Re: Hardware Overlay with Push Source



Augie at NHN wrote:

> I've just solvied the problem.
> It was because of the size of the source images.
> When I used small images such as 176*144, the Video
> Renderer did not load the hardware overlay.
> Now I am doing with 352*288 and it's working good.
>
> But I don't know why the Video Renderer does not use
> hardware overlay for the small size iamges.
>
> If I want to use small size images for the source input,
> how can I create hardware overlay?

Hardware overlays have restrictions on which resolutions
they support. There are 3 factors: the horizontal stride
must be a multiple of N, the scanline count must be a
multiple of M and pixel count must not be greater than S.

While S is usually a large enough value in today's cards and
M is often 1 so that it is not a limiting factor, N is often
32 and only sometimes 16 or a smaller power of 2.

You should query the VR for IDirectDrawVideo and invoke
GetCaps() so that you can check the overlay capabilities,
like dwAlignStrideAlign, dwAlignBoundarySrc or
dwAlignSizeSrc and so on.


--

// Alessandro Angeli
// MVP :: Digital Media
// a dot angeli at psynet dot net


.



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