[vlc-devel] [PATCH 1/6] direct3d11: use the same size for the staging texture as the source picture
Steve Lhomme
robux4 at videolabs.io
Thu Jul 27 17:46:08 CEST 2017
So we don't need to deal with 2 ways to position the texture.
---
modules/video_output/win32/direct3d11.c | 14 ++++++++------
1 file changed, 8 insertions(+), 6 deletions(-)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 893870b1f1..a68f67a407 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -741,8 +741,8 @@ static picture_pool_t *Pool(vout_display_t *vd, unsigned pool_size)
/* we need a staging texture */
video_format_t staging_fmt;
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;
+ staging_fmt.i_width = staging_fmt.i_width;
+ staging_fmt.i_height = staging_fmt.i_height;
if ( sys->picQuadConfig->formatTexture != DXGI_FORMAT_R8G8B8A8_UNORM &&
sys->picQuadConfig->formatTexture != DXGI_FORMAT_B5G6R5_UNORM )
{
@@ -1128,11 +1128,13 @@ static void Prepare(vout_display_t *vd, picture_t *picture, subpicture_t *subpic
if (!is_d3d11_opaque(picture->format.i_chroma))
Direct3D11UnmapPoolTexture(picture);
ID3D11Texture2D_GetDesc(sys->stagingSys.texture[0], &texDesc);
+ assert(picture->format.i_x_offset + picture->format.i_visible_width <= texDesc.Width);
+ assert(picture->format.i_y_offset + picture->format.i_visible_height <= texDesc.Height);
D3D11_BOX box = {
- .top = picture->format.i_y_offset,
- .bottom = picture->format.i_y_offset + texDesc.Height,
- .left = picture->format.i_x_offset,
- .right = picture->format.i_x_offset + texDesc.Width,
+ .top = 0,
+ .bottom = picture->format.i_y_offset + picture->format.i_visible_height,
+ .left = 0,
+ .right = picture->format.i_x_offset + picture->format.i_visible_width,
.back = 1,
};
ID3D11DeviceContext_CopySubresourceRegion(sys->d3dcontext,
--
2.12.1
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