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* vo_direct3d: add hack for using 2 channel textures for 10 bit pixel formatswm42012-03-171-3/+27
| | | | | | | | | | | | | | | | This actually applies to YUV formats with 9-16 bit depths. This hack is disabled by default, and the VO will use 16 bit textures normally. It can be enabled by passing the no16bit-textures option is passed to vo_direct3d. Then the VO will use D3DFMT_A8L8 as texture formats for the YUV plane (instead of D3DFMT_L16), and compute the sampled two color values back into one. In some cases it might be undesireable to use 16 bit texture formats. At least some OpenGL drivers on Linux (Mesa + Intel) round values sampled from 16 bit textures back into 8 bit, which loses 8 from 10 bit color information when playing 10 bit formats. It is unknown whether there are D3D9 drivers which do this, so this commit might be removed later.
* vo_direct3d: implement YUV conversion using shaderswm42012-03-171-0/+20
Use the 3D rendering functions and shaders to render the video frame. This is very similar to vo_gl. Most planar formats with varying chroma shifts and bit depths are supported (including 10 bit), as well as some RGB formats. The old code that used D3D's StretchRect function is still available, but will by default be used with the least priority. Also implement video equalizers and colorspace selection. These use the same code as vo_gl and vo_vdpau, and are available only if shader YUV conversion is active. The rendering is extremely simple and naive, there are no filters etc. Since compiling shaders seems to require the 500 MB DirectX SDK, all shaders come in pre-compiled form, and there is no make rule to compile them. mplayer should be compilable without 500 MB of garbage. The main problem is that compiling shaders within an application seems to require d3dx9_*.dll, which isn't installed by default. Add an option ("disable-texture-align") that allows making the video textures exactly the same size as the source video. The code used to align the OSD texture size on 16 for unknown reasons, but since this was perhaps a good reason, this behavior is kept for video textures as well. (There is a chance that the alignment improves performance and stability with some drivers.) Passing this option disables this behavior. It is useful for reducing texture filtering artifacts at the bottom/right borders.