World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
24 #ifndef AVCODEC_VDPAU_H
25 #define AVCODEC_VDPAU_H
52 #include <vdpau/vdpau.h>
65 const VdpBitstreamBuffer *);
127 VdpGetProcAddress *get_proc_address,
unsigned flags);
156 #if FF_API_VDPAU_PROFILE
EGLSurface EGLint EGLint EGLint EGLint height
int av_vdpau_get_surface_parameters(AVCodecContext *avctx, VdpChromaType *type, uint32_t *width, uint32_t *height)
AVVDPAU_Render2 av_vdpau_hwaccel_get_render2(const AVVDPAUContext *)
AVVDPAUContext * av_vdpau_alloc_context(void)
AVVDPAUContext * av_alloc_vdpaucontext(void)
allocation function for AVVDPAUContext
int av_vdpau_bind_context(AVCodecContext *avctx, VdpDevice device, VdpGetProcAddress *get_proc_address, unsigned flags)
EGLSurface EGLint EGLint EGLint width
VdpDecoderRender * render
int(* AVVDPAU_Render2)(struct AVCodecContext *, struct AVFrame *, const VdpPictureInfo *, uint32_t, const VdpBitstreamBuffer *)
attribute_deprecated int av_vdpau_get_profile(AVCodecContext *avctx, VdpDecoderProfile *profile)
struct AVVDPAUContext AVVDPAUContext
unsigned __int32 uint32_t
void av_vdpau_hwaccel_set_render2(AVVDPAUContext *, AVVDPAU_Render2)