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
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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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