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${ noResults }
6 Commits (67e1013a961e2f5dad467dd874d15819788080c0)
Author | SHA1 | Message | Date |
---|---|---|---|
Artem Galin | 4f78711f9c |
libavutil/hwcontext_d3d11va: adding more texture information to the D3D11 hwcontext API
Microsoft VideoProcessor requires texture with D3DUSAGE_RENDERTARGET flag as output. There is no way to allocate array of textures with D3D11_BIND_RENDER_TARGET flag and .ArraySize > 2 by ID3D11Device_CreateTexture2D due to the Microsoft limitation. Adding AVD3D11FrameDescriptors array to store array of single textures instead of texture with multiple slices resolves this. Signed-off-by: Artem Galin <artem.galin@intel.com> |
3 years ago |
Timo Rothenpieler | 6fb6170776 |
hwcontext_d3d11va: add missing stdint.h include
This caused checkheaders to fail on cygwin on this file. |
7 years ago |
Hendrik Leppkes | 15b00aea41 |
hwcontext_d3d11va: use correct license header
|
7 years ago |
wm4 | 289d387330 |
hwcontext_d3d11va: add option to enable debug mode
Basically copied from VLC (LGPL):
http://git.videolan.org/?p=vlc.git;a=blob;f=modules/video_output/win32/direct3d11.c;h=e9fcb83dcabfe778f26e63d19f218caf06a7c3ae;hb=HEAD#l1482
http://git.videolan.org/?p=vlc.git;a=blob;f=modules/codec/avcodec/d3d11va.c;h=85e7d25caebc059a9770da2ef4bb8fe90816d76d;hb=HEAD#l599
Merges Libav commit
|
7 years ago |
wm4 | 8d7fdba7b8 |
dxva: support DXGI_FORMAT_420_OPAQUE decoding
Some devices (some phones, apparently) will support only this opaque
format. Of course this won't work with CLI, because copying data
directly is not supported.
Automatic frame allocation (setting AVCodecContext.hw_device_ctx) does
not support this mode, even if it's the only supported mode. But since
opaque surfaces are generally less useful, that's probably ok.
Merges Libav commit
|
7 years ago |
wm4 | 3303511f33 |
lavu: add new D3D11 pixfmt and hwcontext
To be used with the new d3d11 hwaccel decode API.
With the new hwaccel API, we don't want surfaces to depend on the
decoder (other than the required dimension and format). The old D3D11VA
pixfmt uses ID3D11VideoDecoderOutputView pointers, which include the
decoder configuration, and thus is incompatible with the new hwaccel
API. This patch introduces AV_PIX_FMT_D3D11, which uses ID3D11Texture2D
and an index. It's simpler and compatible with the new hwaccel API.
The introduced hwcontext supports only the new pixfmt.
Frame upload code untested.
Significantly based on work by Steve Lhomme <robux4@gmail.com>, but with
heavy changes/rewrites.
Merges Libav commit
|
7 years ago |
wm4 | cfc9e7c94e |
hwcontext_d3d11va: add option to enable debug mode
Basically copied from VLC (LGPL): http://git.videolan.org/?p=vlc.git;a=blob;f=modules/video_output/win32/direct3d11.c;h=e9fcb83dcabfe778f26e63d19f218caf06a7c3ae;hb=HEAD#l1482 http://git.videolan.org/?p=vlc.git;a=blob;f=modules/codec/avcodec/d3d11va.c;h=85e7d25caebc059a9770da2ef4bb8fe90816d76d;hb=HEAD#l599 Signed-off-by: Luca Barbato <lu_zero@gentoo.org> |
8 years ago |
wm4 | 5030e3856c |
dxva: support DXGI_FORMAT_420_OPAQUE decoding
Some devices (some phones, apparently) will support only this opaque format. Of course this won't work with CLI, because copying data directly is not supported. Automatic frame allocation (setting AVCodecContext.hw_device_ctx) does not support this mode, even if it's the only supported mode. But since opaque surfaces are generally less useful, that's probably ok. Signed-off-by: Luca Barbato <lu_zero@gentoo.org> |
8 years ago |
wm4 | fff90422d1 |
lavu: add new D3D11 pixfmt and hwcontext
To be used with the new d3d11 hwaccel decode API. With the new hwaccel API, we don't want surfaces to depend on the decoder (other than the required dimension and format). The old D3D11VA pixfmt uses ID3D11VideoDecoderOutputView pointers, which include the decoder configuration, and thus is incompatible with the new hwaccel API. This patch introduces AV_PIX_FMT_D3D11, which uses ID3D11Texture2D and an index. It's simpler and compatible with the new hwaccel API. The introduced hwcontext supports only the new pixfmt. Frame upload code untested. Significantly based on work by Steve Lhomme <robux4@gmail.com>, but with heavy changes/rewrites. Signed-off-by: Diego Biurrun <diego@biurrun.de> |
8 years ago |