libavutil/hwcontext_d3d11va: adding more texture information to the D3D11 hwcontext API
Microsoft VideoProcessor requires texture with D3DUSAGE_RENDERTARGET flag as output. There is no way to allocate array of textures with D3D11_BIND_RENDER_TARGET flag and .ArraySize > 2 by ID3D11Device_CreateTexture2D due to the Microsoft limitation. Adding AVD3D11FrameDescriptors array to store array of single textures instead of texture with multiple slices resolves this. Signed-off-by: Artem Galin <artem.galin@intel.com>
This commit is contained in:
@@ -79,8 +79,8 @@
|
||||
*/
|
||||
|
||||
#define LIBAVUTIL_VERSION_MAJOR 57
|
||||
#define LIBAVUTIL_VERSION_MINOR 4
|
||||
#define LIBAVUTIL_VERSION_MICRO 101
|
||||
#define LIBAVUTIL_VERSION_MINOR 5
|
||||
#define LIBAVUTIL_VERSION_MICRO 100
|
||||
|
||||
#define LIBAVUTIL_VERSION_INT AV_VERSION_INT(LIBAVUTIL_VERSION_MAJOR, \
|
||||
LIBAVUTIL_VERSION_MINOR, \
|
||||
|
||||
Reference in New Issue
Block a user