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.
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