From d4bdd0473d6f43132257c9fb3848d829755167a3 Mon Sep 17 00:00:00 2001 From: wm4 Date: Mon, 5 Nov 2012 17:02:04 +0100 Subject: Rename directories, move files (step 1 of 2) (does not compile) Tis drops the silly lib prefixes, and attempts to organize the tree in a more logical way. Make the top-level directory less cluttered as well. Renames the following directories: libaf -> audio/filter libao2 -> audio/out libvo -> video/out libmpdemux -> demux Split libmpcodecs: vf* -> video/filter vd*, dec_video.* -> video/decode mp_image*, img_format*, ... -> video/ ad*, dec_audio.* -> audio/decode libaf/format.* is moved to audio/ - this is similar to how mp_image.* is located in video/. Move most top-level .c/.h files to core. (talloc.c/.h is left on top- level, because it's external.) Park some of the more annoying files in compat/. Some of these are relicts from the time mplayer used ffmpeg internals. sub/ is not split, because it's too much of a mess (subtitle code is mixed with OSD display and rendering). Maybe the organization of core is not ideal: it mixes playback core (like mplayer.c) and utility helpers (like bstr.c/h). Should the need arise, the playback core will be moved somewhere else, while core contains all helper and common code. --- libvo/d3d_shader_yuv.hlsl | 44 -------------------------------------------- 1 file changed, 44 deletions(-) delete mode 100644 libvo/d3d_shader_yuv.hlsl (limited to 'libvo/d3d_shader_yuv.hlsl') diff --git a/libvo/d3d_shader_yuv.hlsl b/libvo/d3d_shader_yuv.hlsl deleted file mode 100644 index b17e257210..0000000000 --- a/libvo/d3d_shader_yuv.hlsl +++ /dev/null @@ -1,44 +0,0 @@ -// Compile with: -// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv -// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv_2ch.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv_2ch /DUSE_2CH=1 - -// Be careful with this shader. You can't use constant slots, since we don't -// load the shader with D3DX. All uniform variables are mapped to hardcoded -// constant slots. - -sampler2D tex0 : register(s0); -sampler2D tex1 : register(s1); -sampler2D tex2 : register(s2); - -uniform float4x4 colormatrix : register(c0); -uniform float2 depth : register(c5); - -#ifdef USE_2CH - -float1 sample(sampler2D tex, float2 t) -{ - // Sample from A8L8 format as if we sampled a single value from L16. - // We compute the 2 channel values back into one. - return dot(tex2D(tex, t).xw, depth); -} - -#else - -float1 sample(sampler2D tex, float2 t) -{ - return tex2D(tex, t).x; -} - -#endif - -float4 main(float2 t0 : TEXCOORD0, - float2 t1 : TEXCOORD1, - float2 t2 : TEXCOORD2) - : COLOR -{ - float4 c = float4(sample(tex0, t0), - sample(tex1, t1), - sample(tex2, t2), - 1); - return mul(c, colormatrix); -} -- cgit v1.2.3