- Dec 28, 2024
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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This reverts commit a025e757.
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Now that everything has been moved to the object, we don't need to allocate the sys structure and can rely on the objective-C object only,. This ensures all the memory for the OpenGL part is tracked by ARC, and makes the sys pointer close to other OpenGL implementation like the iOS one.
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This moves the code so that the OpenGL provider part is the module driving the rendering instead of having the vout_display part create a fake OpenGL provider and use it from the display callback. It prepares the code to have only the OpenGL provider part, while highlighting why the new OpenGL callback API, ie. executing callbacks from a context provided by the OpenGL provider, is required here.
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Evidently (and unsurprisingly) nobody compiles our code with anything other than GCC or LLVM.
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This commit resolves an issue where the installation of VLC on Windows unintentionally designated it as the default application for MIDI files. Given that Windows supports MIDI playback natively through Windows Media Player and that VLC requires a SoundFont for proper MIDI playback, this change ensures that VLC does not disrupt the default MIDI file associations, maintaining the expected user experience. Fixes: #27464
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- Dec 24, 2024
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* add `posix/spawn.c` in `libvlccore_la_SOURCES` for `HAVE_OSX` in `src/Makefile.am`. * add `posix/spawn.c` in `libvlccore_sources` for `have_osx` in `src/meson.build`.
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Although this adds the possibility, due to lacking build system support I do not manually create a new file that defines `ANTIALIASING` but rather use it unconditionally in both `SDFAARoundedTexture.frag` and `SDFAARoundedTexture_cropsupport.frag` and override the antialiasing property as readonly true. When the build system supports defines for the shaders, we can start respecting `antialiasing` and revert the readonly attribute.
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- Dec 22, 2024
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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The tests were added in af875474.
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- Dec 21, 2024
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Those frameworks are guaranteed to be defined.
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Videotoolbox is used for the pixel transfer rotation session since commit 26bea870.
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There's no OSFactory implementation for Darwin currently, so disable the build on darwin.
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The X11 support should only be setup when the X11 library is actually available.
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This file is meant to be re-used only in `Player.qml`. Since it is quite small now, we can include its content directly where its used.
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ShaderEffectSource provides possibility for mapping but it is not used here, so we can simply use `layer.enabled` instead of explicit ShaderEffectSource which makes the file simpler.
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Since Image is a texture provider, blur effect can take an Image as source directly, without relying on layering. In this particular case though, the reason for layering was to decrease the coverage for the blur effect. The source texture can be as big as screen size / 2.7182, and blurring is not particularly cheap. With layering, the texture is scaled down to (512, 512) before fed into the blur effect. However, we should probably not do that, because the quality also decreases which is noticeable when the interface is full screen and screen is high resolution. At the same time, if we don't scale the texture, we can use the source directly. In average case, going this way would increase quality; in the worst case, it would have the same quality as with scaled version because scaled version takes the same input texture. In that case, the main difference is instead of ShaderEffectSource doing linear filtering, blur effect would do that which yields practically the same result. Currently, even if we are not blurring the source texture directly (before scaling down), we still need to render the source texture into offscreen surface in order to scale it down. This is not free, and also requires allocating resources for offscreen rendering.
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This reverts commit 35210a54.
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this way the player in audio mode behaves similarly to the video window
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