>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.
There's another place where it's used. It's designed for API users to blocking
wait every decoded frame.
In end_frame() call in d3d12va_decode.c.
if (ctx->device_ctx->sync) {
ret = d3d12va_wait_idle(ctx->sync_ctx);
if (ret < 0)
return ret;
}
That's why when downloading, you don't have to wait again if hwctx->sync is
specified. The frame has already been blocking synced in decoding process.
But yes I agree it's not that needed. I'll remove the whole design in next
version.
Thanks,
Tong
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