]> git.sesse.net Git - nageru/blobdiff - pbo_frame_allocator.cpp
Support loading 10-bit x264 dynamically.
[nageru] / pbo_frame_allocator.cpp
index 5bb303918c9f606916809769607c374c5afcbe2d..bfc65f2efe918bf0c0e988d75459d55a74023773 100644 (file)
@@ -54,10 +54,15 @@ PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint hei
                        glGenTextures(2, userdata[i].tex_cbcr);
                        check_error();
                }
+
                userdata[i].last_width[0] = width;
                userdata[i].last_height[0] = height;
+               userdata[i].last_v210_width[0] = 0;
+
                userdata[i].last_width[1] = 0;
                userdata[i].last_height[1] = 0;
+               userdata[i].last_v210_width[1] = 0;
+
                userdata[i].last_interlaced = false;
                userdata[i].last_has_signal = false;
                userdata[i].last_is_connected = false;
@@ -65,11 +70,15 @@ PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint hei
                        if (global_flags.ten_bit_input) {
                                const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
 
+                               // Seemingly we need to set the minification filter even though
+                               // shader image loads don't use them, or NVIDIA will just give us
+                               // zero back.
                                glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]);
                                check_error();
-                               // Don't care about texture parameters, we're only going to read it
-                               // from the compute shader anyway.
+                               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                               check_error();
                                if (field == 0) {
+                                       userdata[i].last_v210_width[0] = v210_width;
                                        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
                                        check_error();
                                }