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* win32: build with -DINITGUIDJames Ross-Gowan2016-09-281-1/+0
| | | | | | | | | | | | We always want to use __declspec(selectany) to declare GUIDs, but manually including <initguid.h> in every file that used GUIDs was error-prone. Since all <initguid.h> does is define INITGUID and include <guiddef.h>, we can remove all references to <initguid.h> and just compile with -DINITGUID to get the same effect. Also, this partially reverts 622bcb0 by re-adding libuuid.a to the build, since apparently some GUIDs (such as GUID_NULL) are not declared in the source file, even when INITGUID is set.
* vf_d3d11vpp: fix interlaced-only=no modewm42016-07-151-2/+2
| | | | | | "Real" frame flag vs. what we pretend it to be. It always used the real flag, and thus never deinterlaced unflagged frames, even if the suboption was set to "no".
* vf_d3d11vpp: add video processor selectionwm42016-07-151-5/+20
| | | | | Unfortunately completely useless. I still don't know how to force a video processor to use a specific algorithm, if it's even possible.
* vd_d3d11vpp: remove nonsensical flush callwm42016-07-081-5/+0
| | | | | | | | I made this call up because I sort of thought this makes senssssse. I'm now convinced that it does not, and even is actively harmful. I'm still quite in the dark how the DirectD 11 video API is supposed to work with synchronization, but at least for normal graphics this call would not make much sense.
* vf_d3d11vpp: fix output image format if not doing any filteringwm42016-07-041-2/+5
| | | | | | | For example it should be set to IMGFMT_D3D11NV12 if it isn't already. Otherwise, an assertion in vf.c could trigger. This probably couldn't be provoked yet.
* mp_image: split colorimetry metadata into its own structNiklas Haas2016-07-031-6/+6
| | | | | | | | | | | | | | | | | | This has two reasons: 1. I tend to add new fields to this metadata, and every time I've done so I've consistently forgotten to update all of the dozens of places in which this colorimetry metadata might end up getting used. While most usages don't really care about most of the metadata, sometimes the intend was simply to “copy” the colorimetry metadata from one struct to another. With this being inside a substruct, those lines of code can now simply read a.color = b.color without having to care about added or removed fields. 2. It makes the type definitions nicer for upcoming refactors. In going through all of the usages, I also expanded a few where I felt that omitting the “young” fields was a bug.
* vf_d3d11vpp: flush device context only when using shared textureswm42016-06-161-1/+2
| | | | Reduces interference with pass-through case, where this is not needed.
* vf_d3d11vpp: make missing deinterlacing caps non-fatalwm42016-06-161-3/+2
| | | | Instead, warn.
* vf_d3d11vpp: log some video processor creation parameterswm42016-06-161-2/+7
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* video: remove d3d11 video processor use from OpenGL interopwm42016-05-291-36/+78
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
* vf_d3d11vpp: add a D3D11 video processor filterwm42016-05-281-0/+490
Main use: deinterlacing. I'm not sure how to select the deinterlacing mode at all. You can enumate the available video processors, but at least on Intel, all of them either signal support for all deinterlacers, or none (the latter is apparently used for IVTC). I haven't found anything that actually tells the processor _which_ algorithm to use. Another strange detail is how to select top/bottom fields and field dominance. At least I'm getting quite similar results to vavpp on Linux, so I'm content with it for now. Future plans include removing the D3D11 video processor use from the ANGLE interop code.