[vlc-commits] direct3d11: use a specific d3d_quad_t for the projection vertex shader
Steve Lhomme
git at videolan.org
Thu Aug 2 13:08:16 CEST 2018
vlc | branch: master | Steve Lhomme <robux4 at ycbcr.xyz> | Fri Jul 13 13:18:11 2018 +0200| [dfeee66cca3151e037ea98f4d890180280a06277] | committer: Steve Lhomme
direct3d11: use a specific d3d_quad_t for the projection vertex shader
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=dfeee66cca3151e037ea98f4d890180280a06277
---
modules/video_output/win32/direct3d11.c | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 4caa92775f..4e8d3bdb91 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -104,7 +104,7 @@ struct vout_display_sys_t
ID3D11RenderTargetView *d3drenderTargetView[D3D11_MAX_SHADER_VIEW];
- ID3D11VertexShader *projectionVSShader;
+ d3d_quad_t projectionQuad;
/* copy from the decoder pool into picSquad before display
* Uses a Texture2D with slices rather than a Texture2DArray for the decoder */
@@ -359,7 +359,7 @@ static picture_pool_t *Pool(vout_display_t *vd, unsigned pool_size)
}
if (D3D11_SetupQuad( vd, &sys->d3d_dev, &surface_fmt, &sys->picQuad, &sys->display, &sys->sys.rect_src_clipped,
- vd->fmt.projection_mode == PROJECTION_MODE_RECTANGULAR ? sys->regionQuad.d3dvertexShader : sys->projectionVSShader,
+ vd->fmt.projection_mode == PROJECTION_MODE_RECTANGULAR ? sys->regionQuad.d3dvertexShader : sys->projectionQuad.d3dvertexShader,
sys->regionQuad.pVertexLayout,
vd->fmt.orientation ) != VLC_SUCCESS) {
msg_Err(vd, "Could not Create the main quad picture.");
@@ -1535,7 +1535,7 @@ static int Direct3D11CreateGenericResources(vout_display_t *vd)
return VLC_EGENERIC;
hr = ID3D11Device_CreateVertexShader(sys->d3d_dev.d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
- ID3D10Blob_GetBufferSize(pVSBlob), NULL, &sys->projectionVSShader);
+ ID3D10Blob_GetBufferSize(pVSBlob), NULL, &sys->projectionQuad.d3dvertexShader);
if(FAILED(hr)) {
ID3D10Blob_Release(pVSBlob);
@@ -1581,10 +1581,10 @@ static void Direct3D11DestroyResources(vout_display_t *vd)
ID3D11VertexShader_Release(sys->regionQuad.d3dvertexShader);
sys->regionQuad.d3dvertexShader = NULL;
}
- if (sys->projectionVSShader)
+ if (sys->projectionQuad.d3dvertexShader)
{
- ID3D11VertexShader_Release(sys->projectionVSShader);
- sys->projectionVSShader = NULL;
+ ID3D11VertexShader_Release(sys->projectionQuad.d3dvertexShader);
+ sys->projectionQuad.d3dvertexShader = NULL;
}
for (size_t i=0; i < D3D11_MAX_SHADER_VIEW; i++)
{
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