[FFmpeg-devel] [PATCH v4 03/11] libavutil/hwcontext_d3d11va: adding more texture information to the D3D11 hwcontext API
Max Dmitrichenko
maxim.d33 at gmail.com
Sat May 9 21:28:25 EEST 2020
On Sat, May 9, 2020 at 7:48 PM Hendrik Leppkes <h.leppkes at gmail.com> wrote:
> On Sat, May 9, 2020 at 7:18 PM Max Dmitrichenko <maxim.d33 at gmail.com>
> wrote:
> >
> > On Sat, May 9, 2020 at 3:18 PM Hendrik Leppkes <h.leppkes at gmail.com>
> wrote:
> >
> > > On Sat, May 9, 2020 at 2:11 PM Max Dmitrichenko <maxim.d33 at gmail.com>
> > > wrote:
> > > >
> > > > Question about array-textures: are there any confirmation that with
> any
> > > > BindFlags combination it is should be possible to create such
> texture?
> > > > Most importantly D3D11_BIND_RENDER_TARGET.
> > > >
> > >
> > > More interestingly, is there any evidence that this is in fact not
> > > possible?
> > > I see no mention of any limitations like that in the D3D11
> documentation.
> > >
> > > Where does this condition then come from?
> > >
> > >
> > MSFT documentation is not share much details,
> > Try following https://pastebin.com/iCPrwUem
> > see #if condition for easy check
> >
>
> Did you ever try reducing the number of bind flags?
> Flagging it both for decoder and renderer usage at the same time seems
> slightly overkill to me, afterall only one of those processes is going
> to fill the texture, and you could (and maybe should) use a different
> pool if you want renderer target textures, for eg. filtering?
>
>
both flags: D3D11_BIND_DECODER ( output from the decoder API ) and
D3D11_BIND_VIDEO_ENCODER
(input from the video encoder API) work fine
for ArraySize > 1 / array-textures
where more complex cases , like with D3D11_BIND_RENDER_TARGET seems to be
gap
with one texture in AVHWFramesContext,
unless we have several AVHWFramesContext,
is this a case?
regards
Max
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