On Mon, Apr 27, 2015 at 8:44 AM, Anton Fedchin <anigh...@gmail.com> wrote: > Hendrik Leppkes <h.leppkes <at> gmail.com> writes: > >> >> On Sun, Apr 26, 2015 at 8:45 AM, Anton Fedchin <anightik <at> gmail.com> > wrote: >> > Hi, >> > >> > I'm working on porting our project Kodi to DirectX11. We also use ffmpeg >> > and I've implemented patch to ffmpeg dxva related code to work with > d3d11 >> > video API. It works good. Before we send the patch we have a question. >> > >> > Question is what you prefer a configure switch or something else? >> >> Part of the dxva support in ffmpeg is public API (ie. dxva_context). >> Unfortunately, you cannot touch this struct without a major version >> bump of ffmpeg. >> This being public API also means that you cannot modify it based on >> configure switches, since the API must remain the same. >> >> So keeping in mind that you cannot touch the public API, personally, I >> think the cleanest way to do this would be to just leave ffmpeg alone, >> and a user-app that needs D3D11 could just write a simple wrapper >> IDirectXVideoDecoder that internally calls ID3D11VideoContext instead. >> This would not need any changes to the public API, or ffmpeg at all, >> at only a small level of effort to write this wrapper (which is >> probably half an hour). >> >> - Hendrik >> > Hi Hendrik, > > Your solution is better than my. Why didn't I think of that? :) Thanks. > > But I think in future MS will drop the old D3D API and I hope what ffmepg > will be ready to that and will support both APIs. >
MS doesn't really drop API support very easily. Even the DX7 APIs are still available today. But in any case, I think supporting D3D11 HWAccel is something we should consider, so I guess I'll simply send a patch to introduce an allocation function for dxva_context, so that we can extend it after the next bump at least. - Hendrik _______________________________________________ ffmpeg-devel mailing list ffmpeg-devel@ffmpeg.org http://ffmpeg.org/mailman/listinfo/ffmpeg-devel