[vlc-devel] [PATCH 4/6] direct3d11: the large decoder pool is for d3d11va
Steve Lhomme
robux4 at videolabs.io
Tue Oct 4 17:40:26 CEST 2016
* make sure it has BIND_DECODER
* doesn't need BIND_SHADER_RESOURCE
* doesn't need CPU read/write
---
modules/video_output/win32/direct3d11.c | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index ae7dc0c..183984e 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -577,9 +577,9 @@ static picture_pool_t *Pool(vout_display_t *vd, unsigned pool_size)
texDesc.Format = vd->sys->picQuadConfig.textureFormat;
texDesc.SampleDesc.Count = 1;
texDesc.MiscFlags = 0; //D3D11_RESOURCE_MISC_SHARED;
- texDesc.Usage = D3D11_USAGE_DYNAMIC;
- texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ texDesc.Usage = D3D11_USAGE_DEFAULT;
+ texDesc.BindFlags = D3D11_BIND_DECODER;
+ texDesc.CPUAccessFlags = 0;
texDesc.ArraySize = pool_size;
--
2.8.2
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