[vlc-devel] [PATCH 5/6] direct3d11: use the projection Vertex Shader for non-flat sources

Steve Lhomme robux4 at videolabs.io
Tue Nov 22 11:59:43 CET 2016


---
 modules/video_output/win32/direct3d11.c | 6 +++++-
 1 file changed, 5 insertions(+), 1 deletion(-)

diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 3333218..eeef392 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -2162,7 +2162,11 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
     {
         if (!AllocQuadVertices(vd, quad, projection))
             goto error;
-        quad->d3dvertexShader = sys->flatVSShader;
+
+        if (projection == PROJECTION_MODE_RECTANGULAR)
+            quad->d3dvertexShader = sys->flatVSShader;
+        else
+            quad->d3dvertexShader = sys->projectionVSShader;
 
         quad->d3dpixelShader = d3dpixelShader;
         ID3D11PixelShader_AddRef(quad->d3dpixelShader);
-- 
2.10.1



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