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World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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#include <hwcontext_dxva2.h>
Открытые атрибуты | |
| DWORD | surface_type |
| IDirect3DSurface9 ** | surfaces |
| int | nb_surfaces |
| IDirectXVideoDecoder * | decoder_to_release |
This struct is allocated as AVHWFramesContext.hwctx
См. определение в файле hwcontext_dxva2.h строка 46
| DWORD AVDXVA2FramesContext::surface_type |
The surface type (e.g. DXVA2_VideoProcessorRenderTarget or DXVA2_VideoDecoderRenderTarget). Must be set by the caller.
См. определение в файле hwcontext_dxva2.h строка 51
| IDirect3DSurface9** AVDXVA2FramesContext::surfaces |
The surface pool. When an external pool is not provided by the caller, this will be managed (allocated and filled on init, freed on uninit) by libavutil.
См. определение в файле hwcontext_dxva2.h строка 58
| int AVDXVA2FramesContext::nb_surfaces |
См. определение в файле hwcontext_dxva2.h строка 59
| IDirectXVideoDecoder* AVDXVA2FramesContext::decoder_to_release |
Certain drivers require the decoder to be destroyed before the surfaces. To allow internally managed pools to work properly in such cases, this field is provided.
If it is non-NULL, libavutil will call IDirectXVideoDecoder_Release() on it just before the internal surface pool is freed.
This is for convenience only. Some code uses other methods to manage the decoder reference.
См. определение в файле hwcontext_dxva2.h строка 72