Mercurial > mplayer.hg
view TOOLS/edgedetect.fp @ 36441:b75ebb89d803
Workaround VDPAU decode errors on aspect change on NVidia.
The NVidia driver seems to expect a decoder reinit on aspect
change, otherwise giving a nonsense VDP_STATUS_INVALID_SIZE
error.
Since decode and display can run out of sync, we do not in fact
know when an aspect change will happen during decode but only when
we want to display that decoded frame, and with threaded decoding
these will differ significantly.
So just catch the error and retry decoding instead, this also has
the advantage of not affecting (and possibly costing performance)
drivers without this issue.
author | reimar |
---|---|
date | Sun, 08 Dec 2013 15:07:00 +0000 |
parents | cae067bfc231 |
children |
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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 or later # 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 TEMP res, yuv, pos, tmp, sizes; SWZ sizes, program.env[0], x, y, 0, 0; TEX yuv.r, fragment.texcoord[0], texture[0], 2D; ADD pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the right and below TEX tmp.r, pos.xyxy, texture[0], 2D; MAD yuv.r, yuv.rrrr, {4}, -tmp.rrrr; TEX tmp.r, pos.zwzw, texture[0], 2D; SUB yuv.r, yuv.rrrr, tmp.rrrr; SUB pos, fragment.texcoord[0].xyxy, sizes.xwwy; # texels to the left and above TEX tmp.r, pos.xyxy, texture[0], 2D; SUB yuv.r, yuv.rrrr, 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 include effect strength # multiplication by 2 and 0.5 offset MAD res, yuv.rrrr, {2.328, 2.328, 2.328, 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