- Dec 22, 2024
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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The tests were added in af875474.
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- Dec 21, 2024
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Those frameworks are guaranteed to be defined.
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Videotoolbox is used for the pixel transfer rotation session since commit 26bea870.
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There's no OSFactory implementation for Darwin currently, so disable the build on darwin.
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The X11 support should only be setup when the X11 library is actually available.
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This file is meant to be re-used only in `Player.qml`. Since it is quite small now, we can include its content directly where its used.
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ShaderEffectSource provides possibility for mapping but it is not used here, so we can simply use `layer.enabled` instead of explicit ShaderEffectSource which makes the file simpler.
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Since Image is a texture provider, blur effect can take an Image as source directly, without relying on layering. In this particular case though, the reason for layering was to decrease the coverage for the blur effect. The source texture can be as big as screen size / 2.7182, and blurring is not particularly cheap. With layering, the texture is scaled down to (512, 512) before fed into the blur effect. However, we should probably not do that, because the quality also decreases which is noticeable when the interface is full screen and screen is high resolution. At the same time, if we don't scale the texture, we can use the source directly. In average case, going this way would increase quality; in the worst case, it would have the same quality as with scaled version because scaled version takes the same input texture. In that case, the main difference is instead of ShaderEffectSource doing linear filtering, blur effect would do that which yields practically the same result. Currently, even if we are not blurring the source texture directly (before scaling down), we still need to render the source texture into offscreen surface in order to scale it down. This is not free, and also requires allocating resources for offscreen rendering.
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This reverts commit 35210a54.
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this way the player in audio mode behaves similarly to the video window
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this class aggregates wheel events until a full step (120 angle units) is reached in a direction and emits a synthesized event usable by VLC hotkeys
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these functions don't belong in widgets
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Borken since f1732719.
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We can use `gl_FragCoord` as seed.
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The edges (-0.01, 0.01) seem to cover most of the images used in the interface. But for extraordinary sizes, too small or too big, adjusting the parameters seem to provide better anti-aliasing. The interface displayed round image sizes seem to vary between roughly (32, 32) and (550, 340) at the moment. I found `1 / size` to be yielding good results for a span of different sizes. In normal case, if we assume size to be 100 (minimum of width and height), then it is essentially the same as the value used before 0.01. I have also checked with the smallest and the largest images displayed in the interface. As per the function `1 / x`, the deviation can be expected to be in the order of 10^1 (0.002 and 0.2), considering the rounded rectangular image sizes displayed in the interface. This means that such function would not cause issues with regard to precision.
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- Dec 20, 2024
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When the merge request that introduced `effectiveRadius` was merged, another merge request which introduced `readyForVisibility` was not merged yet. Instead of depending, I opted in to probe availability of the property. Now that `readyForVisibility` is available, we don't need to check availability anymore.
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