| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
All of this was dead code and completely unused.
get_buffer2_hwdec() is the biggest chunk. One unfortunate thing about it
is that, while it was active, it could perform a software fallback much
faster, because it didn't have to wait until a full frame is decoded (it
actually decoded a full frame, but the current code has to decode many
more frames due to the codec delay, because the current code waits until
the API returns a decoded frame.) We should probably restore the latter,
although since it's an optional optimization, and the current behavior
doesn't change with the removal of this code, don't actually do anything
about it.
|
|
|
|
|
|
|
|
|
| |
Now you need FFmpeg git, or something.
This also gets rid of the last real use of gpu_memcpy(). libavutil does
that itself. (vaapi.c still used it, but it was essentially unused,
because the code path isn't really in use anymore. It wasn't even
included due to the d3d-hwaccel dependency in wscript.)
|
|
|
|
|
|
|
|
| |
They have been deprecated for a decade, yet you're forced to explicitly
deal with them at every step, or they will break your shit.
FFmpeg insists on keeping them, because libavfilter is too stupid to
deal with color ranges properly. Ridiculous.
|
|
|
|
|
|
|
| |
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!
|
|
|
|
|
|
| |
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.)
|
|
|
|
| |
Apparently it has been broken since forever?
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
FFmpeg could crash with vaapi (new) and --vo=opengl + interpolation.
It seems the actual surface count the old vaapi code uses (and which
usually never exceeded the preallocated amount) was higher than what
was used for the new vaapi code, so just correct that. The d3d helpers
also had weird code that bumped the real pool size, fix them as well.
Why this would result in an assertion failure instead of a proper error,
who knows.
|
|
Should have done this a long time ago.
d3d.c remains as it is, because it's just a bunch of helper functions.
|