int GameSettings::save() { if (globalOptions) globalOptions->save(); createProfileFolders(); checkProfile(); return 1; }
const d3d_format_t* VideoDecoderD3DPrivate::getFormat(const AVCodecContext *avctx, const QVector<GUID> &guids, GUID* selected) const { foreach (const GUID& g, guids) { const dxva2_mode_t *mode = Dxva2FindMode(&g); if (mode) { qDebug("- '%s' is supported by hardware", mode->name); } else { qDebug("- Unknown GUID = %08X-%04x-%04x-%02x-%02x-%02x-%02x-%02x-%02x-%02x-%02x", (unsigned)g.Data1, g.Data2, g.Data3 , g.Data4[0], g.Data4[1] , g.Data4[2], g.Data4[3], g.Data4[4], g.Data4[5], g.Data4[6], g.Data4[7]); } } /* Try all supported mode by our priority */ const dxva2_mode_t *mode = dxva2_modes; for (; mode->name; ++mode) { if (!mode->codec || mode->codec != avctx->codec_id) { qDebug("codec does not match to %s: %s", avcodec_get_name(avctx->codec_id), avcodec_get_name((AVCodecID)mode->codec)); continue; } qDebug("D3D found codec: %s. Check runtime support for the codec.", mode->name); bool is_supported = false; //TODO: find_if foreach (const GUID& g, guids) { if (IsEqualGUID(*mode->guid, g)) { is_supported = true; break; } } if (is_supported) { qDebug("Check profile support: %s", AVDecoderPrivate::getProfileName(avctx)); is_supported = checkProfile(mode, avctx->profile); } if (!is_supported) continue; int dxfmt = fourccFor(mode->guid); if (!dxfmt) continue; if (selected) *selected = *mode->guid; return D3dFindFormat(dxfmt); } return NULL; }
void ControlPanel::on_actionStart_Reflow_triggered() { _reflowStartTime.start(); ui->reflowGraph->clearGraph(); ui->actionStart_Reflow->setEnabled(false); ui->actionStop_Reflow->setEnabled(true); _ovenManager->setFilamentsEnabled(true); connect(_ovenManager, &OvenManager::readingsRead, this, &ControlPanel::logReadings); _nextTarget = _profile.getProfile().constBegin(); checkProfile(); _ovenManager->setTargetTemperature(_nextTarget.value()); ui->statusBar->showMessage(QString("Target temperature: %1C").arg(_nextTarget.value())); _reflowTimer->start(); }
//------------------------------------------------------------------ // set current ac/dc throttle and activate that //------------------------------------------------------------------ BOOL setState( BOOL ac, BYTE policy ) { checkProfile( 1 ); if( ac ) { acThrottle = policy; mach.ProcessorPolicyAc.DynamicThrottle = policy; } else { dcThrottle = policy; mach.ProcessorPolicyDc.DynamicThrottle = policy; } if( !WriteProcessorPwrScheme(internalProfile,&mach) ) return FALSE; if( !SetActivePwrScheme(internalProfile,NULL,NULL) ) return FALSE; return TRUE; }
void GameSettings::reloadProfile() { SAFE_DELETE(profileOptions); checkProfile(); }