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MediaPortal 1
Area 51 - Testing Area
madVR support in MP1
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<blockquote data-quote="Sebastiii" data-source="post: 1248756" data-attributes="member: 60104"><p>So you mean the delay is present when madVR is used all along?</p><p>Also with the option for EVR for LiveTV with madVR?</p><p>And when used EVR all along too?</p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The code introduces in V484 is only executed when we use madVR as video renderer and the EVR for LiveTV and not for the other mode, so this is strange if it happens for EVR (video renderer settings) or with madVR only.</p><p></p><p>[code=csharp] // Check if need to set EVR for LiveTV when using madVR</p><p> if (UseMadVideoRenderer)</p><p> {</p><p> if (UseEVRMadVRForTV && g_Player.IsTimeShifting)</p><p> {</p><p> GUIGraphicsContext.VideoRenderer = GUIGraphicsContext.VideoRendererType.EVR;</p><p> // Keep current RenderTarget to trying to restore D3D GUI from madVR but release it if already init previously</p><p> if (GUIGraphicsContext.MadVrRenderTargetVmr9 != null && !GUIGraphicsContext.MadVrRenderTargetVmr9.Disposed)</p><p> {</p><p> GUIGraphicsContext.DX9Device?.SetRenderTarget(0, GUIGraphicsContext.MadVrRenderTargetVmr9);</p><p> GUIGraphicsContext.MadVrRenderTargetVmr9.Dispose();</p><p> GUIGraphicsContext.MadVrRenderTargetVmr9 = null;</p><p> }</p><p> }</p><p> else[/code]</p><p></p><p>That part :</p><p>[code=csharp] if (GUIGraphicsContext.MadVrRenderTargetVmr9 != null && !GUIGraphicsContext.MadVrRenderTargetVmr9.Disposed)</p><p> {</p><p> GUIGraphicsContext.DX9Device?.SetRenderTarget(0, GUIGraphicsContext.MadVrRenderTargetVmr9);</p><p> GUIGraphicsContext.MadVrRenderTargetVmr9.Dispose();</p><p> GUIGraphicsContext.MadVrRenderTargetVmr9 = null;</p><p> }[/code]</p></blockquote><p></p>
[QUOTE="Sebastiii, post: 1248756, member: 60104"] So you mean the delay is present when madVR is used all along? Also with the option for EVR for LiveTV with madVR? And when used EVR all along too? :) The code introduces in V484 is only executed when we use madVR as video renderer and the EVR for LiveTV and not for the other mode, so this is strange if it happens for EVR (video renderer settings) or with madVR only. [code=csharp] // Check if need to set EVR for LiveTV when using madVR if (UseMadVideoRenderer) { if (UseEVRMadVRForTV && g_Player.IsTimeShifting) { GUIGraphicsContext.VideoRenderer = GUIGraphicsContext.VideoRendererType.EVR; // Keep current RenderTarget to trying to restore D3D GUI from madVR but release it if already init previously if (GUIGraphicsContext.MadVrRenderTargetVmr9 != null && !GUIGraphicsContext.MadVrRenderTargetVmr9.Disposed) { GUIGraphicsContext.DX9Device?.SetRenderTarget(0, GUIGraphicsContext.MadVrRenderTargetVmr9); GUIGraphicsContext.MadVrRenderTargetVmr9.Dispose(); GUIGraphicsContext.MadVrRenderTargetVmr9 = null; } } else[/code] That part : [code=csharp] if (GUIGraphicsContext.MadVrRenderTargetVmr9 != null && !GUIGraphicsContext.MadVrRenderTargetVmr9.Disposed) { GUIGraphicsContext.DX9Device?.SetRenderTarget(0, GUIGraphicsContext.MadVrRenderTargetVmr9); GUIGraphicsContext.MadVrRenderTargetVmr9.Dispose(); GUIGraphicsContext.MadVrRenderTargetVmr9 = null; }[/code] [/QUOTE]
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madVR support in MP1
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