[FFmpeg-devel] [PATCH v4 03/11] libavutil/hwcontext_d3d11va: adding more texture information to the D3D11 hwcontext API

Soft Works softworkz at hotmail.com
Sat May 9 21:13:04 EEST 2020


> -----Original Message-----
> From: ffmpeg-devel <ffmpeg-devel-bounces at ffmpeg.org> On Behalf Of
> Hendrik Leppkes
> > >
> >
> > Of course there is a choice. Only support the new stuff. Afterall we
> > havent supported it at all for years now, so only supporting it on
> > newer drivers isn't the end of the world.
> >
> 
> To give an example for consistency:
> 
> d3d11va decoding will only ever decode into array-textures. So when I use
> d3d11va decoding, and then try to encode with qsvenc, it still fails on such
> systems, right?
> And not only that, it'll fail in mysterious ways.
> 
> When I'm decoding with qsvdec and it produces a list of textures, and the API
> user does not handle them, since its a new feature and a API change, it'll
> break mysteriously again.

Nothing will break when ffmpeg supports non-array textures, neither expected
nor mysteriously.

> Adding a confusing alternate way to store textures in the context seems less
> then ideal, even more so since its not necessary for up-to-date drivers. Let

It's not a confusing alternate way; non-array textures are just an alternate way
that hasn't been implemented in the ffmpeg code so far, that's all.

If you don't like the way how it's done, here's an alternate way that is probably 
a bit cleaner but also more verbose: https://github.com/softworkz/ffmpeg_dx11/commit/c09cc37ce7f513717493e060df740aa0e7374257

(if you wonder about the disabled locking: it's not required at all - neither for Intel,
Nvidia or AMD D3D11VA decoders, we could discuss that separately if you wish)

Best regards,
softworkz



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