Aug 29, 2023, 06:15 by [email protected]:
> +
> + /**
> + * Specifed by sync=1 when init d3d12va
> + *
> + * Execute commands as sync mode
> + */
> + int sync;
>
This is not needed, particularly in the public API.
> + if (download) {
> + ID3D12GraphicsCommandList_ResourceBarrier(s->command_list, 1,
> &barrier);
> +
> + ID3D12GraphicsCommandList_CopyTextureRegion(s->command_list,
> + &staging_y_location, 0, 0, 0, &texture_y_location, NULL);
> +
> + ID3D12GraphicsCommandList_CopyTextureRegion(s->command_list,
> + &staging_uv_location, 0, 0, 0, &texture_uv_location, NULL);
> +
> + barrier.Transition.StateBefore = barrier.Transition.StateAfter;
> + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
> + ID3D12GraphicsCommandList_ResourceBarrier(s->command_list, 1,
> &barrier);
> +
> + DX_CHECK(ID3D12GraphicsCommandList_Close(s->command_list));
> +
> + if (!hwctx->sync)
> + DX_CHECK(ID3D12CommandQueue_Wait(s->command_queue,
> sync_ctx->fence, sync_ctx->fence_value));
This is wrong. When downloading to RAM, the frames must
always be available and fully downloaded by the time the function
returns. Therefore, a wait must always occur.
Since this is the only place where sync is used, better remove the
option altogether.
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