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[Windows] Add render method information to the debug OSD #23377
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if (m_processor && DX::Windowing()->SupportsVideoSuperResolution()) | ||
{ | ||
return StringUtils::Format("Video Super Resolution: {}", | ||
m_processor->IsVideoSuperResolutionEnabled() ? "enabled" : "OFF"); |
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Sorry, now thinking that as final decision on Super Resolution enabled or not is in Nvidia driver and driver settings (Kodi only request enable) and is not possible confirm if is enabled or not (no API available yet) is better change this to:
requested enable
to avoid users confusion
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that's fine, I didn't use ON for that reason. I think "requested" is enough and better than enabled.
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Jenkins build this please |
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Jenkins build this please |
@KarellenX Wiki update is not possible at this moment (problem with screenshot upload). |
Yes, best to merge. No need to hold this up for the wiki. |
I've made a report here... https://github.com/xbmc/infrastructure/issues/48 |
Wiki page https://kodi.wiki/view/Player_process_info updated with new screenshot. |
At the bottom of the wiki page, you will see... |
Description
Added line to the debug OSD for Windows render method information.
For now, name and optional render method provided string.
With PR#23359 the intermediate target format will be added.
The DXVA render method returns the status of the Video Super Resolution feature.
Motivation and context
The render method changes depending on dxva support for input/output conversions and it's convenient to have the information on screen rather than in debug log only.
Same for the new dxva super video resolution scalers activation status.
How has this been tested?
Windows and auto/dxva/pixel shaders/software renderer render method settings, including situations with fallback from dxva to ps.
Unable to test super resolution, no suitable hardware on hand.
What is the effect on users?
Helpful for devs.
Screenshots (if appropriate):
Types of change
Checklist: