ffmpeg | branch: master | Michael Niedermayer <mich...@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 <mich...@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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