| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
For some braindead reason, Microsoft decided to prevent you from
dynamically loading system libraries. This makes portability harder.
And we're talking about portability between Microsoft OSes!
|
|
|
|
|
|
|
|
|
|
|
|
| |
This partially reverts the change from a longer time ago to always build
DXVA2 and D3D11VA together.
To make it simpler, we change the following:
- building with ANGLE headers is now required to build D3D hwaccels
- if DXVA2 is enabled, D3D11VA is still forcibly built
- the CLI vo_opengl ANGLE backend is now under --egl-angle-win32
This is done to reduce the dependency mess slightly.
|
|
|
|
|
|
| |
Unfortunately quite a mess, in particular due to the need to have some
compatibility with the old API. (The old API will be supported only in
short term.)
|
|
|
|
|
|
|
|
| |
Until now, the texture pointer was stored in plane 1, and the texture
array index was in plane 2. Move this down to plane 0 and plane 1. This
is to align it to the new WIP D3D11 decoding API in Libav, where we
decided that there is no reason to avoid setting plane 0, and that it
would be less weird to start at plane 0.
|
|
|
|
|
|
|
|
|
|
|
|
| |
We always want to use __declspec(selectany) to declare GUIDs, but
manually including <initguid.h> in every file that used GUIDs was
error-prone. Since all <initguid.h> does is define INITGUID and include
<guiddef.h>, we can remove all references to <initguid.h> and just
compile with -DINITGUID to get the same effect.
Also, this partially reverts 622bcb0 by re-adding libuuid.a to the
build, since apparently some GUIDs (such as GUID_NULL) are not declared
in the source file, even when INITGUID is set.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
No method of taking a screenshot was implemented at all. vo_opengl
lacked window screenshotting, because ANGLE doesn't allow reading the
frontbuffer. There was no way to read back from a D3D11 texture either.
Implement reading image data from D3D11 textures. This is a low-quality
effort to get basic screenshots done. Eventually there will be a better
implementation: once we use AVHWFramesContext natively, the readback
implementation will be in libavcodec, and will be able to cache the
staging texture correctly. Hopefully. (For now it doesn't even have a
AVHWFramesContext for D3D11 yet. But the abstraction is more appropriate
for this purpose.)
|
|
|
|
|
|
|
|
| |
OK, this was dumb. The file didn't have much to do with ANGLE, and the
functionality can simply be moved to d3d.c. That file contains helpers
for decoding, but can always be present (on Windows) since it doesn't
access any D3D specific libavcodec APIs. Thus it doesn't need to be
conditionally built like the actual hwaccel wrappers.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
For some reason, the d3d9/dxva2/d3d11 DLLs are still optional. But we
don't need to try so hard to keep exact references. In fact, there's no
reason to unload them at all.
So load them once in a central place. For simplicity, the d3d9/d3d11
backends both load all DLLs. (They will error out only if the required
DLLs could not be loaded.)
In theory, we could just call LoadLibrary multiple times (without
calling FreeLibrary), but I'm slightly worried that this could be
detected as a "bug", or that the reference count could even have a low
static limit that could be hit soon.
|
|
|
|
| |
Fixes hardware decoding of most mpeg2 things.
|
|
|
|
| |
Slight simplification, IMHO.
|
|
|
|
|
|
|
|
| |
In particular, this moves the depth test to common code.
Should be functionally equivalent, except that for DXVA2, the
IDirectXVideoDecoderService_GetDecoderRenderTargets API is called
more often potentially.
|
|
|
|
| |
Gets rid of some silliness, and might be useful in the future.
|
|
|
|
|
|
| |
This seems to cause problems, so only use it if H264_E is not available.
fixes #3059
|
|
|
|
|
|
| |
Commit f009d16f accidentally broke it.
Thanks to RiCON for noticing and testing.
|
|
|
|
|
|
|
|
|
|
| |
Some functions which expected a codec name (i.e. the name of the video
format itself) were passed a decoder name. Most "native" libavcodec
decoders have the same name as the codec, so this was never an issue.
This should mean that e.g. using "--vd=lavc:h264_mmal --hwdec=mmal"
should now actually enable native surface mode (instead of doing copy-
back).
|
|
This commit adds the d3d11va-copy hwdec mode using the ffmpeg d3d11va
api. Functions in common with dxva2 are handled in a separate decode/d3d.c
file. A future commit will rewrite decode/dxva2.c to share this code.
|