On Tue, 9 May 2017 10:34:50 +0100 Mark Thompson <[email protected]> wrote:
> > How so? For dxva2, we do use a magic memcpy for uncached memory. > > Well, I assume the copy from surface to staging texture is driven by the GPU > (i.e. like the vaGetImage() case in VAAPI). Since magic memcpy sucks > epically on Braswell, this approach will end up being faster there. Oh I see. On the small selection we tested a while ago in mpv, d3d11 was consistently slower because of this, though. > > Fine, maybe: > > > > + AV_PIX_FMT_D3D11, ///< Direct3D11 texture (in particular for HW > > decoding through the new d3d11 hwaccel API), Picture.data[0] contains a > > ID3D11Texture2D pointer, and data[1] contains the texture array index of > > the frame as intptr_t if the ID3D11Texture2D is an array texture (or 0 if > > it's a normal texture) > > Sounds good to me. (Long line is long, I think move it to a /** */ block > before the value.) Good idea, it's not even the first format where this would be done. _______________________________________________ libav-devel mailing list [email protected] https://lists.libav.org/mailman/listinfo/libav-devel
