vd->source to place the picture but sys->picQuad.quad_fmt which is a local copy of vd->source in that case.
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- Aug 22, 2024
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Steve Lhomme authored
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Steve Lhomme authored
It's no longer about whether the shaders use Texture Arrays or not.
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Steve Lhomme authored
We don't use texture array in the shader since ddf67a90.
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Steve Lhomme authored
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Steve Lhomme authored
These textures can't be loaded in the shaders. But they can be processed by a VideoProcessor to output some RGB format that we can display. This is equivalent to what D3D9 would do behind our back, but in D3D11.
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Steve Lhomme authored
No need to pass the actual decoder format that may be used. Check the hardware format for VideoProcessor input support, otherwise we can't use a VideoProcessor.
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Steve Lhomme authored
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Steve Lhomme authored
The VideoProcessor will make it properly opaque.
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Steve Lhomme authored
We already check the proper internal format of the decoder.
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Steve Lhomme authored
The decoder output format is decided by the deocder, not the display module anymore.
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Steve Lhomme authored
If not we should favor another display module, unless D3D11 is forced.
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Steve Lhomme authored
Remove bogus AMD TextureArray handling. We don't use texture array in the shader since ddf67a90.
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Steve Lhomme authored
No functional changes.
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- Aug 17, 2024
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Steve Lhomme authored
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