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author | wm4 <wm4@nowhere> | 2012-12-23 12:46:20 +0100 |
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committer | wm4 <wm4@nowhere> | 2013-01-13 20:04:14 +0100 |
commit | 9f27ebbe6392fa5fd14b685d9f0a20c59b3a4535 (patch) | |
tree | f292aab6c04f4866ae864c787cda14c3401be2eb /DOCS/man | |
parent | dd89c542e3364bd4f9294c3ac5bcbfb6b0f16594 (diff) | |
download | mpv-9f27ebbe6392fa5fd14b685d9f0a20c59b3a4535.tar.bz2 mpv-9f27ebbe6392fa5fd14b685d9f0a20c59b3a4535.tar.xz |
vo_direct3d: remove 2ch hack for 10 bit playback
This was an awkward hack that attempted to avoid the use of 16 bit
textures, while still allowing rendering 10-16 bit YUV formats. The
idea was that even if the hardware doesn't support 16 bit textures,
an A8L8 textures could be used to convert 10 bit (etc.) to 8 bit in
the shader, instead of doing this on the CPU.
This was an experiment, disabled by default, and was (probably) rarely
used. I've never heard of this being used successfully. Remove it.
Diffstat (limited to 'DOCS/man')
-rw-r--r-- | DOCS/man/en/vo.rst | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/DOCS/man/en/vo.rst b/DOCS/man/en/vo.rst index 0af4d6bd03..824342b279 100644 --- a/DOCS/man/en/vo.rst +++ b/DOCS/man/en/vo.rst @@ -212,15 +212,6 @@ direct3d_shaders (Windows only) exact-backbuffer Always resize the backbuffer to window size. - no16bit-textures - Don't use textures with a 16 bit color channel for YUV formats that - use more than 8 bits per component. Instead, use D3DFMT_A8L8 textures - and compute the values sampled from the 2 channels back into one. - Might be slower, since the shader becomes slightly more complicated. - Might work better, if your drivers either don't support D3DFMT_L16, - or if either the texture unit or the shaders don't operate in at least - 16 bit precision. - direct3d (Windows only) Same as ``direct3d_shaders``, but with the options ``disable-textures`` and ``disable-shaders`` forced. |