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Various alignment adjustments.
[dcpomatic.git]
/
src
/
wx
/
gl_video_view.cc
diff --git
a/src/wx/gl_video_view.cc
b/src/wx/gl_video_view.cc
index 4c51326d384cc01da7fe7d71f65242f575beff74..6288a24a3e1e7b350cbd94b593781b5d575ca786 100644
(file)
--- a/
src/wx/gl_video_view.cc
+++ b/
src/wx/gl_video_view.cc
@@
-497,9
+497,12
@@
GLVideoView::draw (Position<int>, dcp::Size)
void
GLVideoView::set_image (shared_ptr<const PlayerVideo> pv)
{
void
GLVideoView::set_image (shared_ptr<const PlayerVideo> pv)
{
-
auto
video = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true);
+
shared_ptr<const Image>
video = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true);
- DCPOMATIC_ASSERT (!video->aligned());
+ /* Only the player's black frames should be aligned at this stage, so this should
+ * almost always have no work to do.
+ */
+ video = Image::ensure_aligned (video, false);
/** If _optimise_for_j2k is true we render a XYZ image, doing the colourspace
* conversion, scaling and video range conversion in the GL shader.
/** If _optimise_for_j2k is true we render a XYZ image, doing the colourspace
* conversion, scaling and video range conversion in the GL shader.