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https://github.com/mpv-player/mpv
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vo_opengl: minor typo and coding style fixes
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@ -2585,7 +2585,7 @@ static void gl_video_interpolate_frame(struct gl_video *p, struct vo_frame *t,
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}
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// Find the right frame for this instant
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if (t->current&& t->current->pts != MP_NOPTS_VALUE) {
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if (t->current && t->current->pts != MP_NOPTS_VALUE) {
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int next = fbosurface_wrap(p->surface_now + 1);
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while (p->surfaces[next].pts != MP_NOPTS_VALUE &&
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p->surfaces[next].pts > p->surfaces[p->surface_now].pts &&
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@ -2623,7 +2623,7 @@ static void gl_video_interpolate_frame(struct gl_video *p, struct vo_frame *t,
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// this should be done before the step where we find the right frame, but
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// it only barely matters at the very beginning of playback, and this way
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// makes the code much more linear.
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int surface_dst = fbosurface_wrap(p->surface_idx+1);
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int surface_dst = fbosurface_wrap(p->surface_idx + 1);
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for (int i = 0; i < t->num_frames; i++) {
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// Avoid overwriting data we might still need
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if (surface_dst == surface_bse - 1)
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@ -2642,7 +2642,7 @@ static void gl_video_interpolate_frame(struct gl_video *p, struct vo_frame *t,
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vp_w, vp_h, FBOTEX_FUZZY);
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p->surfaces[surface_dst].pts = f->pts;
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p->surface_idx = surface_dst;
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surface_dst = fbosurface_wrap(surface_dst+1);
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surface_dst = fbosurface_wrap(surface_dst + 1);
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}
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}
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@ -2653,7 +2653,7 @@ static void gl_video_interpolate_frame(struct gl_video *p, struct vo_frame *t,
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// end of playback or start of playback.
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bool valid = true;
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for (int i = surface_bse, ii; valid && i != surface_end; i = ii) {
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ii = fbosurface_wrap(i+1);
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ii = fbosurface_wrap(i + 1);
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if (p->surfaces[i].pts == MP_NOPTS_VALUE ||
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p->surfaces[ii].pts == MP_NOPTS_VALUE)
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{
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@ -2781,7 +2781,7 @@ void gl_video_render_frame(struct gl_video *p, struct vo_frame *frame, int fbo)
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goto done;
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pass_render_frame(p);
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// For the non-interplation case, we draw to a single "cache"
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// For the non-interpolation case, we draw to a single "cache"
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// FBO to speed up subsequent re-draws (if any exist)
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int dest_fbo = fbo;
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if (frame->num_vsyncs > 1 && frame->display_synced &&
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