On Tue, Mar 10, 2020 at 10:36 PM Soft Works <softwo...@hotmail.com> wrote:

>
> > -----Original Message-----
> > From: ffmpeg-devel <ffmpeg-devel-boun...@ffmpeg.org> On Behalf Of
> > Artem Galin
> > Sent: Tuesday, March 10, 2020 5:10 PM
> > To: FFmpeg development discussions and patches <ffmpeg-
> > de...@ffmpeg.org>
> > Subject: Re: [FFmpeg-devel] [PATCH v2] lavc/qsv: adding DX11 support
> >
> > Any comments on updated patch by link below:
> > https://patchwork.ffmpeg.org/project/ffmpeg/patch/20200306130954.8938-
> > 1-artem.ga...@gmail.com/
>
> I don't see any comments there.
>
>
I can help commenting below:
> Allow selection of a specific DXGI adapter
QSV can make use only one Intel's adapter
for currently available HW,
if changed in the future - this comment should be addressed.

> Change filters to support mfxHandlePair
Filters should come in next patches,
This is initial implementation which will establish base for later filters
change(s).

> Allow deriving from D3D11VA hw context
please explain more to this comment.


> [...]
>
> > > >>
> > > > Could you help me to reproduce this unusual behavior where texture
> > > > need
> > > not
> > > > be the same for all frames in a frames context?
> > >
> > > It's the default behaviour of a D3D11 frames context; it only makes a
> > > single array texture when you set a fixed size at the start
> > > (specifically for the decode use-case which requires a single array
> > > texture).  So for example d3d11 + hwupload filter will do this.
>
> The D3D11 hardware context needs to be extended to support non-array
> texture-pools. Otherwise a significant range of graphics devices would fail
> to work (practically all that don’t have drivers supporting the most
> recent SDK
> versions.
>
>
preferences of ffmpeg is to keep using array-texture
and therefore goal of patch to add such implementation,

Current QSV HW and drivers already support array-texture,
no issue here.


> softworkz
>

regards
Max
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