World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
Структура AVD3D11VAFramesContext

#include <hwcontext_d3d11va.h>

Открытые атрибуты

ID3D11Texture2D * texture
 
UINT BindFlags
 
UINT MiscFlags
 

Подробное описание

This struct is allocated as AVHWFramesContext.hwctx

См. определение в файле hwcontext_d3d11va.h строка 131

Данные класса

◆ texture

ID3D11Texture2D* AVD3D11VAFramesContext::texture

The canonical texture used for pool allocation. If this is set to NULL on init, the hwframes implementation will allocate and set an array texture if initial_pool_size > 0.

The only situation when the API user should set this is:

Deallocating the AVHWFramesContext will always release this interface, and it does not matter whether it was user-allocated.

This is in particular used by the libavcodec D3D11VA hwaccel, which requires a single array texture. It will create ID3D11VideoDecoderOutputView objects for each array texture element on decoder initialization.

См. определение в файле hwcontext_d3d11va.h строка 152

◆ BindFlags

UINT AVD3D11VAFramesContext::BindFlags

D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must at least set D3D11_BIND_DECODER if the frames context is to be used for video decoding. This field is ignored/invalid if a user-allocated texture is provided.

См. определение в файле hwcontext_d3d11va.h строка 160

◆ MiscFlags

UINT AVD3D11VAFramesContext::MiscFlags

D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation. This field is ignored/invalid if a user-allocated texture is provided.

См. определение в файле hwcontext_d3d11va.h строка 166


Объявления и описания членов структуры находятся в файле: