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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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d3d11: Update gst_d3d11_allocation_params_new() interface
Define GST_D3D11_ALLOCATION_FLAG_DEFAULT (0) value instead of casting enum type everywhere. And pass D3D11_RESOURCE_MISC_FLAG value Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2646>
This commit is contained in:
parent
c4a9a96a15
commit
aca71fd692
16 changed files with 48 additions and 39 deletions
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@ -177,7 +177,7 @@ gst_d3d11_buffer_pool_set_config (GstBufferPool * pool, GstStructure * config)
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/* allocate memory with resource format by default */
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priv->d3d11_params =
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gst_d3d11_allocation_params_new (self->device,
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&info, (GstD3D11AllocationFlags) 0, 0);
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&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
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}
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desc = priv->d3d11_params->desc;
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@ -46,7 +46,8 @@ G_DEFINE_BOXED_TYPE_WITH_CODE (GstD3D11AllocationParams,
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* @device: a #GstD3D11Device
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* @info: a #GstVideoInfo
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* @flags: a #GstD3D11AllocationFlags
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* @bind_flags: D3D11_BIND_FLAG value used for creating Direct3D11 texture
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* @bind_flags: D3D11_BIND_FLAG value used for creating texture
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* @misc_flags: D3D11_RESOURCE_MISC_FLAG value used for creating texture
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*
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* Create #GstD3D11AllocationParams object which is used by #GstD3D11BufferPool
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* and #GstD3D11Allocator in order to allocate new ID3D11Texture2D
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@ -58,7 +59,7 @@ G_DEFINE_BOXED_TYPE_WITH_CODE (GstD3D11AllocationParams,
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*/
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GstD3D11AllocationParams *
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gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info,
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GstD3D11AllocationFlags flags, guint bind_flags)
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GstD3D11AllocationFlags flags, guint bind_flags, guint misc_flags)
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{
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GstD3D11AllocationParams *ret;
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GstD3D11Format d3d11_format;
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@ -105,6 +106,7 @@ gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info,
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ret->desc[i].SampleDesc.Quality = 0;
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ret->desc[i].Usage = D3D11_USAGE_DEFAULT;
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ret->desc[i].BindFlags = bind_flags;
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ret->desc[i].MiscFlags = misc_flags;
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}
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} else {
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ret->desc[0].Width = GST_VIDEO_INFO_WIDTH (info);
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@ -116,6 +118,7 @@ gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info,
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ret->desc[0].SampleDesc.Quality = 0;
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ret->desc[0].Usage = D3D11_USAGE_DEFAULT;
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ret->desc[0].BindFlags = bind_flags;
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ret->desc[0].MiscFlags = misc_flags;
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}
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ret->flags = flags;
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@ -78,6 +78,7 @@ G_BEGIN_DECLS
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/**
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* GstD3D11AllocationFlags:
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* @GST_D3D11_ALLOCATION_FLAG_DEFAULT: Default allocation behavior
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* @GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY: Indicates each allocated texture
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* should be array type. This type of
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* is used for D3D11/DXVA decoders
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@ -87,6 +88,7 @@ G_BEGIN_DECLS
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*/
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typedef enum
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{
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GST_D3D11_ALLOCATION_FLAG_DEFAULT = 0,
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GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY = (1 << 0),
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} GstD3D11AllocationFlags;
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@ -142,7 +144,8 @@ GST_D3D11_API
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GstD3D11AllocationParams * gst_d3d11_allocation_params_new (GstD3D11Device * device,
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GstVideoInfo * info,
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GstD3D11AllocationFlags flags,
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guint bind_flags);
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guint bind_flags,
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guint misc_flags);
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GST_D3D11_API
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GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src);
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@ -464,7 +464,7 @@ gst_amf_encoder_prepare_internal_pool (GstAmfEncoder * self)
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GST_VIDEO_INFO_SIZE (info), 0, 0);
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params = gst_d3d11_allocation_params_new (priv->device, info,
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(GstD3D11AllocationFlags) 0, 0);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
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params->desc[0].MiscFlags = D3D11_RESOURCE_MISC_SHARED;
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gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
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@ -726,7 +726,7 @@ gst_d3d11_compositor_pad_ensure_fallback_buffer (GstD3D11Compositor * self,
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}
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d3d11_params = gst_d3d11_allocation_params_new (self->device,
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info, (GstD3D11AllocationFlags) 0, D3D11_BIND_SHADER_RESOURCE);
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info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0);
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pool = gst_d3d11_buffer_pool_new_with_options (self->device,
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caps, d3d11_params, 0, 0);
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@ -1743,8 +1743,8 @@ gst_d3d11_compositor_negotiated_src_caps (GstAggregator * agg, GstCaps * caps)
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GstFlowReturn flow_ret;
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d3d11_params = gst_d3d11_allocation_params_new (self->device,
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&info, (GstD3D11AllocationFlags) 0,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
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&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
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pool = gst_d3d11_buffer_pool_new_with_options (self->device,
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caps, d3d11_params, 0, 0);
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@ -1825,7 +1825,8 @@ gst_d3d11_compositor_propose_allocation (GstAggregator * agg,
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d3d11_params =
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gst_d3d11_allocation_params_new (self->device,
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&info, (GstD3D11AllocationFlags) 0, D3D11_BIND_SHADER_RESOURCE);
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&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_SHADER_RESOURCE,
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0);
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gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
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gst_d3d11_allocation_params_free (d3d11_params);
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@ -1925,7 +1926,8 @@ gst_d3d11_compositor_decide_allocation (GstAggregator * agg, GstQuery * query)
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (self->device,
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&info, (GstD3D11AllocationFlags) 0, D3D11_BIND_RENDER_TARGET);
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&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET,
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0);
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} else {
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guint i;
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@ -1236,7 +1236,7 @@ gst_d3d11_base_convert_propose_allocation (GstBaseTransform * trans,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (filter->device, &info,
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(GstD3D11AllocationFlags) 0, bind_flags);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
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} else {
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/* Set bind flag */
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for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&info); i++) {
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@ -1354,7 +1354,7 @@ gst_d3d11_base_convert_decide_allocation (GstBaseTransform * trans,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (filter->device, &info,
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(GstD3D11AllocationFlags) 0, bind_flags);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
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} else {
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/* Set bind flag */
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for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&info); i++) {
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@ -444,7 +444,7 @@ gst_d3d11_decoder_prepare_output_view_pool (GstD3D11Decoder * self)
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GstBufferPool *pool = NULL;
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GstCaps *caps = NULL;
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GstVideoAlignment align;
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GstD3D11AllocationFlags alloc_flags = (GstD3D11AllocationFlags) 0;
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GstD3D11AllocationFlags alloc_flags = GST_D3D11_ALLOCATION_FLAG_DEFAULT;
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gint bind_flags = D3D11_BIND_DECODER;
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GstVideoInfo *info = &self->info;
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guint pool_size;
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@ -464,7 +464,7 @@ gst_d3d11_decoder_prepare_output_view_pool (GstD3D11Decoder * self)
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}
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alloc_params = gst_d3d11_allocation_params_new (self->device, info,
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alloc_flags, bind_flags);
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alloc_flags, bind_flags, 0);
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if (!alloc_params) {
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GST_ERROR_OBJECT (self, "Failed to create allocation param");
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@ -1792,7 +1792,7 @@ gst_d3d11_decoder_decide_allocation (GstD3D11Decoder * decoder,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params)
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d3d11_params = gst_d3d11_allocation_params_new (decoder->device, &vinfo,
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(GstD3D11AllocationFlags) 0, 0);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
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width = GST_VIDEO_INFO_WIDTH (&vinfo);
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height = GST_VIDEO_INFO_HEIGHT (&vinfo);
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@ -891,7 +891,7 @@ gst_d3d11_deinterlace_propose_allocation (GstBaseTransform * trans,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (self->device, &info,
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(GstD3D11AllocationFlags) 0, D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET, 0);
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} else {
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d3d11_params->desc[0].BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -996,7 +996,7 @@ gst_d3d11_deinterlace_decide_allocation (GstBaseTransform * trans,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (self->device, &info,
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(GstD3D11AllocationFlags) 0, D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET, 0);
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} else {
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d3d11_params->desc[0].BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -1052,7 +1052,7 @@ gst_d3d11_deinterlace_prepare_fallback_pool (GstD3D11Deinterlace * self,
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/* Empty bind flag is allowed for video processor input */
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d3d11_params = gst_d3d11_allocation_params_new (self->device, in_info,
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(GstD3D11AllocationFlags) 0, 0);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
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self->fallback_in_pool = gst_d3d11_buffer_pool_new_with_options (self->device,
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in_caps, d3d11_params, 0, 0);
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gst_d3d11_allocation_params_free (d3d11_params);
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@ -1064,7 +1064,7 @@ gst_d3d11_deinterlace_prepare_fallback_pool (GstD3D11Deinterlace * self,
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/* For processor output, render target bind flag is required */
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d3d11_params = gst_d3d11_allocation_params_new (self->device, out_info,
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(GstD3D11AllocationFlags) 0, D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET, 0);
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self->fallback_out_pool =
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gst_d3d11_buffer_pool_new_with_options (self->device,
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out_caps, d3d11_params, 0, 0);
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@ -527,8 +527,8 @@ gst_d3d11_screen_capture_src_decide_allocation (GstBaseSrc * bsrc,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (self->device, &vinfo,
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(GstD3D11AllocationFlags) 0,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
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} else {
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d3d11_params->desc[0].BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -560,7 +560,7 @@ gst_d3d11_screen_capture_src_decide_allocation (GstBaseSrc * bsrc,
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (self->device, &vinfo,
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(GstD3D11AllocationFlags) 0, D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET, 0);
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} else {
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d3d11_params->desc[0].BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -1306,8 +1306,8 @@ gst_d3d11_test_src_setup_resource (GstD3D11TestSrc * self, GstCaps * caps)
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draw_caps = gst_video_info_to_caps (&draw_info);
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params = gst_d3d11_allocation_params_new (self->device, &draw_info,
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(GstD3D11AllocationFlags) 0,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
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self->render_pool = gst_d3d11_buffer_pool_new_with_options (self->device,
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draw_caps, params, 0, 0);
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@ -1321,7 +1321,7 @@ gst_d3d11_test_src_setup_resource (GstD3D11TestSrc * self, GstCaps * caps)
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}
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params = gst_d3d11_allocation_params_new (self->device, &self->info,
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(GstD3D11AllocationFlags) 0, D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET, 0);
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self->convert_pool = gst_d3d11_buffer_pool_new_with_options (self->device,
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caps, params, 0, 0);
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gst_d3d11_allocation_params_free (params);
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@ -1479,8 +1479,8 @@ gst_d3d11_test_src_decide_allocation (GstBaseSrc * bsrc, GstQuery * query)
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (self->device, &vinfo,
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(GstD3D11AllocationFlags) 0,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
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} else {
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d3d11_params->desc[0].BindFlags |= D3D11_BIND_RENDER_TARGET;
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}
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@ -378,7 +378,7 @@ gst_d3d11_upload_decide_allocation (GstBaseTransform * trans, GstQuery * query)
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d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!d3d11_params) {
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d3d11_params = gst_d3d11_allocation_params_new (filter->device, &vinfo,
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(GstD3D11AllocationFlags) 0, bind_flags);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
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} else {
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/* Set bind flag */
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for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&vinfo); i++) {
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@ -635,7 +635,7 @@ gst_d3d11_video_sink_update_window (GstD3D11VideoSink * self, GstCaps * caps)
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}
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d3d11_params = gst_d3d11_allocation_params_new (self->device,
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&self->info, (GstD3D11AllocationFlags) 0, bind_flags);
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&self->info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
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self->fallback_pool = gst_d3d11_buffer_pool_new_with_options (self->device,
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caps, d3d11_params, 2, 0);
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@ -908,7 +908,8 @@ gst_d3d11_video_sink_propose_allocation (GstBaseSink * sink, GstQuery * query)
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d3d11_params =
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gst_d3d11_allocation_params_new (self->device,
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&info, (GstD3D11AllocationFlags) 0, D3D11_BIND_SHADER_RESOURCE);
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&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_SHADER_RESOURCE,
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0);
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gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
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gst_d3d11_allocation_params_free (d3d11_params);
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@ -1000,8 +1000,7 @@ gst_nv_encoder_create_d3d11_pool (GstNvEncoder * self,
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GstD3D11AllocationParams *params;
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params = gst_d3d11_allocation_params_new (priv->device, &state->info,
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(GstD3D11AllocationFlags) 0, 0);
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params->desc[0].MiscFlags = D3D11_RESOURCE_MISC_SHARED;
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, D3D11_RESOURCE_MISC_SHARED);
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pool = gst_d3d11_buffer_pool_new (priv->device);
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@ -222,7 +222,7 @@ gst_qsv_d3d11_allocator_alloc (GstQsvAllocator * allocator,
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pool = gst_d3d11_buffer_pool_new (self->device);
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params = gst_d3d11_allocation_params_new (self->device, &info,
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(GstD3D11AllocationFlags) 0, bind_flags);
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GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
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||||
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gst_d3d11_allocation_params_alignment (params, &align);
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||||
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||||
|
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@ -880,8 +880,8 @@ gst_qsv_decoder_prepare_d3d11_pool (GstQsvDecoder * self,
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/* Bind to shader resource as well for this texture can be used
|
||||
* in generic pixel shader */
|
||||
params = gst_d3d11_allocation_params_new (device, info,
|
||||
(GstD3D11AllocationFlags) 0,
|
||||
D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE);
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||||
GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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||||
D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE, 0);
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||||
gst_d3d11_allocation_params_alignment (params, align);
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||||
gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
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||||
gst_d3d11_allocation_params_free (params);
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||||
|
@ -1232,9 +1232,10 @@ gst_qsv_decoder_decide_allocation (GstVideoDecoder * decoder, GstQuery * query)
|
|||
* copying in case of reverse playback */
|
||||
if (use_d3d11_pool) {
|
||||
d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
|
||||
if (!d3d11_params)
|
||||
if (!d3d11_params) {
|
||||
d3d11_params = gst_d3d11_allocation_params_new (device, &vinfo,
|
||||
(GstD3D11AllocationFlags) 0, 0);
|
||||
GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
|
||||
}
|
||||
/* Use both render target (for videoprocessor) and shader resource
|
||||
* for (pixel shader) bind flags for downstream to be able to use consistent
|
||||
* conversion path even when we copy textures */
|
||||
|
|
|
@ -915,7 +915,7 @@ gst_qsv_encoder_prepare_d3d11_pool (GstQsvEncoder * self,
|
|||
priv->internal_pool = gst_d3d11_buffer_pool_new (device);
|
||||
config = gst_buffer_pool_get_config (priv->internal_pool);
|
||||
params = gst_d3d11_allocation_params_new (device, aligned_info,
|
||||
(GstD3D11AllocationFlags) 0, bind_flags);
|
||||
GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
|
||||
|
||||
gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
|
||||
gst_d3d11_allocation_params_free (params);
|
||||
|
@ -1487,7 +1487,7 @@ gst_qsv_encoder_propose_allocation (GstVideoEncoder * encoder, GstQuery * query)
|
|||
GST_VIDEO_INFO_HEIGHT (&info);
|
||||
|
||||
d3d11_params = gst_d3d11_allocation_params_new (device, &info,
|
||||
(GstD3D11AllocationFlags) 0, 0);
|
||||
GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
|
||||
|
||||
gst_d3d11_allocation_params_alignment (d3d11_params, &align);
|
||||
gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
|
||||
|
|
Loading…
Reference in a new issue