d3d11memory: Always use native DXGI format if device support it
authorSeungha Yang <seungha.yang@navercorp.com>
Sat, 11 Jan 2020 09:24:02 +0000 (18:24 +0900)
committerSeungha Yang <seungha.yang@navercorp.com>
Mon, 13 Jan 2020 01:58:08 +0000 (01:58 +0000)
commit96f0f4b6136785cf111a0e3cdd65c10968b916ae
tree28114d28b21699c7e8692edcec94be31cc109a52
parent9ee40679b5fd253b35303abd9f2a78d5de730d16
d3d11memory: Always use native DXGI format if device support it

Use consistent memory layout between dxva and other shader use case.
For example, use DXGI_FORMAT_NV12 texture format instead of
two textures with DXGI_FORMAT_R8_UNORM and DXGI_FORMAT_R8G8_UNORM.
15 files changed:
sys/d3d11/gstd3d11bufferpool.c
sys/d3d11/gstd3d11colorconvert.c
sys/d3d11/gstd3d11colorconverter.c
sys/d3d11/gstd3d11decoder.c
sys/d3d11/gstd3d11device.c
sys/d3d11/gstd3d11device.h
sys/d3d11/gstd3d11format.c
sys/d3d11/gstd3d11format.h
sys/d3d11/gstd3d11h264dec.c
sys/d3d11/gstd3d11h265dec.c
sys/d3d11/gstd3d11memory.c
sys/d3d11/gstd3d11memory.h
sys/d3d11/gstd3d11videosink.c
sys/d3d11/gstd3d11vp9dec.c
sys/d3d11/gstd3d11window.cpp