Closed adipose closed 4 years ago
There is always a chance :)
Write, why is this really necessary in your practice?
@clsid2 for comment
I suspect some shaders perform better on the source data than resized data. Resizing can cause artifacts which might decrease the quality of the shader output. But I wasn't involved in the decision to have both.
Another reason was performance. Having to process a smaller amount of pixels in the shader.
Therefore, I do not plan to do this. This will complicate the code and take time for more useful things.
I was reviewing shaders in mpc-hc and mpc-be, and 16-235 to 0-255 [SD].hlsl has an interesting comment in the mpc-be source:
// Run this shader before scaling.
This comment is not in the mpc-hc source (maybe it was removed), but it is interesting. With MPC-VR we cannot follow the instructions of this shader.
I'm going to close this issue since there is no interest in supporting it. For now we will push all pre-resize shaders to post-resize in mpc-hc, and make a note for users of mpc-vr.
Could the mpc-vr support for pre-resize shader issue be reconsidered ?
From testing on my intel igpu, D3D9 EX with DXVA2 VP is used by default for resizing with MPC-VR rather than shader resizers. However performance on my old cpu/igpu is still very decent at 1080p on pre-resized shader capable EVR-CP and from what I see in the shader profiler display in mpv, the impact of user shaders is typically much larger than a resizer like bicubic.
mpc-hc supports pre and post-size shaders. madVR supports both, but mpc-vr only supports post resize shaders.
This leads to a result that in mpc-hc, mpc-vr only honors one kind of shader, which is confusing as both are possible to choose and add.
Is there any chance for support in the future?