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Use 100% DPI for histogram calculation to avoid D2DERR_INTERMEDIATE_TOO_LARGE #49
Use 100% DPI for histogram calculation to avoid D2DERR_INTERMEDIATE_TOO_LARGE #49
Conversation
I'm sorry for the stupid question, but how did you get to build this app? I just get libheif include errors ( |
@imbushuo thanks for the PR and sorry for the radio silence! This looks like a righteous bug and fix; I can't personally repro the bug (my GPU is too good??) but I definitely should be using 96 DPI for histogram rendering (and possibly for image rendering too). However I'd like to reasonably ensure that the histogram always returns some reasonable value, versus ignoring texture limit exceeded issues. I made a new commit which explicitly caps the texture size: If you agree, I'd like to keep your 96.0DPI change, but I don't want to ignore D2DERR_INTERMEDIATE_TOO_LARGE - with our combined changes this should once again become an exceptional situation, as the histogram texture and intermediates should never exceed 2048 pixel size. |
…e gamut mapping and blackpoint compensation.
Updated commit & validated 6K images based on comment. |
Thanks for your help! Approved and squash/merged. |
@13thsymphony Maybe I ask if you are planning on making a new Microsoft Store release of the app with this fix? |
I think it's kind of weird and fun to have this repro on screen beyond 4K, but anyway it works at higher resolution now. Is the issue possible from Direct2D itself?
Windows AC Example has the exact same issue, and this fix can be applied there as well.