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btw, i'm using wgl |
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when the ffmpeg uses d3d11 hw accelerator, afaik d3d11texture2d with nv12 format can't be 'mapped' with opengl texture via nvdxinterop because on opengl side there is no corresponding pixel format or on dx side nv12 uses some internal layout whatever, anyway i got black gl texture.
in this case i wanted to convert nv12 into rgba and than map with opengl, unfortunately the
videoprocessor
seems can't read the slice from the texture array provided by ffmpegavframe.data[0][index]
... well, so, i created 2d3dtexture
, 1 (nv12) is used to docopysubresource
with the ffmpeg slice, and the other one (rgba) used to map with opengl texture, and then, dovideoprocessorblt
between these 2 textures.this way works, but it's so ugly and awkward... especially about the extra gpu load usage....
so how does mpv handle this? I'm new to mpv so the source code is currently hard for me. or please point me out where the related files/lines are. it'd be appreciated.
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