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

Sasha Koruga skoruga at gmail.com
Tue Aug 17 00:45:51 CEST 2010


Hey Guys,

> IMO,
> Maybe you can place pixelShader.fx in plugins directory.

I'd love to. How do I fetch that directory, though?

> Then maybe you should create a sort of configure file for your
> pixelShader.fx file or a complete shaders list =
> convertbt,widen,detect,gamma18,gamma22,gammabt,invert,grayscale
> And a corresponding settings under vlcrc if you want to save settings of
> which effects are actively enabled.
> This will involve changing the core's config, or probably you can do this in
> the module itself.
> Since this .fx is user configurable therefore it should be parsed at
> run-time don't you think so ? Otherwise then there's no point for a separate
> .fx file if everything is hard-coded.

If I understand you correctly, this is already what I'm planning to
do. I plan to have a line at the top of the .fx file that is something
like:
//converbt, widen, detect, someNewShader
And that first line will be read in by direct3d.c and used to populate
the options list.

> So for the time been I'd suggest that you follow nefrir's advices by
> creating another header file. hmm.
Create a new header file just for #ifndef x, #define x, #endif?

> What I mean with GUI code is code in modules/gui :D
Ok, will do ^^

> Seeing how fast mingw-w64 is evolving, I don't think we need it.
Ok, I'll take it out then.

> Paste errors on a pastebin.
I don't know what a pastebin is.

> Maybe nothing, it just says: "check to be sure" :D
Ok, will do ^_^

Regards,
Sasha



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