From: Wang Chuan <ouchuanm@outlook.com> To: ffmpeg-devel@ffmpeg.org Subject: [FFmpeg-devel] [PATCH] d3d11va: let user can create SRV from output Date: Wed, 9 Mar 2022 14:56:19 +0800 Message-ID: <ME3PR01MB562442911EA9A24F5402E084DA0A9@ME3PR01MB5624.ausprd01.prod.outlook.com> (raw) Starting from Windows 8, users can create SRV from video resource and bind it to shaders directly. This can avoid unnecessary memcpy (ID3D11DeviceContext::CopyResource, etc), so create texture with [D3D11_BIND_SHADER_RESOURCE] as decoder's output if possible. Signed-off-by: Wang Chuan <ouchuanm@outlook.com> --- libavcodec/dxva2.c | 2 +- libavutil/hwcontext_d3d11va.c | 10 ++++++++++ 2 files changed, 11 insertions(+), 1 deletion(-) diff --git a/libavcodec/dxva2.c b/libavcodec/dxva2.c index 568d686f39..15b25d793c 100644 --- a/libavcodec/dxva2.c +++ b/libavcodec/dxva2.c @@ -645,7 +645,7 @@ int ff_dxva2_common_frame_params(AVCodecContext *avctx, if (frames_ctx->format == AV_PIX_FMT_D3D11) { AVD3D11VAFramesContext *frames_hwctx = frames_ctx->hwctx; - frames_hwctx->BindFlags |= D3D11_BIND_DECODER; + frames_hwctx->BindFlags |= (D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE); } #endif diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c index 8ab96bad25..97ffd745bd 100644 --- a/libavutil/hwcontext_d3d11va.c +++ b/libavutil/hwcontext_d3d11va.c @@ -203,6 +203,11 @@ static AVBufferRef *d3d11va_alloc_single(AVHWFramesContext *ctx) }; hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &tex); + if (FAILED(hr) && (texDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) { + av_log(ctx, AV_LOG_ERROR, "Could not create the texture with [D3D11_BIND_SHADER_RESOURCE] flag"); + texDesc.BindFlags &= ~D3D11_BIND_SHADER_RESOURCE; + hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &tex); + } if (FAILED(hr)) { av_log(ctx, AV_LOG_ERROR, "Could not create the texture (%lx)\n", (long)hr); return NULL; @@ -278,6 +283,11 @@ static int d3d11va_frames_init(AVHWFramesContext *ctx) } } else if (!(texDesc.BindFlags & D3D11_BIND_RENDER_TARGET) && texDesc.ArraySize > 0) { hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &hwctx->texture); + if (FAILED(hr) && (texDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) { + av_log(ctx, AV_LOG_ERROR, "Could not create the texture with [D3D11_BIND_SHADER_RESOURCE] flag"); + texDesc.BindFlags &= ~D3D11_BIND_SHADER_RESOURCE; + hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &hwctx->texture); + } if (FAILED(hr)) { av_log(ctx, AV_LOG_ERROR, "Could not create the texture (%lx)\n", (long)hr); return AVERROR_UNKNOWN; -- 2.35.1 _______________________________________________ ffmpeg-devel mailing list ffmpeg-devel@ffmpeg.org https://ffmpeg.org/mailman/listinfo/ffmpeg-devel To unsubscribe, visit link above, or email ffmpeg-devel-request@ffmpeg.org with subject "unsubscribe".
next reply other threads:[~2022-03-09 6:56 UTC|newest] Thread overview: 2+ messages / expand[flat|nested] mbox.gz Atom feed top 2022-03-09 6:56 Wang Chuan [this message] 2022-03-09 7:20 ` Hendrik Leppkes
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