On Fri, 10 Jan 2020 at 10:41, Anton Khirnov wrote:
> Quoting Artem Galin (2019-12-23 19:31:04)
> > This enables DX11 support for QSV with higher priority than DX9.
> > In case of multiple GPUs configuration, DX9 API does not allow to get
> > access to QSV device in some cases - headless.
> > Impl
Quoting Artem Galin (2019-12-23 19:31:04)
> This enables DX11 support for QSV with higher priority than DX9.
> In case of multiple GPUs configuration, DX9 API does not allow to get
> access to QSV device in some cases - headless.
> Implementation based on DX11 resolves that restriction by enumerati
On Thu, Jan 9, 2020 at 1:04 AM Hendrik Leppkes wrote:
> On Thu, Jan 9, 2020 at 12:32 AM Max Dmitrichenko
> wrote:
> > > Historically, QSV failed at accepting the array-textures that are used
> > > by a D3D11 decoder, which is why this was not included.
> > >
> > >
> >
> > right but not anymore,
On Thu, Jan 9, 2020 at 12:32 AM Max Dmitrichenko wrote:
> > Historically, QSV failed at accepting the array-textures that are used
> > by a D3D11 decoder, which is why this was not included.
> >
> >
>
> right but not anymore,
> therefore this patch.
>
Cool. Whats the requirement on that? New MFX
On Mon, Dec 23, 2019 at 8:24 PM Hendrik Leppkes wrote:
> On Mon, Dec 23, 2019 at 7:40 PM Artem Galin wrote:
> >
> > This enables DX11 support for QSV with higher priority than DX9.
> > In case of multiple GPUs configuration, DX9 API does not allow to get
> > access to QSV device in some cases -
On Mon, Dec 23, 2019 at 7:40 PM Artem Galin wrote:
>
> This enables DX11 support for QSV with higher priority than DX9.
> In case of multiple GPUs configuration, DX9 API does not allow to get
> access to QSV device in some cases - headless.
> Implementation based on DX11 resolves that restriction