[vlc-devel] [PATCH] DXVA2: output opaque GPU surfaces that can be used directly by D3D9
robux4 at videolabs.io
Tue Apr 28 15:00:47 CEST 2015
On Tue, Apr 28, 2015 at 2:29 PM, Jean-Baptiste Kempf <jb at videolan.org> wrote:
> On 28 Apr, Steve Lhomme wrote :
>> Ok, then it has to come before the other commits to avoid breaking the builds.
> Yes. See the multiple-git send mail with cover-letters.
>> IMO it should go with the direct3d9 GPU opaque support commit. It
>> cannot work without this. Otherwise this one has to come first.
> See as above. coming first is fine. Splitting is better.
>> > Moreover, why do you need to have the direct3d9_pool part in the core?
>> > It's not really portable, and is a bit weird to have there, especially
>> > when D3D11 is arriving.
>> That's the ugly part of the whole solution. The decoder pool belongs
>> to the vout wrapper which is in the code. So one way or another it has
>> to create that pool and it has to be picture_t with the
>> VLC_CODEC_D3D9_OPAQUE pixel format. The only way to do that is with
>> Windows specific code.
>> One other way could be to request the pool via a module. I'm fine with
>> such a solution.
>> Note: there are already a few _WIN32 specific calls in vout_wrapper.c
> Issue is not really Win32 vs * but more D3D9 vs other types on Windows.
How about only including the code (makefile and C include) if
HAVE_D3D9_H is set ?
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