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796781b993
d3d11.h in mingw64<v5 is not complete, no video decoder there. So the latest d3d11.h from vs is used. other dependencies like d3d11layers.h, d3d10.h are already in mingw64. Toolchain provided by qt does not contains wrl and d3d11layers.h, use mingw-builds instead. xaudio2 still use 2.8. tested on mingw64 gcc 4.9, 5.3 remove d2d1headers because d2d1 is supported by most toolchains (gcc4.7, vs2010 for example)
417 lines
15 KiB
C++
417 lines
15 KiB
C++
/******************************************************************************
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QtAV: Multimedia framework based on Qt and FFmpeg
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Copyright (C) 2012-2016 Wang Bin <wbsecg1@gmail.com>
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* This file is part of QtAV
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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******************************************************************************/
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#include "QtAV/VideoRenderer.h"
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#include <QWidget>
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#include <QResizeEvent>
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#include <QtCore/QLibrary>
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#include "QtAV/private/VideoRenderer_p.h"
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#include "QtAV/private/factory.h"
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//#define CINTERFACE //http://rxlib.ru/faqs/faqc_en/15596.html
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#include <sal.h>
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#ifndef _Out_writes_bytes_opt_
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#define _Out_writes_bytes_opt_(s)
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#endif
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#include <initguid.h> //IID_ID2D1Factory
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#include <d2d1.h>
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//steps: http://msdn.microsoft.com/zh-cn/library/dd317121(v=vs.85).aspx
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//performance: http://msdn.microsoft.com/en-us/library/windows/desktop/dd372260(v=vs.85).aspx
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//vlc is helpful
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//layer(opacity): http://www.cnblogs.com/graphics/archive/2013/04/15/2781969.html
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namespace QtAV {
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template<class Interface>
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inline void SafeRelease(Interface **ppInterfaceToRelease)
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{
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if (*ppInterfaceToRelease != NULL){
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(*ppInterfaceToRelease)->Release();
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(*ppInterfaceToRelease) = NULL;
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}
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}
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class Direct2DRendererPrivate;
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class Direct2DRenderer : public QWidget, public VideoRenderer
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{
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Q_OBJECT
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DPTR_DECLARE_PRIVATE(Direct2DRenderer)
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public:
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Direct2DRenderer(QWidget* parent = 0, Qt::WindowFlags f = 0);
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VideoRendererId id() const Q_DECL_OVERRIDE;
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bool isSupported(VideoFormat::PixelFormat pixfmt) const Q_DECL_OVERRIDE;
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/* WA_PaintOnScreen: To render outside of Qt's paint system, e.g. If you require
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* native painting primitives, you need to reimplement QWidget::paintEngine() to
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* return 0 and set this flag
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*/
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QPaintEngine* paintEngine() const Q_DECL_OVERRIDE;
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QWidget* widget() Q_DECL_OVERRIDE { return this; }
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protected:
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bool receiveFrame(const VideoFrame& frame) Q_DECL_OVERRIDE;
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void drawBackground() Q_DECL_OVERRIDE;
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void drawFrame() Q_DECL_OVERRIDE;
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/*usually you don't need to reimplement paintEvent, just drawXXX() is ok. unless you want do all
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*things yourself totally*/
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void paintEvent(QPaintEvent *) Q_DECL_OVERRIDE;
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void resizeEvent(QResizeEvent *) Q_DECL_OVERRIDE;
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//stay on top will change parent, hide then show(windows)
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void showEvent(QShowEvent *) Q_DECL_OVERRIDE;
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};
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typedef Direct2DRenderer VideoRendererDirect2D;
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extern VideoRendererId VideoRendererId_Direct2D;
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#if 0
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FACTORY_REGISTER_ID_AUTO(VideoRenderer, Direct2D, "Direct2D")
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#else
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void RegisterVideoRendererDirect2D_Man()
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{
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VideoRenderer::Register<Direct2DRenderer>(VideoRendererId_Direct2D, "Direct2D");
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}
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#endif
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VideoRendererId Direct2DRenderer::id() const
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{
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return VideoRendererId_Direct2D;
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}
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class Direct2DRendererPrivate : public VideoRendererPrivate
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{
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public:
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DPTR_DECLARE_PUBLIC(Direct2DRenderer)
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Direct2DRendererPrivate():
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VideoRendererPrivate()
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, d2d_factory(0)
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, render_target(0)
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, bitmap(0)
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, bitmap_width(0)
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, bitmap_height(0)
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, interpolation(D2D1_BITMAP_INTERPOLATION_MODE_LINEAR)
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{
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dll.setFileName(QStringLiteral("d2d1"));
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if (!dll.load()) {
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available = false;
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qWarning("Direct2D is disabled. Failed to load 'd2d1.dll': %s", dll.errorString().toUtf8().constData());
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return;
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}
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typedef HRESULT (WINAPI *D2D1CreateFactory_t)(D2D1_FACTORY_TYPE, REFIID, const D2D1_FACTORY_OPTIONS *, void **ppIFactory);
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D2D1CreateFactory_t D2D1CreateFactory;
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D2D1CreateFactory = (D2D1CreateFactory_t)dll.resolve("D2D1CreateFactory");
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if (!D2D1CreateFactory) {
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available = false;
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qWarning("Direct2D is disabled. Failed to resolve symble 'D2D1CreateFactory': %s", dll.errorString().toUtf8().constData());
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return;
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}
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D2D1_FACTORY_OPTIONS factory_opt = { D2D1_DEBUG_LEVEL_NONE };
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/*
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* d2d is accessed by AVThread and GUI thread, so we use D2D1_FACTORY_TYPE_MULTI_THREADED
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* and let d2d to deal with the thread safe problems. otherwise, if we use
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* D2D1_FACTORY_TYPE_SINGLE_THREADED, we must use lock when copying ID2D1Bitmap and calling EndDraw.
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*/
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/// http://msdn.microsoft.com/en-us/library/windows/desktop/dd368104%28v=vs.85%29.aspx
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HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED
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, (REFIID)IID_ID2D1Factory
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, &factory_opt
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, (void**)&d2d_factory);
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if (FAILED(hr)) {
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available = false;
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qWarning("Direct2D is disabled. Create d2d factory failed");
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return;
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}
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FLOAT dpiX, dpiY;
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d2d_factory->GetDesktopDpi(&dpiX, &dpiY);
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//gcc: extended initializer lists only available with -std=c++11 or -std=gnu++11
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//vc: http://msdn.microsoft.com/zh-cn/library/t8xe60cf(v=vs.80).aspx
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/*pixel_format = {
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DXGI_FORMAT_B8G8R8A8_UNORM,
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D2D1_ALPHA_MODE_IGNORE
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};*/
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pixel_format.format = DXGI_FORMAT_B8G8R8A8_UNORM;
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pixel_format.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;//D2D1_ALPHA_MODE_IGNORE;
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/*bitmap_properties = {
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pixel_format,
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dpiX,
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dpiY
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};*/
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bitmap_properties.pixelFormat = pixel_format;
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bitmap_properties.dpiX = dpiX;
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bitmap_properties.dpiY = dpiY;
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}
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~Direct2DRendererPrivate() {
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destroyDeviceResource();
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SafeRelease(&d2d_factory);//vlc does not call this. why? bug?
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dll.unload();
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}
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bool createDeviceResource() {
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DPTR_P(Direct2DRenderer);
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update_background = true;
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destroyDeviceResource();
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//
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// This method creates resources which are bound to a particular
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// Direct3D device. It's all centralized here, in case the resources
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// need to be recreated in case of Direct3D device loss (eg. display
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// change, remoting, removal of video card, etc).
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//
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//TODO: move to prepare(), or private. how to call less times
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D2D1_RENDER_TARGET_PROPERTIES rtp = {
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D2D1_RENDER_TARGET_TYPE_DEFAULT,
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pixel_format,
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0,
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0,
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D2D1_RENDER_TARGET_USAGE_NONE,
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D2D1_FEATURE_LEVEL_DEFAULT
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};
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D2D1_SIZE_U size = {
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(UINT32)p.width(),
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(UINT32)p.height()
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};//d.renderer_width, d.renderer_height?
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// Create a Direct2D render target.
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D2D1_HWND_RENDER_TARGET_PROPERTIES hwnd_rtp = {
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(HWND)p.winId(),
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size,
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//TODO: what do these mean?
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D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS //D2D1_PRESENT_OPTIONS_IMMEDIATELY /* this might need fiddling */
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};
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HRESULT hr = d2d_factory->CreateHwndRenderTarget(&rtp//D2D1::RenderTargetProperties() //TODO: vlc set properties
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, &hwnd_rtp//D2D1::HwndRenderTargetProperties(, size)
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, &render_target);
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if (FAILED(hr)) {
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qWarning("Direct2D is disabled. CreateHwndRenderTarget() failed: %d", (int)GetLastError());
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render_target = 0;
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return false;
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}
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SafeRelease(&bitmap);
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prepareBitmap(src_width, src_height); //bitmap depends on render target
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return hr == S_OK;
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}
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void destroyDeviceResource() {
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SafeRelease(&render_target);
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SafeRelease(&bitmap);
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}
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void recreateDeviceResource() {
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qDebug("D2DERR_RECREATE_TARGET");
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QMutexLocker locker(&img_mutex);
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Q_UNUSED(locker);
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update_background = true;
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destroyDeviceResource();
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createDeviceResource();
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}
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//create an empty bitmap with given size. if size is equal as current and bitmap already exists, do nothing
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bool prepareBitmap(int w, int h) {
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if (w == bitmap_width && h == bitmap_height && bitmap)
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return true;
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if (!render_target) {
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qWarning("No render target, bitmap will not be created!!!");
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return false;
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}
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bitmap_width = w;
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bitmap_height = h;
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qDebug("Resize bitmap to %d x %d", w, h);
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D2D1_SIZE_U s = {(UINT32)w, (UINT32)h};
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SafeRelease(&bitmap);
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HRESULT hr = render_target->CreateBitmap(s
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, NULL
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, 0
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, &bitmap_properties
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, &bitmap);
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if (FAILED(hr)) {
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qWarning("Failed to create ID2D1Bitmap (%ld)", hr);
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SafeRelease(&bitmap);
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SafeRelease(&render_target);
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return false;
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}
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return true;
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}
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//it seems that only D2D1_BITMAP_INTERPOLATION_MODE(used in DrawBitmap) matters when drawing an image
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void setupQuality() {
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switch (quality) {
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case VideoRenderer::QualityFastest:
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interpolation = D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR;
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render_target->SetAntialiasMode(D2D1_ANTIALIAS_MODE_ALIASED);
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render_target->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_ALIASED);
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break;
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case VideoRenderer::QualityBest:
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interpolation = D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
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render_target->SetAntialiasMode(D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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render_target->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_CLEARTYPE);
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break;
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default:
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interpolation = D2D1_BITMAP_INTERPOLATION_MODE_LINEAR;
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render_target->SetAntialiasMode(D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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render_target->SetTextAntialiasMode(D2D1_TEXT_ANTIALIAS_MODE_DEFAULT);
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break;
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}
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}
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ID2D1Factory *d2d_factory;
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ID2D1HwndRenderTarget *render_target;
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D2D1_PIXEL_FORMAT pixel_format;
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D2D1_BITMAP_PROPERTIES bitmap_properties;
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ID2D1Bitmap *bitmap;
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int bitmap_width, bitmap_height; //can not use src_width, src height because bitmap not update when they changes
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D2D1_BITMAP_INTERPOLATION_MODE interpolation;
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QLibrary dll;
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};
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Direct2DRenderer::Direct2DRenderer(QWidget *parent, Qt::WindowFlags f):
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QWidget(parent, f),VideoRenderer(*new Direct2DRendererPrivate())
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{
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DPTR_INIT_PRIVATE(Direct2DRenderer);
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setAcceptDrops(true);
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setFocusPolicy(Qt::StrongFocus);
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/* To rapidly update custom widgets that constantly paint over their entire areas with
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* opaque content, e.g., video streaming widgets, it is better to set the widget's
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* Qt::WA_OpaquePaintEvent, avoiding any unnecessary overhead associated with repainting the
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* widget's background
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*/
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setAttribute(Qt::WA_OpaquePaintEvent);
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//setAttribute(Qt::WA_NoSystemBackground);
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setAutoFillBackground(false);
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setAttribute(Qt::WA_PaintOnScreen, true);
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}
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bool Direct2DRenderer::isSupported(VideoFormat::PixelFormat pixfmt) const
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{
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return VideoFormat::isRGB(pixfmt);
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}
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bool Direct2DRenderer::receiveFrame(const VideoFrame& frame)
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{
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if (!frame.isValid())
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return false;
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DPTR_D(Direct2DRenderer);
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if (!d.prepareBitmap(frame.width(), frame.height()))
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return false;
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HRESULT hr = S_OK;
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//if d2d factory is D2D1_FACTORY_TYPE_SINGLE_THREADED, we need to lock
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//already locked
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if (frame.constBits(0))
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d.video_frame = frame;
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else
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d.video_frame = frame.to(frame.pixelFormat());
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//TODO: if CopyFromMemory() is deep copy, mutex can be avoided
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/*if lock is required, do not use locker in if() scope, it will unlock outside the scope*/
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//TODO: d2d often crash, should we always lock? How about other renderer?
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hr = d.bitmap->CopyFromMemory(NULL //&D2D1::RectU(0, 0, image.width(), image.height()) /*&dstRect, NULL?*/,
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, frame.constBits(0) //data.constData() //msdn: const void*
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, frame.bytesPerLine(0));
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if (hr != S_OK) {
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qWarning("Failed to copy from memory to bitmap (%ld)", hr);
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}
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updateUi();
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return true;
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}
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QPaintEngine* Direct2DRenderer::paintEngine() const
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{
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return 0; //use native engine
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}
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void Direct2DRenderer::drawBackground()
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{
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const QRegion bgRegion(backgroundRegion());
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if (bgRegion.isEmpty())
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return;
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DPTR_D(Direct2DRenderer);
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const QColor bc(backgroundColor());
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D2D1_COLOR_F c = {(float)bc.red(), (float)bc.green(), (float)bc.blue(), (float)bc.alpha()};
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d.render_target->Clear(&c); //const D2D1_COlOR_F&?
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//http://msdn.microsoft.com/en-us/library/windows/desktop/dd535473(v=vs.85).aspx
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//ID2D1SolidColorBrush *brush;
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//d.render_target->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &brush);
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//d.render_target->FillRectangle(D2D1::RectF(0, 0, width(), height()), brush);
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}
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void Direct2DRenderer::drawFrame()
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{
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DPTR_D(Direct2DRenderer);
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D2D1_RECT_F out_rect = {
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(FLOAT)d.out_rect.left(),
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(FLOAT)d.out_rect.top(),
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(FLOAT)d.out_rect.right(),
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(FLOAT)d.out_rect.bottom()
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};
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QRect roi = realROI();
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D2D1_RECT_F roi_d2d = {
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(FLOAT)roi.left(),
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(FLOAT)roi.top(),
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(FLOAT)roi.right(),
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(FLOAT)roi.bottom()
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};
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//d.render_target->SetTransform
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d.render_target->DrawBitmap(d.bitmap
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, &out_rect
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, 1 //opacity
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, d.interpolation
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, &roi_d2d);
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}
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void Direct2DRenderer::paintEvent(QPaintEvent *)
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{
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DPTR_D(Direct2DRenderer);
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if (!d.render_target) {
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qWarning("No render target!!!");
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return;
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}
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//http://www.daimakuai.net/?page_id=1574
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d.render_target->BeginDraw();
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handlePaintEvent();
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HRESULT hr = S_OK;
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{
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//if d2d factory is D2D1_FACTORY_TYPE_SINGLE_THREADED, we need to lock
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//QMutexLocker locker(&d.img_mutex);
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//Q_UNUSED(locker);
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hr = d.render_target->EndDraw(NULL, NULL); //TODO: why it need lock? otherwise crash
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}
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if (hr == D2DERR_RECREATE_TARGET) {
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d.recreateDeviceResource();
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}
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}
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void Direct2DRenderer::resizeEvent(QResizeEvent *e)
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{
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resizeRenderer(e->size());
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DPTR_D(Direct2DRenderer);
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d.update_background = true;
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if (d.render_target) {
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D2D1_SIZE_U size = {
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(UINT32)e->size().width(),
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(UINT32)e->size().height()
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};
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// Note: This method can fail, but it's okay to ignore the
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// error here -- it will be repeated on the next call to
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// EndDraw.
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d.render_target->Resize(&size); //D2D1_SIZE_U&?
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}
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update();
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}
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void Direct2DRenderer::showEvent(QShowEvent *)
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{
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DPTR_D(Direct2DRenderer);
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d.recreateDeviceResource();
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}
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} //namespace QtAV
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#include "Direct2DRenderer.moc"
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