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Like the manual says, this is technically undefined behaviour. See: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476085.aspx In particular, MSDN says texture arrays created with the BIND_DECODER flag cannot be used with CreateShaderResourceView, which means they can't be sampled through SRVs like normal Direct3D textures. However, some programs (Google Chrome included) do this anyway for performance and power-usage reasons, and it appears to work with most drivers. Older AMD drivers had a "bug" with zero-copy decoding, but this appears to have been fixed. See #3255, #3464 and http://crbug.com/623029.
36 lines
1.4 KiB
C
36 lines
1.4 KiB
C
#pragma once
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#include <stdbool.h>
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#include <windows.h>
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#include <d3d11.h>
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#include <dxgi1_2.h>
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#include "video/out/gpu/ra.h"
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#include "video/out/gpu/spirv.h"
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// Create an RA instance from a D3D11 device. This takes a reference to the
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// device, which is released when the RA instance is destroyed.
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struct ra *ra_d3d11_create(ID3D11Device *device, struct mp_log *log,
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struct spirv_compiler *spirv);
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// Flush the immediate context of the wrapped D3D11 device
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void ra_d3d11_flush(struct ra *ra);
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// Create an RA texture from a D3D11 resource. This takes a reference to the
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// texture, which is released when the RA texture is destroyed.
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struct ra_tex *ra_d3d11_wrap_tex(struct ra *ra, ID3D11Resource *res);
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// As above, but for a D3D11VA video resource. The fmt parameter selects which
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// plane of a planar format will be mapped when the RA texture is used.
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// array_slice should be set for texture arrays and is ignored for non-arrays.
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struct ra_tex *ra_d3d11_wrap_tex_video(struct ra *ra, ID3D11Texture2D *res,
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int w, int h, int array_slice,
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const struct ra_format *fmt);
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// Get the underlying D3D11 device from an RA instance. The returned device is
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// refcounted and must be released by the caller.
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ID3D11Device *ra_d3d11_get_device(struct ra *ra);
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// True if the RA instance was created with ra_d3d11_create()
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bool ra_is_d3d11(struct ra *ra);
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