On Sat, May 9, 2020 at 7:18 PM Max Dmitrichenko <maxim....@gmail.com> wrote:
>
> On Sat, May 9, 2020 at 3:18 PM Hendrik Leppkes <h.lepp...@gmail.com> wrote:
>
> > On Sat, May 9, 2020 at 2:11 PM Max Dmitrichenko <maxim....@gmail.com>
> > wrote:
> > >
> > > Question about array-textures: are there any confirmation that with any
> > > BindFlags combination it is should be possible to create such texture?
> > > Most importantly D3D11_BIND_RENDER_TARGET.
> > >
> >
> > More interestingly, is there any evidence that this is in fact not
> > possible?
> > I see no mention of any limitations like that in the D3D11 documentation.
> >
> > Where does this condition then come from?
> >
> >
> MSFT documentation is not share much details,
> Try following https://pastebin.com/iCPrwUem
> see #if condition for easy check
>

Did you ever try reducing the number of bind flags?
Flagging it both for decoder and renderer usage at the same time seems
slightly overkill to me, afterall only one of those processes is going
to fill the texture, and you could (and maybe should) use a different
pool if you want renderer target textures, for eg. filtering?

- Hendrik
_______________________________________________
ffmpeg-devel mailing list
ffmpeg-devel@ffmpeg.org
https://ffmpeg.org/mailman/listinfo/ffmpeg-devel

To unsubscribe, visit link above, or email
ffmpeg-devel-requ...@ffmpeg.org with subject "unsubscribe".

Reply via email to