[vlc-devel] [PATCH 03/14] direct3d11: avoid passing through all the code for nothing in debug builds
Steve Lhomme
robux4 at gmail.com
Mon Mar 20 17:40:39 CET 2017
On Mon, Mar 20, 2017 at 5:38 PM, Hugo Beauzée-Luyssen <hugo at beauzee.fr> wrote:
> On Mon, Mar 20, 2017, at 05:28 PM, Steve Lhomme wrote:
>> ---
>> modules/video_output/win32/direct3d11.c | 6 ++++++
>> 1 file changed, 6 insertions(+)
>>
>> diff --git a/modules/video_output/win32/direct3d11.c
>> b/modules/video_output/win32/direct3d11.c
>> index 458e8380cb..b34a1f2dbb 100644
>> --- a/modules/video_output/win32/direct3d11.c
>> +++ b/modules/video_output/win32/direct3d11.c
>> @@ -480,6 +480,12 @@ static int Open(vlc_object_t *object)
>> {
>> vout_display_t *vd = (vout_display_t *)object;
>>
>> +#ifndef NDEBUG
>> + if ( vd->source.i_chroma == VLC_CODEC_D3D9_OPAQUE ||
>> + vd->source.i_chroma == VLC_CODEC_D3D9_OPAQUE_10B )
>> + return VLC_EGENERIC;
>> +#endif
>> +
>> #if !VLC_WINSTORE_APP
>> int ret = OpenHwnd(vd);
>> #else
>> --
>> 2.11.1
>>
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>
> Why is that specific to debug builds?
Because then we would have to do it for all kinds of formats. Also at
some point I hope d3d11va will be proposed before dxva2, eliminating
the need for this.
> --
> Hugo Beauzée-Luyssen
> hugo at beauzee.fr
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