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* vo_opengl: D3D11VA + ANGLE interopwm42016-04-271-0/+2
| | | | | | | | | | | | | | | | | | | This uses ID3D11VideoProcessor to convert the video to a RGBA surface, which is then bound to ANGLE. Currently ANGLE does not provide any way to bind nv12 surfaces directly, so this will have to do. ID3D11VideoContext1 would give us slightly more control about the colorspace conversion, though it's still not good, and not available in MinGW headers yet. The video processor is created lazily, because we need to have the coded frame size, of which AVFrame and mp_image have no concept of. Doing the creation lazily is less of a pain than somehow hacking the coded frame size into mp_image. I'm not really sure how ID3D11VideoProcessorInputView is supposed to work. We recreate it on every frame, which is simple and hopefully doesn't affect performance.
* vo_direct3d, dxva2: use the same D3D devicewm42015-07-031-0/+13
Since we still read-back (and don't have hard plans on changing this), this doesn't have much of an advantage.