Mercurial > mplayer.hg
view TOOLS/emboss.fp @ 22830:1d4a455af876
Set CONFIG_EBP_AVAILABLE, CONFIG_EBX_AVAILABLE for FFmpeg
After FFmpeg r8549 these variables are used in libavcodec to determine
whether x86 inline asm sections using these registers or requiring a
certain total number of total free registers are enabled. Because they
were not set by MPlayer configure some H264 decoding optimizations were
disabled after that FFmpeg version. This change sets the variables to
true unconditionally which should restore previous behavior. Adding
proper detection is left for later.
EBX should always be available because internal libavcodec is never
compiled with PIC. However if -fomit-frame-pointer is not used because
of --enable-debug then EBP is not available. Thus proper detection would
be preferable to fix compilation with --enable-debug on x86. Currently
the variables are also set on non-x86 which should be harmless even if
somewhat ugly.
author | uau |
---|---|
date | Fri, 30 Mar 2007 22:57:04 +0000 |
parents | 69785427a61e |
children | cae067bfc231 |
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!!ARBfp1.0 # Custom YUV->RGB conversion program for MPlayer's -vo gl. # Copyleft (C) Reimar Döffinger, 2005 # Licensed under the GNU GPL v2 # Usage: mplayer -vo gl:yuv=4:customprog=emboss.fp # This is an emboss effect. PARAM sizes = program.env[0]; TEMP res, yuv, pos, tmp; TEX yuv.r, fragment.texcoord[0], texture[0], 2D; MAD pos, sizes.xyxy, {-0.5, 0, 0, -0.8660}, fragment.texcoord[0].xyxy; TEX tmp.r, pos.xyxy, texture[0], 2D; MAD yuv.r, yuv.rrrr, {2}, -tmp.rrrr; TEX tmp.r, pos.zwzw, texture[0], 2D; SUB yuv.r, yuv.rrrr, tmp.rrrr; TEX yuv.g, fragment.texcoord[1], texture[1], 2D; TEX yuv.b, fragment.texcoord[2], texture[2], 2D; # now do the normal YUV -> RGB conversion but with 0.5 offset MAD res, yuv.rrrr, {1.164, 1.164, 1.164, 0}, {-0.37416, 1.03133, -0.58599, 0.125}; MAD res.rgb, yuv.gggg, {0, -0.391, 2.018, 0}, res; MAD res.rgb, yuv.bbbb, {1.596, -0.813, 0, 0}, res; # do gamma texture lookup TEX res.r, res.raaa, texture[3], 2D; ADD res.a, res.a, 0.25; TEX res.g, res.gaaa, texture[3], 2D; ADD res.a, res.a, 0.25; TEX res.b, res.baaa, texture[3], 2D; # move res into result, this allows easily commenting out some parts. MOV result.color, res; END