avfilter/vf_xfade: Compute w2, h2 with float

Fixes: CID1458148 Result is not floating-point
Fixes: CID1458149 Result is not floating-point
Fixes: CID1458150 Result is not floating-point
Fixes: CID1458151 Result is not floating-point
Fixes: CID1458152 Result is not floating-point
Fixes: CID1458154 Result is not floating-point
Fixes: CID1458155 Result is not floating-point
Fixes: CID1458156 Result is not floating-point

Sponsored-by: Sovereign Tech Fund
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
release/7.1
Michael Niedermayer 4 months ago
parent f802d65de0
commit b98125e5a5
No known key found for this signature in database
GPG Key ID: B18E8928B3948D64
  1. 8
      libavfilter/vf_xfade.c

@ -956,7 +956,7 @@ static void vertopen##name##_transition(AVFilterContext *ctx,
{ \
XFadeContext *s = ctx->priv; \
const int width = out->width; \
const float w2 = out->width / 2; \
const float w2 = out->width / 2.0; \
\
for (int y = slice_start; y < slice_end; y++) { \
for (int x = 0; x < width; x++) { \
@ -984,7 +984,7 @@ static void vertclose##name##_transition(AVFilterContext *ctx,
XFadeContext *s = ctx->priv; \
const int nb_planes = s->nb_planes; \
const int width = out->width; \
const float w2 = out->width / 2; \
const float w2 = out->width / 2.0; \
\
for (int y = slice_start; y < slice_end; y++) { \
for (int x = 0; x < width; x++) { \
@ -1012,7 +1012,7 @@ static void horzopen##name##_transition(AVFilterContext *ctx,
XFadeContext *s = ctx->priv; \
const int nb_planes = s->nb_planes; \
const int width = out->width; \
const float h2 = out->height / 2; \
const float h2 = out->height / 2.0; \
\
for (int y = slice_start; y < slice_end; y++) { \
const float smooth = 2.f - fabsf((y - h2) / h2) - progress * 2.f; \
@ -1040,7 +1040,7 @@ static void horzclose##name##_transition(AVFilterContext *ctx,
XFadeContext *s = ctx->priv; \
const int nb_planes = s->nb_planes; \
const int width = out->width; \
const float h2 = out->height / 2; \
const float h2 = out->height / 2.0; \
\
for (int y = slice_start; y < slice_end; y++) { \
const float smooth = 1.f + fabsf((y - h2) / h2) - progress * 2.f; \

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