Our Direct3D11 abstraction layer has been improved and
it gained good shape from API point of view.
Also, On Windows, GstD3D11 has various advantages over GstGL
in terms of compatibility/stability/feature/performance.
Note that WGL implementation is known to be buggy for some
drivers/vendors/scenario (that's a reason why Google implemented ANGLE).
Moreover, GstGL is not fully optimized for Windows unfortunately.
It's the time to open this interface to application developers
for various optimized processing using our Direct3D11
infrastructure.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2646>
* Enhance debug log to print human readable D3D11_FORMAT_SUPPORT flags
value, instead of packed numeric flagset value.
* Only device supported format will be added to format table.
Depending on device feature level (i.e., D3D9 feature devices),
16bits formats will not be supported. Although there might be formats
we deinfed but not supported, it will not be a major issue in practice
since our D3D11 implementation does not support legacy devices already
(known limitation) and also old d3dvideosink will be promoted in that case.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2441>
Note that AYUV and AYUV64 formats will be used to expand format
support, especially some packed YUV formats (e.g., Y410, YUY2)
are common DXGI formats used for hardware decoder/encoder on Windows
but those formats cannot be used as a render target. We need to handle
them differently without pixel shader help, using compute shader
for example.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1699>