static int Direct3DCreatePool(vout_display_t *vd, video_format_t *fmt);
static void Direct3DDestroyPool(vout_display_t *vd);
-static int Direct3DCreateScene(vout_display_t *vd);
+static int Direct3DCreateScene(vout_display_t *vd, const video_format_t *fmt);
static void Direct3DDestroyScene(vout_display_t *vd);
/**
msg_Err(vd, "Direct3D picture pool initialization failed");
return VLC_EGENERIC;
}
- if (Direct3DCreateScene(vd)) {
+ if (Direct3DCreateScene(vd, fmt)) {
msg_Err(vd, "Direct3D scene initialization failed !");
return VLC_EGENERIC;
}
/**
* It allocates and initializes the resources needed to render the scene.
*/
-static int Direct3DCreateScene(vout_display_t *vd)
+static int Direct3DCreateScene(vout_display_t *vd, const video_format_t *fmt)
{
vout_display_sys_t *sys = vd->sys;
LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev;
*/
LPDIRECT3DTEXTURE9 d3dtex;
hr = IDirect3DDevice9_CreateTexture(d3ddev,
- sys->d3dpp.BackBufferWidth,
- sys->d3dpp.BackBufferHeight,
+ fmt->i_width,
+ fmt->i_height,
1,
D3DUSAGE_RENDERTARGET,
sys->d3dpp.BackBufferFormat,
static int Direct3DSetupVertices(vout_display_t *vd,
LPDIRECT3DVERTEXBUFFER9 d3dvtc,
- float f_x, float f_y,
- float f_width, float f_height)
+ const RECT src_full,
+ const RECT src_crop,
+ const RECT dst)
{
HRESULT hr;
return -1;
}
- /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
- /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
- vertices[0].x = f_x - 0.5f; // left
- vertices[0].y = f_y - 0.5f; // top
- vertices[0].z = 0.0f;
- vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
- vertices[0].rhw = 1.0f;
- vertices[0].tu = 0.0f;
- vertices[0].tv = 0.0f;
-
- vertices[1].x = f_x + f_width - 0.5f; // right
- vertices[1].y = f_y - 0.5f; // top
- vertices[1].z = 0.0f;
- vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
- vertices[1].rhw = 1.0f;
- vertices[1].tu = 1.0f;
- vertices[1].tv = 0.0f;
-
- vertices[2].x = f_x + f_width - 0.5f; // right
- vertices[2].y = f_y + f_height - 0.5f; // bottom
- vertices[2].z = 0.0f;
- vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
- vertices[2].rhw = 1.0f;
- vertices[2].tu = 1.0f;
- vertices[2].tv = 1.0f;
-
- vertices[3].x = f_x - 0.5f; // left
- vertices[3].y = f_y + f_height - 0.5f; // bottom
- vertices[3].z = 0.0f;
- vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
- vertices[3].rhw = 1.0f;
- vertices[3].tu = 0.0f;
- vertices[3].tv = 1.0f;
+ const float src_full_width = src_full.right - src_full.left;
+ const float src_full_height = src_full.bottom - src_full.top;
+ vertices[0].x = dst.left;
+ vertices[0].y = dst.top;
+ vertices[0].tu = src_crop.left / src_full_width;
+ vertices[0].tv = src_crop.top / src_full_height;
+
+ vertices[1].x = dst.right;
+ vertices[1].y = dst.top;
+ vertices[1].tu = src_crop.right / src_full_width;
+ vertices[1].tv = src_crop.top / src_full_height;
+
+ vertices[2].x = dst.right;
+ vertices[2].y = dst.bottom;
+ vertices[2].tu = src_crop.right / src_full_width;
+ vertices[2].tv = src_crop.bottom / src_full_height;
+
+ vertices[3].x = dst.left;
+ vertices[3].y = dst.bottom;
+ vertices[3].tu = src_crop.left / src_full_width;
+ vertices[3].tv = src_crop.bottom / src_full_height;
+
+ for (int i = 0; i < 4; i++) {
+ /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */
+ /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */
+ vertices[i].x -= 0.5;
+ vertices[i].y -= 0.5;
+
+ vertices[i].z = 0.0f;
+ vertices[i].rhw = 1.0f;
+ vertices[i].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255);
+ }
hr= IDirect3DVertexBuffer9_Unlock(d3dvtc);
if (FAILED(hr)) {
}
/* Copy picture surface into texture surface
- * color space conversion and scaling happen here */
- RECT src = vd->sys->rect_src_clipped;
- RECT dst = vd->sys->rect_dest_clipped;
-
- hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR);
+ * color space conversion happen here */
+ hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, NULL, d3ddest, NULL, D3DTEXF_NONE);
IDirect3DSurface9_Release(d3ddest);
if (FAILED(hr)) {
msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
return;
}
- /* Update the vertex buffer */
+ /* Update the vertex buffer (scaling is setup here) */
if (Direct3DSetupVertices(vd, d3dvtc,
- 0, 0,
- vd->sys->d3dpp.BackBufferWidth,
- vd->sys->d3dpp.BackBufferHeight)) {
+ vd->sys->rect_src,
+ vd->sys->rect_src_clipped,
+ vd->sys->rect_dest_clipped)) {
IDirect3DDevice9_EndScene(d3ddev);
return;
}