- May 02, 2019
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Felix Paul Kühne authored
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Felix Paul Kühne authored
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Felix Paul Kühne authored
This also fixes the indent on top and bottom for the collection view.
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François Cartegnie authored
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Steve Lhomme authored
Rather than the windows ARRAYSIZE() which ends up as sizeof(*RtlpNumberOf(A)) mostly for C++.
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- Apr 30, 2019
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François Cartegnie authored
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François Cartegnie authored
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
In external rendering these fields should never be used.
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François Cartegnie authored
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François Cartegnie authored
refs broken #22228
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François Cartegnie authored
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François Cartegnie authored
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François Cartegnie authored
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François Cartegnie authored
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François Cartegnie authored
that really can't work due to empty segments and be fixed without big changes
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François Cartegnie authored
pretty useless since we can no longer change it...
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François Cartegnie authored
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François Cartegnie authored
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Steve Lhomme authored
In that case we don't call CommonInit. We also check that on Winstore the legacy "winrt-d3dcontext" variable is set if an external callback is not used.
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Steve Lhomme authored
During fast resizing we might get a lot of WM_SIZE messages which are each sending a CHANGE_DISPLAY_SIZE which may take time to get to the display thread. We bypass a part of this lag by reading directly the current size of our parent HWND (since we always place our HWND at 0,0 with the full size). This is similar to what we have before when we handled all the HWND in this part of the code. We read the window size directly on each size change.
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Steve Lhomme authored
The dimension to use is always set in area->vdcfg.display. The hwnd size always matches this size since we resize it accordingly for each DISPLAY_CHANGE_DISPLAY_SIZE call. There is a slight delay between the moment the window tells the core of the size change and the moment it's effective in the display. So resizing quickly is not as smooth as when reading the HWND size directly.
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Steve Lhomme authored
Implement the TODO: call a DISPLAY_CHANGE_DISPLAY_SIZE when we detect the external swapchain dimensions have changed. We don't need a special callback to read the "display" dimensions.
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Steve Lhomme authored
At some point this code should go away.
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Steve Lhomme authored
area->vdcfg is always set to the display size received from the core.
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Steve Lhomme authored
When rendering to NV12/P010 otherwise we only need one.
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Steve Lhomme authored
We don't need to know anything about the display module in Common code. Only the Init needs to keep track of the source video format.
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Steve Lhomme authored
So we don't have to pass the display module at each UpdateRects nor the source video_format_t. It may also change if the texture is bigger than the decoded size (D3D11 extra padding).
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Steve Lhomme authored
They always cover the same (window) area so there's no reason to use two. We do not need to know the first placement of the video window. It's always shown (black) from the start now.
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Steve Lhomme authored
It is always true now that all modules have been fixed to properly place the textures.
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Steve Lhomme authored
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Steve Lhomme authored
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Steve Lhomme authored
We will never copy more than the visible area (plus one if the source is an odd dimension).
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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 cannot rely on the output always having the exact aspect ratio of the video. So we draw on the whole window area and place the video accordingly.
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Steve Lhomme authored
Right now all Windows display module render on the hvideownd which is already cropped and positioned according to the PlacePicture results. In external rendering we do not have this mechanism and so we need to be able to render on the full display but cropping according to the PlacePicture result. Ultimately that should be the only mode. D3D and OpenGL should have no problem cropping and stretching in the proper area. WinGDI should also be able to only draw on a portion of a HWND. It can already stretch.
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Steve Lhomme authored
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