[vlc-devel] [PATCH] Direct3D shader support (HLSL)

Sasha Koruga skoruga at gmail.com
Sun Aug 15 00:30:19 CEST 2010


Hey JB,

It's not really an issue, it's just that I don't know how to do such a
thing. It would allow a user to change the shader file with the
release version of VLC, which could be a good thing. I looked at the
make file, and it's pretty complicated, though. How would I have a
"shader.fx" file be copied from source to somewhere in the
installation directory (only for windows builds, though)?

>Could we have this only in debug compilation mode?
>Or can it makes sense in releases too?

It's your choice, of course, but I don't believe there is much of a
reason to exclude it from release. Particularly since users might want
to benchmark things in release mode. The code only check for the
artificial adapter, so I don't believe speed is an issue, and you can
only activate it if you run VLC through PerfHud.
If you do prefer it to be for debug only builds, though, please let me
know what the syntax is for that (is it "#ifdef DEBUG" ?).

Best Regards,
Sasha


On Sat, Aug 14, 2010 at 3:20 PM, Jean-Baptiste Kempf <jb at videolan.org> wrote:
> On Sat, Aug 14, 2010 at 02:08:38PM -0700, Sasha Koruga wrote :
>> I missed your "Can't this be separated in special files?" comment.
>> Yes, I originally had everything in a .fx file, but having a .fx file
>> would mean that that .fx file would have be included in the VLC
>> distribution (not just the source code). There's also the option of
>> distributing the compiled shader code, but I don't believe that is as
>> effective (the HLSL compiler can optimize the code better if it knows
>> the computer architecture).
>
> How is distributing .fx an issue?
>
> Best Regards,
>
> --
> Jean-Baptiste Kempf
> http://www.jbkempf.com/
> +33 672 704 734
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