On Fri, Jan 13, 2017 at 10:47 AM, wm4 wrote:
> On Fri, 13 Jan 2017 09:52:18 +0100
> Steve Lhomme wrote:
>
>> For the record all 3 remaining patches (2/4, 3/4 and 4/4) are now
>> merged in libav.
>
> So how do we handle this. Do we wait until the merges catch up, or do
> you want to push your patc
On Fri, Dec 16, 2016 at 1:34 AM, Matt Oliver wrote:
> On 16 December 2016 at 11:20, Carl Eugen Hoyos wrote:
>
>> 2016-12-14 16:47 GMT+01:00 Steve Lhomme :
>> > From: Steve Lhomme
>> >
>> > Without any optimization flags, MSVC does no dead code elimination (DCE)
>> at
>> > all, even for the most
On Tue, Dec 13, 2016 at 2:35 PM, wm4 wrote:
> On Tue, 13 Dec 2016 14:19:35 +0100
> Steve Lhomme wrote:
>
>> From: Steve Lhomme
>>
>> The code is similar to ffmpeg_dxva2. The decoded output needs to be copied
>> into
>> a staging texture that can be accessed by the CPU as the decoder texture
>>
I think I should update the minor version number as I need to rely on
this behaviour change in VLC, the surface array will be empty.
Should I also change the headers so that they don't require the output
surface to be pre-allocated ?
On Thu, Dec 1, 2016 at 3:10 PM, Steve Lhomme wrote:
> No need
I think I should update the minor version number as I need to rely on
this behaviour change in VLC, the surface array will be empty.
Should I also change the headers so that they don't require the output
surface to be pre-allocated ?
On Thu, Dec 1, 2016 at 3:10 PM, Steve Lhomme wrote:
> No need
On Wed, Jul 27, 2016 at 7:58 PM, Hendrik Leppkes wrote:
> On Wed, Jul 27, 2016 at 6:43 PM, Stève Lhomme wrote:
>> Hello fellow FFmpegers,
>>
>> Is there still an issue with hardware decoding when combined with
>> multithread ? It seems to work fine on our Windows b
On Wed, Jul 27, 2016 at 7:58 PM, Hendrik Leppkes wrote:
> On Wed, Jul 27, 2016 at 6:43 PM, Stève Lhomme wrote:
>> Hello fellow FFmpegers,
>>
>> Is there still an issue with hardware decoding when combined with
>> multithread ? It seems to work fine on our Windows b
Hello fellow FFmpegers,
Is there still an issue with hardware decoding when combined with
multithread ? It seems to work fine on our Windows build. Although we
have a mutex in place in the D3D11 variant of the code that may help.
It mostly protects the video context...
If necessary we can have th