HDMV titles can construct empty overlay with invisible buttons to enable navigation.
This is used in ex. photo galleries (to flip image) and with audio navigation ("spoken menu").
Felix Abecassis [Thu, 13 Feb 2014 09:19:05 +0000 (10:19 +0100)]
Direct3D: do not leak textures when recycling them
If several textures from the cache (i.e. used during the previous
call) are matching we invalidate all of them but only keep the last
one. We therefore lose all references to the other ones.
David Fuhrmann [Wed, 12 Feb 2014 15:30:43 +0000 (16:30 +0100)]
macosx: increase maximum number of messages for the messages panel
This is needed to a complete log as some modules like mkv are very
verbose. The actual size is not so critical anymore as messages
are only arriving if the panel is open.
Ludovic Fauvet [Tue, 11 Feb 2014 14:55:22 +0000 (15:55 +0100)]
nsis: allow changes in file association after installation (fix #4323)
The extensions registration is now split in two:
- All supported extensions are registered during install
- Only the selected extensions are effectively associated with VLC
This allows the user to modify file association (even for extensions
not selected during installation) from the VLC preferences.
Events can be returned even if read returns <= 0.
Single bd_read_ext() call can trigger multiple events.
All events should be handled before next bd_read_ext() call,
events are tied to current read position.
Jean-Paul Saman [Fri, 7 Feb 2014 09:14:01 +0000 (10:14 +0100)]
demux/ts.c: Solve 'lost synchro' warnings when using a file input.
Solve 'lost synchro' warnings when using a file input. The warning was
triggered by the functions GetFirstPCR(), CheckPCR() and GetLastPCR().
They searched for a TS packet which contains a PCR but did not take
the TS packet size boundarys into account. By rounding to the nearest
p_sys->i_packet_size this warning was resolved.
Ilkka Ollakka [Sun, 9 Feb 2014 13:36:07 +0000 (15:36 +0200)]
transcode: don't care other tracks drift when calculating pts
Also don't care input fps and only calculate what should be the
next output pts. We anyway define output fps to be either 25fps
or input fps if it's available.
This should help to eliminate skips/visual artefacts on video if
there is small skips in input. And output constans fps from transcode.
Ilkka Ollakka [Sun, 2 Feb 2014 10:55:54 +0000 (12:55 +0200)]
stats module
Prints dts, segment number, length, difference to previous dts and md5
of block.
with prefix-option you can give prefix to print in stats-line, so you can
add stats module multiple times with different prefixes. Output to file
is given with output parameter.
Ron Wright [Fri, 7 Feb 2014 17:12:00 +0000 (17:12 +0000)]
Introducing FFT windowing routines for spectrum-based visualizations
This patch introduces FFT windowing routines to reduce spectral leakage in
spectrum-based visualizations. It supports four types of windows that are
commonly used in spectrum analyzers (besides the pre-existing rectangular
window): Hann, flat top, Blackman-Harris, and Kaiser.
BluRay streams have 4-byte header before TS sync byte. Current code handles 192-byte ts packets,
but it assumes extra bytes are at the end of packet. This results in re-sync at stream start:
1) first packet is dropped
First packet is usually PAT, and losing it means losing the first GOP.
This is fatal with still-image based menus.
2) 4-byte header of the second packet is skipped
This results in read of the last packet returning only 188 bytes,
and it is also skipped.
Dennis Hamester [Thu, 6 Feb 2014 13:30:42 +0000 (13:30 +0000)]
zvbi: Set stop pts only for subtitle teletext
A maximum display time does not make sense for real teletext pages. Instead
they should be displayed until the user disables teletext or the page is
updated. Therefore do not set a stop timestamp on normal pages, but only when
rendering in text mode, which is meant for subtitles, where the timeout makes
sense.
Felix Abecassis [Fri, 7 Feb 2014 17:26:18 +0000 (17:26 +0000)]
Direct3D: implement HLSL pixel shading in the rendering pipeline
The user can choose to apply a builtin shader using a selection list
in the options of the Direct3D vout module. A custom shader function
can also be loaded by specifying the path of the shader file.
Many changes since the latest patch proposal: we are not compiling
"shader techniques" anymore but now shader functions using the "main"
entrypoint. All the shaders previously in pixelShader.fx are now
builtins.