World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
Файл hwcontext_d3d11va.h

См. исходные тексты.

Классы

struct  AVD3D11VADeviceContext
 
struct  AVD3D11FrameDescriptor
 
struct  AVD3D11VAFramesContext
 

Определения типов

typedef struct AVD3D11VADeviceContext AVD3D11VADeviceContext
 
typedef struct AVD3D11FrameDescriptor AVD3D11FrameDescriptor
 
typedef struct AVD3D11VAFramesContext AVD3D11VAFramesContext
 

Подробное описание

An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.

The default pool implementation will be fixed-size if initial_pool_size is set (and allocate elements from an array texture). Otherwise it will allocate individual textures. Be aware that decoding requires a single array texture.

Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for this format. Refer to MSDN for details.

av_hwdevice_ctx_create() for this device type supports a key named "debug" for the AVDictionary entry. If this is set to any value, the device creation code will try to load various supported D3D debugging layers.

См. определение в файле hwcontext_d3d11va.h

Типы

◆ AVD3D11VADeviceContext

This struct is allocated as AVHWDeviceContext.hwctx

◆ AVD3D11FrameDescriptor

D3D11 frame descriptor for pool allocation.

In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs with the data pointer pointing at an object of this type describing the planes of the frame.

This has no use outside of custom allocation, and AVFrame AVBufferRef do not necessarily point to an instance of this struct.

◆ AVD3D11VAFramesContext

This struct is allocated as AVHWFramesContext.hwctx