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14th January 2020, 13:25 | #581 | Link | |
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I also wonder why it produces very slightly different results (detail-wise) to the LSB method. I was under the impression that despite the different approach to high bit depth processing, the results should be 100% identical. |
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21st May 2020, 12:35 | #582 | Link | |
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AVSRepoGUI // VSRepoGUI - Package Manager for AviSynth // VapourSynth VapourSynth Portable FATPACK || VapourSynth Database |
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16th June 2020, 02:36 | #586 | Link |
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These issues have been solved in Avisynth+ v3.6.1. No official release yet, for now download test 8 here: https://forum.doom9.org/showthread.php?t=181351
As for TMM2, download update here: https://github.com/Asd-g/TMM2/releases |
16th June 2020, 03:01 | #587 | Link |
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Thanks so much for the reply!
TMM2 seems to work fine with test 8. Unfortunately, still no dice with AvisynthShader. I'm getting exactly the same system exception. Line 218 in Shader.avsi reads: ExecuteShader(last, Input, Precision=3, Clip1Precision=PrecisionIn, OutputPrecision=PrecisionOut, PlanarOut=PlanarOut, Engines=Engines, Resource=true) convert ? ConvertFromShader(PrecisionOut, format=sourceFormat, lsb=lsb_out) : last Last edited by markiemarcus; 16th June 2020 at 03:05. |
17th June 2020, 16:44 | #588 | Link |
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By popular demand, v1.6.6 is released!
- Updated headers to support Avisynth+ 3.6 I didn't do much testing so let me know if you encounter any issues. |
17th June 2020, 17:11 | #589 | Link |
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Cheers MX
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I sometimes post sober. StainlessS@MediaFire ::: AND/OR ::: StainlessS@SendSpace "Some infinities are bigger than other infinities", but how many of them are infinitely bigger ??? |
17th June 2020, 17:34 | #590 | Link |
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https://github.com/mysteryx93/AviSyn...0a84bb01acR156
I think you slipped b = in your edits, didn't tested though |
17th June 2020, 20:33 | #591 | Link | |
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17th June 2020, 23:55 | #592 | Link | |
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Edit: Seems to work fine here. Last edited by markiemarcus; 18th June 2020 at 00:20. |
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18th June 2020, 23:20 | #593 | Link | |
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There is no env->Allocate/env->GetEnvProperty for anything than V8 interface. Last edited by StvG; 18th June 2020 at 23:23. |
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19th June 2020, 00:48 | #594 | Link | |
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Perhaps supporting older versions of AVS+ isn't important; if we consider it to have a more unstable API so far. Those using AVS+ can get the latest version of it. No reason to not upgrade. |
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19th June 2020, 01:09 | #595 | Link |
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see how asd and pinterf did it
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19th June 2020, 02:02 | #596 | Link | |
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19th June 2020, 02:04 | #597 | Link | |
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24th June 2020, 12:15 | #598 | Link |
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Hi, I'm not sure what's happening here:
Code:
clip = BlankClip(width = 100, height = 100) W = clip.Width H = clip.Height ConvertToShader(clip, Precision = 1) for (i = 1, 2) { W = W * 2 H = H * 2 Shader("shader.hlsl", output = 2) Shader("shader.hlsl", clip1 = 2, Width = W, Height = H) } ExecuteShader(last, clip, Clip1Precision = 1, Precision = 3, OutputPrecision = 1) ConvertFromShader(Precision = 1, Format = "RGB32") |
24th June 2020, 16:49 | #599 | Link | |
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Output=1 needs to be the final output, so you may have to start with outputs 2, 3 and 4 for processing. |
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24th June 2020, 18:11 | #600 | Link |
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Thanks, I tested it and you're right.
EDIT: Well, it works, but I'm not sure if the explanation is correct. This is what I've done: Code:
clip = BlankClip(width = 100, height = 100) W = clip.Width H = clip.Height ConvertToShader(clip, Precision = 1) for (i = 1, 2) { W = W * 2 H = H * 2 Shader("shader.hlsl", output = i+1) Shader("shader.hlsl", clip1 = i+1, Width = W, Height = H) } ExecuteShader(last, clip, Clip1Precision = 1, Precision = 3, OutputPrecision = 1) ConvertFromShader(Precision = 1, Format = "RGB32") 1 - Setting the size: Shader("shader.hlsl", output = 2, Width = x, Height = y) 2 - Using a parameter: Shader("shader.hlsl", Param2 = size, output = 2) or doing the above. Last edited by Alexkral; 24th June 2020 at 18:54. |
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