[FFmpeg-cvslog] avfilter/vf_xfade: Compute w2, h2 with float

Michael Niedermayer git at videolan.org
Sun Aug 11 14:22:53 EEST 2024


ffmpeg | branch: master | Michael Niedermayer <michael at niedermayer.cc> | Thu Jul 11 00:17:39 2024 +0200| [b98125e5a52c2f96dc02380f8f7e3bb16752765b] | committer: Michael Niedermayer

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 at niedermayer.cc>

> http://git.videolan.org/gitweb.cgi/ffmpeg.git/?a=commit;h=b98125e5a52c2f96dc02380f8f7e3bb16752765b
---

 libavfilter/vf_xfade.c | 8 ++++----
 1 file changed, 4 insertions(+), 4 deletions(-)

diff --git a/libavfilter/vf_xfade.c b/libavfilter/vf_xfade.c
index f61c7083dc..e97117704a 100644
--- a/libavfilter/vf_xfade.c
+++ b/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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