我正在使用ffmpeg通过d3dva解码视频,参考了这个示例https://github.com/FFmpeg/FFmpeg/blob/master/doc/examples/hw_decode.c。我已经成功地解码了视频。接下来需要做的是渲染解码后的NV12帧。我根据这个示例https://github.com/balapradeepswork/D3D11NV12Rendering创建了直接渲染纹理,并将其设置为共享状态。
我正在尝试将来自FFmpeg纹理的NV12复制到我的渲染纹理中,就像FFmpeg在d3d11va_transfer_data函数中所做的那样。请注意,保留HTML标签。
但是渲染窗口只是绿色,没有错误,没有失败的hr结果。当我使用sw解码器时,我可以渲染帧,我只需创建具有D3D11_USAGE_DYNAMIC和D3D11_CPU_ACCESS_WRITE的纹理即可。
以下是每个纹理的描述。
D3D11_TEXTURE2D_DESC texDesc;
texDesc.Format = DXGI_FORMAT_NV12; // Pixel format
texDesc.Width = width; // Width of the video frames
texDesc.Height = height; // Height of the video frames
texDesc.ArraySize = 1; // Number of textures in the array
texDesc.MipLevels = 1; // Number of miplevels in each texture
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; // We read from this texture in the shader
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
texDesc.CPUAccessFlags = 0;
hr = device.CreateTexture2D(&texDesc, null, &nv12Texture);
if (FAILED(hr))
{
error("Failed to create NV12 texture (hr: %s)", hr);
return false;
}
// QI IDXGIResource interface to synchronized shared surface.
IDXGIResource dxgiResource;
nv12Texture.QueryInterface(&IID_IDXGIResource, cast(void**)&dxgiResource);
// obtain handle to IDXGIResource object.
hr = dxgiResource.GetSharedHandle(&sharedHandle);
dxgiResource.Release();
dxgiResource = null;
if (FAILED(hr))
{
error("Failed to create NV12 texture shared handle (hr: %s)", hr);
return false;
}
我正在尝试将来自FFmpeg纹理的NV12复制到我的渲染纹理中,就像FFmpeg在d3d11va_transfer_data函数中所做的那样。请注意,保留HTML标签。
ID3D11Texture2D hwTexture = cast(ID3D11Texture2D)frame.data[0];
ID3D11Device hwDevice;
hwTexture.GetDevice(&hwDevice);
ID3D11DeviceContext hwDeviceCtx;
hwDevice.GetImmediateContext(&hwDeviceCtx);
ID3D11Texture2D sharedTexture;
HRESULT hr = device.OpenSharedResource(sharedHandle, &IID_ID3D11Texture2D,cast(void**) &sharedTexture);
if(FAILED(hr))
{
error("Failed to obtaion open shared resource.");
return;
}
int index = cast(int)frame.data[1];
hwDeviceCtx.CopySubresourceRegion(sharedTexture, 0, 0, 0, 0, hwTexture, index, null);
但是渲染窗口只是绿色,没有错误,没有失败的hr结果。当我使用sw解码器时,我可以渲染帧,我只需创建具有D3D11_USAGE_DYNAMIC和D3D11_CPU_ACCESS_WRITE的纹理即可。
以下是每个纹理的描述。
hwTexture desc D3D11_TEXTURE2D_DESC(1280, 720, 1, 20, 103, DXGI_SAMPLE_DESC(1, 0), 0, 512, 0, 0)
nv12Texture desc D3D11_TEXTURE2D_DESC(1280, 720, 1, 1, 103, DXGI_SAMPLE_DESC(1, 0), 0, 8, 0, 2)
sharedTexture desc D3D11_TEXTURE2D_DESC(1280, 720, 1, 1, 103, DXGI_SAMPLE_DESC(1, 0), 0, 8, 0, 2)
有什么想法我错过了什么吗?