The regular Nearest Neighbor filter might not look the nicest, but it's a valid resizing filter, so we implement it.- Enable Post-Resize Pixel Shaders don't work, StrectchRect() is also used for a direct copy to a back buffer for when no resizing, pixel shaders and final pass filters are used. These are easy to handle (once the clipping and resizing rectangles are calculated). The regular Nearest Neighbor and Bilinear resizers are handled through the bog standard StretchRect() DirectX call. #MOVIE COLLECTOR EXTERNAL EXCEPTION 80000003 HOW TO#I'll have to look up how to operate the EVR to get this function to work properly, or else remove it. This resizer function doesn't fit in that way. All these split paths converge again within the same function (they're all just if-else branches in CDX9AllocatorPresenter::Paint()). Changing the rendering paths inside of the renderer is done for various reasons, the main two are the split in the paths made for the four presenting modes (depending on scheduler), and the split in the path at the end of the rendering chain for the regular frame finalization and the constant frame interpolator. It's very hard to implement functions that use different mixer functionality in the renderer. The resizer can't handle down-scaling at all, only 8-bit surfaces work well for it and the re-initialization function I wrote for when resizing the window isn't working properly either. Unfortunately, my implementation of this functionality isn't exactly optimal. CruNcher mentioned that he was interested in using that one, because of the implementation on the Intel GPU he uses. Nearest neighbor (PS 2.0) resizer don't work,Ĭhanging to it from other resizer causes MPC-HC to crash For the Nearest Neighbor resizer I tried to insert a method to use the resizer in the EVR mixer.
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