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;
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();
}