Mercurial > mplayer.hg
view TOOLS/edgedetect.fp @ 17279:600d0b740940
"Currently mplayer looks for only one MP3 frame sync. The attached
patch makes it to look for two consecutive valid MP3 frame headers,
reducing the probability of false positives, which causes Bug 380.
Funny that the fix is so simple. Seems that someone has forgotten to
initialize MP3_resync correctly.
Also this is the recommended way to sync MP3 frames. See
http://www.dv.co.yu/mpgscript/mpeghdr.htm. "
Original thread:
Date: Dec 31, 2005 10:15 AM
Subject: [MPlayer-dev-eng] [PATCH] Try twice when searching for MP3 frame header, fixes Bug 380
author | gpoirier |
---|---|
date | Sat, 31 Dec 2005 18:56:35 +0000 |
parents | 3191dcb27a12 |
children | 69785427a61e |
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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=edgedetect.fp # This is some custom edge-detect like effect. # Try adjusting the gamma! # program.env[0].xy contains the size of one source texel PARAM sizes = program.env[0]; TEMP res, y, u, v, pos, tmp; TEX y, fragment.texcoord[0], texture[0], 2D; MUL y, y, {4, 4, 4, 0}; ADD pos, fragment.texcoord[0], sizes.xwww; # texel to the right TEX tmp, pos, texture[0], 2D; SUB y, y, tmp; SUB pos, fragment.texcoord[0], sizes.xwww; # texel to the left TEX tmp, pos, texture[0], 2D; SUB y, y, tmp; ADD pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. above? TEX tmp, pos, texture[0], 2D; SUB y, y, tmp; SUB pos, fragment.texcoord[0], sizes.wyww; # texel... umm.. below? TEX tmp, pos, texture[0], 2D; SUB y, y, tmp; MAD res, y, {2, 2, 2, 0}, {0.5, 0.5, 0.5, 0}; # now do the normal YUV -> RGB conversion MAD res, res, {1.164, 1.164, 1.164, 0}, {-0.87416, 0.53133, -1.08599, 0}; TEX u, fragment.texcoord[1], texture[1], 2D; MAD res, u, {0, -0.391, 2.018, 0}, res; TEX v, fragment.texcoord[2], texture[2], 2D; MAD res, v, {1.596, -0.813, 0, 0}, res; # do gamma texture lookup ADD res.a, res.a, 0.125; 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. ADD result.color, res, {0, 0, 0, 0}; END