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authorwm4 <wm4@nowhere>2016-05-24 14:30:15 +0200
committerwm4 <wm4@nowhere>2016-05-24 14:30:15 +0200
commit8ff96f0216884f9bd3c60857e629a25aaa8704de (patch)
tree1f0dc15225a97006a9d3082dc4905c2e81af6627 /osdep
parentd941a57bd3c8d7a738c814a7da90ce7d04deac68 (diff)
downloadmpv-8ff96f0216884f9bd3c60857e629a25aaa8704de.tar.bz2
mpv-8ff96f0216884f9bd3c60857e629a25aaa8704de.tar.xz
hwdec_d3d11egl: call ID3D11DeviceContext::Flush
This must be called if a texture shared between D3D devices is updated. Often enough, the shared devices will be the same device, but ANGLE forces using shared surfaces. I suppose there is no guarantee the driver will do the expected thing. Internally, the driver could for example not insert the required barriers before the shared texture is used.
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