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authorwm4 <wm4@nowhere>2013-05-30 15:37:13 +0200
committerwm4 <wm4@nowhere>2013-05-30 15:55:41 +0200
commitbbc865a4da72349682db666713e88e19300d0b6a (patch)
tree2a720809d1b7c1f5fa5232ca5369ae987fc47bba /demux/demux_mkv.c
parent5d0c4b6ac34911cbac27507b553f767c1a4ec2a5 (diff)
downloadmpv-bbc865a4da72349682db666713e88e19300d0b6a.tar.bz2
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gl_video: add some debug code for testing texture depth
This probes and prints the depth of some texture formats with the help of a FBO. By default it tests the format used for scaling, as well as the format used for dithering and the 3D LUT (if any of these are enabled). The output is visible only with -v. Some representative values are probed, and the difference of input and output value is printed as hex- float. Hex-floats are used because they make the implied precision more obvious. Originally I wanted to do some more sophisticated guessing of the implied depth/precision for more user-friendly reporting, but then I decided that printing raw data is better for debugging, especially if things go wrong. This does not try to disable any functionality and does not print any warnings if the depth is lower than what it should be.
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