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author | James Ross-Gowan <rossy@jrg.systems> | 2017-11-01 22:38:41 +1100 |
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committer | James Ross-Gowan <rossy@jrg.systems> | 2017-11-07 20:27:13 +1100 |
commit | e7bf5576e599593b1bba5bbf2a7cd6d4270c7809 (patch) | |
tree | 8a91e157cbd47bdd6f9bdbb40f2b0722ad5d3d53 /video/filter/vf_vdpaupp.c | |
parent | b258d82d6eab5cec7f27f4d6780bf991d28aadef (diff) | |
download | mpv-e7bf5576e599593b1bba5bbf2a7cd6d4270c7809.tar.bz2 mpv-e7bf5576e599593b1bba5bbf2a7cd6d4270c7809.tar.xz |
vo_gpu: hwdec_d3d11va: allow zero-copy video decoding
Like the manual says, this is technically undefined behaviour. See:
https://msdn.microsoft.com/en-us/library/windows/desktop/ff476085.aspx
In particular, MSDN says texture arrays created with the BIND_DECODER
flag cannot be used with CreateShaderResourceView, which means they
can't be sampled through SRVs like normal Direct3D textures. However,
some programs (Google Chrome included) do this anyway for performance
and power-usage reasons, and it appears to work with most drivers.
Older AMD drivers had a "bug" with zero-copy decoding, but this appears
to have been fixed. See #3255, #3464 and http://crbug.com/623029.
Diffstat (limited to 'video/filter/vf_vdpaupp.c')
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