mem = gst_buffer_peek_memory (buf, i);
if (!gst_is_d3d11_memory (mem)) {
+ GST_LOG_OBJECT (sink, "not a d3d11 memory, need fallback");
render_buf = NULL;
break;
}
dmem = (GstD3D11Memory *) mem;
if (dmem->device != self->device) {
+ GST_LOG_OBJECT (sink, "different d3d11 device, need fallback");
render_buf = NULL;
break;
}
if (self->need_srv && !gst_d3d11_memory_ensure_shader_resource_view (mem)) {
+ GST_LOG_OBJECT (sink,
+ "shader resource view is unavailable, need fallback");
render_buf = NULL;
break;
}