[vlc-devel] [PATCH 3/8] direct3d11: remove parameters that are always the same

Steve Lhomme robux4 at gmail.com
Sun Jul 2 11:36:20 CEST 2017


Forget this patch there's a new version coming.

On Sat, Jul 1, 2017 at 6:07 PM, Steve Lhomme <robux4 at videolabs.io> wrote:
> ---
>  modules/video_output/win32/direct3d11.c | 18 ++++++------------
>  1 file changed, 6 insertions(+), 12 deletions(-)
>
> diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
> index d1628e6086..e3346dc2c5 100644
> --- a/modules/video_output/win32/direct3d11.c
> +++ b/modules/video_output/win32/direct3d11.c
> @@ -576,8 +576,7 @@ static void Close(vlc_object_t *object)
>
>  static int AllocateTextures(vout_display_t *vd, const d3d_format_t *cfg,
>                              video_format_t *fmt, unsigned pool_size,
> -                            ID3D11Texture2D *textures[],
> -                            bool pool_type_display, bool processor_input)
> +                            ID3D11Texture2D *textures[])
>  {
>      vout_display_sys_t *sys = vd->sys;
>      int plane;
> @@ -591,13 +590,10 @@ static int AllocateTextures(vout_display_t *vd, const d3d_format_t *cfg,
>      texDesc.Usage = D3D11_USAGE_DEFAULT;
>      texDesc.CPUAccessFlags = 0;
>      texDesc.Format = cfg->formatTexture;
> -    if (pool_type_display)
> -        texDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
> -    if (processor_input)
> -        texDesc.BindFlags |= D3D11_BIND_RENDER_TARGET;
> +    texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
>      if (is_d3d11_opaque(fmt->i_chroma))
>          texDesc.BindFlags |= D3D11_BIND_DECODER;
> -    if (is_d3d11_opaque(fmt->i_chroma) || processor_input) {
> +    if (is_d3d11_opaque(fmt->i_chroma)) {
>          texDesc.Usage = D3D11_USAGE_DEFAULT;
>          texDesc.CPUAccessFlags = 0;
>      } else {
> @@ -682,8 +678,7 @@ static picture_pool_t *Pool(vout_display_t *vd, unsigned pool_size)
>          surface_fmt.i_height = (surface_fmt.i_height + 0x7F) & ~0x7F;
>      }
>
> -    if (AllocateTextures(vd, sys->picQuadConfig, &surface_fmt, pool_size, textures,
> -                         true, false))
> +    if (AllocateTextures(vd, sys->picQuadConfig, &surface_fmt, pool_size, textures))
>          goto error;
>
>      if (!vd->info.is_slow) {
> @@ -738,8 +733,7 @@ static picture_pool_t *Pool(vout_display_t *vd, unsigned pool_size)
>          video_format_Copy(&staging_fmt, &surface_fmt);
>          staging_fmt.i_width = staging_fmt.i_visible_width;
>          staging_fmt.i_height = staging_fmt.i_visible_height;
> -        if (AllocateTextures(vd, sys->picQuadConfig, &staging_fmt, 1, textures, true,
> -                             false))
> +        if (AllocateTextures(vd, sys->picQuadConfig, &staging_fmt, 1, textures))
>              goto error;
>
>          sys->picQuad.i_x_offset = 0;
> @@ -2744,7 +2738,7 @@ static int Direct3D11MapSubpicture(vout_display_t *vd, int *subpicture_region_co
>              if (unlikely(d3dquad==NULL)) {
>                  continue;
>              }
> -            if (AllocateTextures(vd, sys->d3dregion_format, &r->fmt, 1, textures, true, false)) {
> +            if (AllocateTextures(vd, sys->d3dregion_format, &r->fmt, 1, textures)) {
>                  msg_Err(vd, "Failed to allocate %dx%d texture for OSD",
>                          r->fmt.i_visible_width, r->fmt.i_visible_height);
>                  for (int i=0; i<D3D11_MAX_SHADER_VIEW; i++)
> --
> 2.13.0
>


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