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authorwm4 <nfxjfg@googlemail.com>2017-06-22 15:52:56 +0300
committerwm4 <nfxjfg@googlemail.com>2017-06-27 19:05:02 +0300
commit8d7fdba7b8670db9dd5023dde6fe3a06674933c4 (patch)
tree0a5731479f026e851bb1a0ea79f3517c83ae69ca /libavutil/hwcontext_d3d11va.h
parent6f5ff3269b12776a32b12887128ba034ad86e08b (diff)
dxva: support DXGI_FORMAT_420_OPAQUE decoding
Some devices (some phones, apparently) will support only this opaque format. Of course this won't work with CLI, because copying data directly is not supported. Automatic frame allocation (setting AVCodecContext.hw_device_ctx) does not support this mode, even if it's the only supported mode. But since opaque surfaces are generally less useful, that's probably ok. Merges Libav commit 5030e3856c2126fb829edb828f5aae011d178eb4. Signed-off-by: Luca Barbato <lu_zero@gentoo.org>
Diffstat (limited to 'libavutil/hwcontext_d3d11va.h')
-rw-r--r--libavutil/hwcontext_d3d11va.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/libavutil/hwcontext_d3d11va.h b/libavutil/hwcontext_d3d11va.h
index 676349d7b8..d41451580e 100644
--- a/libavutil/hwcontext_d3d11va.h
+++ b/libavutil/hwcontext_d3d11va.h
@@ -26,6 +26,10 @@
* The default pool implementation will be fixed-size if initial_pool_size is
* set (and allocate elements from an array texture). Otherwise it will allocate
* individual textures. Be aware that decoding requires a single array texture.
+ *
+ * Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to
+ * DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for
+ * this format. Refer to MSDN for details.
*/
#include <d3d11.h>