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16th May 2016, 10:42 | #1561 | Link | |
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Let me know if it is OK.
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BeHappy, AviSynth audio transcoder. |
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16th May 2016, 11:14 | #1562 | Link |
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pinterf!
Please advice how install your 64 build. I am try first install stable release http://github.com/AviSynth/AviSynthP...Plus-r1576.exe and after replace Avisynth.dll in windows\system32 directory, but I can not use commands SetFilterMTMode and #Prefetch. yup. |
16th May 2016, 12:39 | #1564 | Link |
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@ yup:
If you ran the installer, I would expect it having already put the DLLs in place. I heavily doubt you should still replace DLLs in system directories after running the installer. |
16th May 2016, 13:07 | #1567 | Link |
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Staxrip test builds https://github.com/stax76/staxrip/bl.../test-build.md include avisynth+ installer with pinterf mods (perhaps not the very latest)
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16th May 2016, 13:11 | #1568 | Link |
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kypec You are right I ant install pinterf's build.
When I see simple script in Virtualdub64 Code:
Version() Where my fault? I am only replace dll after install r1576. yup. |
16th May 2016, 14:59 | #1577 | Link | |
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17th May 2016, 08:57 | #1578 | Link |
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I hope, this week I release a new version including that rgb resizer crop fix. Then I think we should create a version with real installer. Volunteer needed for this task.
After this I think I will clean the code a bit and merge back all my modifications to my master branch and get rid of the pfmod suffix. Clean code is a big advantage of this project. Without it I would not understand and reverse engineer the core in such a short time (my first debug logs were created two month ago). There are still many interesting tasks, qyot27 mentioned the possibility for using non MSVC compilers (clang?). Or playing with preparing the core for 16bit/float support, this will require an extended interface later. Btw. is there a roadmap in the old avisynth for supporting high bit depth in the near future? Can we expect a more dynamic development cycle there or we can experiment with it freely? I could ask them (who?) directly but maybe you, old guys here with broader knowledge on the avs history and developers can give some informations about it. |
17th May 2016, 09:00 | #1579 | Link | |
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I tried this list and this showed up corrupt Code:
nnedi3_rpow2(2) Code:
SetFilterMTMode("nnedi3_rpow2", MT_MULTI_INSTANCE) SVSuper, SVAnalyse and SVSmoothFps also has issues with MT=1 right now; better leave to MT=2 until it is fixed and the fixed DLLs are released with an update to InterFrame. They said there was a weird memory leak, and in either case, whether using MT=1 or MT=2, there is still a single SVP core running so it doesn't change much. You can add this to the list. ConvertToShader, ConvertFromShader and Shader support MT=1. ExecuteShader supports MT=2. Just released AviSynthShader v1.4 with Pinterf's code corrections and a few other fixes and improvements.
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FrameRateConverter | AvisynthShader | AvsFilterNet | Natural Grounding Player with Yin Media Encoder, 432hz Player, Powerliminals Player and Audio Video Muxer Last edited by MysteryX; 17th May 2016 at 09:08. |
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17th May 2016, 11:50 | #1580 | Link | |||
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Here's some information about 16-bit support http://avisynth.nl/index.php/High_bi..._with_Avisynth Previous efforts http://forum.doom9.org/showthread.php?t=162436 and what would be the advantages over using Stack16 format? 16-bit processing can be done right now with Stack16 format and AviSynthShader. In terms of major features, there are 2 options for next steps: 1. Getting x64 to work as expected 2. Implementing 16-bit support Which one is most important? I believe that fixing the code for x64 might uncover a few hidden issues affecting the x86 build. Working on 16-bit support is definitely more exciting to program. |
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