[MPlayer-dev-eng] Direct3D OSD discussion
Diego Biurrun
diego at biurrun.de
Wed Nov 26 09:32:35 CET 2008
On Wed, Nov 26, 2008 at 07:56:18AM +0000, Jim Hauxwell wrote:
> >
> > This patch is broken and does not apply. I suspect Windows linebreaks.
>
> Sorry, my mistake. Visual Studio had decided to add CR/LF to all the
> lines and svn diff doesn't take this into account.
>
> New, smaller patch file
>
> --- libvo/vo_direct3d.c (revision 28034)
> +++ libvo/vo_direct3d.c (working copy)
> @@ -71,8 +71,14 @@
> IDirect3DSurface9 *d3d_surface; /**< Offscreen Direct3D Surface. MPlayer
> renders inside it. Uses colorspace
> priv->movie_src_fmt */
> + IDirect3DTexture9 *d3d_texture_osd; /**< Direct3D Texture. Uses RGBA */
> + IDirect3DTexture9 *d3d_texture_system; /**< Direct3D Texture. System memory
> + cant lock a normal texture. Uses RGBA */
Do not add tabs to a file without tabs
> @@ -95,6 +101,27 @@
> #define DISPLAY_FORMAT_TABLE_ENTRIES \
> (sizeof(fmt_table) / sizeof(fmt_table[0]))
>
> +#define D3DFVF_MY_VERTEX ( D3DFVF_XYZ | D3DFVF_TEX1 )
> +
> +#define OSD_TEXTURE_SIZE 1024 // as this is a texture, it can be a different size to the movie
> +
> +typedef struct vertex_s
> +{
> + float x, y, z; // Position of vertex in 3D space
> + float tu, tv; // Texture coordinates
> +} vertex_t;
> +
> +vertex_t osd_quad_vb[] =
trailing whitespace
> +extern void vo_draw_text(int dxs, int dys, void (*draw_alpha)(int x0,int y0, int w,int h, unsigned char* src, unsigned char *srca, int stride));
> +extern int vo_osd_changed(int new_value);
You need to #include the appropriate header, not add extern declarations
all over the file.
> @@ -180,6 +207,25 @@
> + /* kill the VB and the texture */
> + if (priv->d3d_texture_osd != NULL)
> + {
Respect the coding style of the file, keep braces on the same line as
the if.
> @@ -666,3 +756,140 @@
> +
> +
> +void vo_draw_alpha_l8a8(int w,int h, unsigned char* src, unsigned char *srca, int srcstride, unsigned char* dstbase,int dststride)
Please break long lines.
> +{
> + int y;
> + for(y=0;y<h;y++){
Again, respect the surrounding coding style.
Diego
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