World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
|
#include <hwcontext_d3d11va.h>
Открытые атрибуты | |
ID3D11Texture2D * | texture |
UINT | BindFlags |
UINT | MiscFlags |
This struct is allocated as AVHWFramesContext.hwctx
См. определение в файле hwcontext_d3d11va.h строка 131
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
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
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