Starting from Windows 8, users can create SRV from video resource
and bind it to shaders directly. This can avoid unnecessary memcpy
(ID3D11DeviceContext::CopyResource, etc), so create texture with
[D3D11_BIND_SHADER_RESOURCE] as decoder's output if possible.

Signed-off-by: Wang Chuan <ouchu...@outlook.com>
---
 libavcodec/dxva2.c            |  2 +-
 libavutil/hwcontext_d3d11va.c | 10 ++++++++++
 2 files changed, 11 insertions(+), 1 deletion(-)

diff --git a/libavcodec/dxva2.c b/libavcodec/dxva2.c
index 568d686f39..15b25d793c 100644
--- a/libavcodec/dxva2.c
+++ b/libavcodec/dxva2.c
@@ -645,7 +645,7 @@ int ff_dxva2_common_frame_params(AVCodecContext *avctx,
     if (frames_ctx->format == AV_PIX_FMT_D3D11) {
         AVD3D11VAFramesContext *frames_hwctx = frames_ctx->hwctx;
 -        frames_hwctx->BindFlags |= D3D11_BIND_DECODER;
+ frames_hwctx->BindFlags |= (D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE);
     }
 #endif
 diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c
index 8ab96bad25..97ffd745bd 100644
--- a/libavutil/hwcontext_d3d11va.c
+++ b/libavutil/hwcontext_d3d11va.c
@@ -203,6 +203,11 @@ static AVBufferRef *d3d11va_alloc_single(AVHWFramesContext *ctx)
     };
hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &tex);
+    if (FAILED(hr) && (texDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
+ av_log(ctx, AV_LOG_ERROR, "Could not create the texture with [D3D11_BIND_SHADER_RESOURCE] flag");
+        texDesc.BindFlags &= ~D3D11_BIND_SHADER_RESOURCE;
+ hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &tex);
+    }
     if (FAILED(hr)) {
av_log(ctx, AV_LOG_ERROR, "Could not create the texture (%lx)\n", (long)hr);
         return NULL;
@@ -278,6 +283,11 @@ static int d3d11va_frames_init(AVHWFramesContext *ctx)
         }
} else if (!(texDesc.BindFlags & D3D11_BIND_RENDER_TARGET) && texDesc.ArraySize > 0) { hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &hwctx->texture); + if (FAILED(hr) && (texDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) { + av_log(ctx, AV_LOG_ERROR, "Could not create the texture with [D3D11_BIND_SHADER_RESOURCE] flag");
+            texDesc.BindFlags &= ~D3D11_BIND_SHADER_RESOURCE;
+ hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &hwctx->texture);
+        }
         if (FAILED(hr)) {
av_log(ctx, AV_LOG_ERROR, "Could not create the texture (%lx)\n", (long)hr);
             return AVERROR_UNKNOWN;
--
2.35.1

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