No need to loop through the known surfaces, we'll use the requested surface
anyway.
The loop is only done for DXVA2.
Signed-off-by: Anton Khirnov <anton@khirnov.net>
The decoding buffer index expected by D3D11VA is the one from the
ID3D11Texture2D not the one from the ID3D11VideoDecoderOutputView array
in AVD3D11VAContext.
Otherwise, when providing decoder slices that do not start from 0,
pictures appear in bogus order. For an invalid index crashes and
image corruption can occur.
Signed-off-by: Diego Biurrun <diego@biurrun.de>
The assumption of (MPEG) Picture and H264Picture layout matching might
not hold true in the future.
Signed-off-by: Hendrik Leppkes <h.leppkes@gmail.com>
Most of the changes are just trivial are just trivial replacements of
fields from MpegEncContext with equivalent fields in H264Context.
Everything in h264* other than h264.c are those trivial changes.
The nontrivial parts are:
1) extracting a simplified version of the frame management code from
mpegvideo.c. We don't need last/next_picture anymore, since h264 uses
its own more complex system already and those were set only to appease
the mpegvideo parts.
2) some tables that need to be allocated/freed in appropriate places.
3) hwaccels -- mostly trivial replacements.
for dxva, the draw_horiz_band() call is moved from
ff_dxva2_common_end_frame() to per-codec end_frame() callbacks,
because it's now different for h264 and MpegEncContext-based
decoders.
4) svq3 -- it does not use h264 complex reference system, so I just
added some very simplistic frame management instead and dropped the
use of ff_h264_frame_start(). Because of this I also had to move some
initialization code to svq3.
Additional fixes for chroma format and bit depth changes by
Janne Grunau <janne-libav@jannau.net>
Signed-off-by: Anton Khirnov <anton@khirnov.net>