Commit Graph
22 Commits
Author SHA1 Message Date
Steve Lhomme f4cee500e9 avformat/dump : Display Content Light Level metadata
Signed-off-by: James Almer <jamrial@gmail.com>
2017-04-06 11:40:31 -03:00
Steve Lhomme 157e57a181 lavc: Add Content Light Level side metadata found in HEVC
These data are necessary when transmitting HDR over HDMI.

Signed-off-by: James Almer <jamrial@gmail.com>
2017-04-06 11:38:15 -03:00
Steve Lhomme b378f5bd64 lavu: add support for Content Light Level side metadata
As found in HEVC.

Signed-off-by: James Almer <jamrial@gmail.com>
2017-04-06 11:26:25 -03:00
Steve Lhomme 8fb4865901 dxva2: allow an empty array of ID3D11VideoDecoderOutputView
We can pick the correct slice index directly from the ID3D11VideoDecoderOutputView
casted from data[3].

Also added myself as maintainer for DXVA2 and D3D11VA.

Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
2017-01-16 02:54:04 +01:00
Steve Lhomme 153b36fc62 dxva2: get the slice number directly from the surface in D3D11VA
No need to loop through the known surfaces, we'll use the requested surface
anyway.

The loop is only done for DXVA2.

Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
2017-01-16 02:54:04 +01:00
Steve Lhomme 77742c75c5 dxva2: use a single macro to test if the DXVA context is valid
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
2017-01-16 02:54:04 +01:00
Steve Lhomme ac3c3ee678 dxva2: allow an empty array of ID3D11VideoDecoderOutputView
We can pick the correct slice index directly from the ID3D11VideoDecoderOutputView
casted from data[3].

Signed-off-by: Anton Khirnov <anton@khirnov.net>
2017-01-12 16:19:13 +01:00
Steve Lhomme f67235a28c dxva2: get the slice number directly from the surface in D3D11VA
No need to loop through the known surfaces, we'll use the requested surface
anyway.

The loop is only done for DXVA2.

Signed-off-by: Anton Khirnov <anton@khirnov.net>
2017-01-12 16:09:41 +01:00
Steve Lhomme 2835e9a9fd hevcdec: add P010 support for D3D11VA
Given it's the same API than DVXA2 I don't know why the same output was not
enabled for both.

Signed-off-by: Anton Khirnov <anton@khirnov.net>
2017-01-09 10:48:54 +01:00
Steve Lhomme 0ac2d86c47 dxva2: Factorize DXVA context validity test into a single macro
Signed-off-by: Diego Biurrun <diego@biurrun.de>
2017-01-08 16:41:24 +01:00
Steve Lhomme f8a42d4f26 dxva2: Make ff_dxva2_get_surface() static and drop its name prefix
Signed-off-by: Diego Biurrun <diego@biurrun.de>
2017-01-08 16:41:07 +01:00
Steve Lhomme fd0716b364 dxva2: make ff_dxva2_get_surface() static and rename it
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
2017-01-05 23:18:36 +01:00
Steve Lhomme f7174d7ed0 configure: fix linking with MSVC when using --disable-optimizations
Without any optimization flags, MSVC does no dead code elimination (DCE) at
all, even for the most trivial cases. DCE is a prerequisite for building libav
correctly, otherwise there are undefined references to functions for other
architectures and disabled components.

-O1 is the minimal optimization flag for MSVC that does include DCE.
2016-12-16 10:03:21 +01:00
Steve Lhomme ef9a711be7 configure: put d3d11 check in alphabetical order 2016-12-16 10:03:20 +01:00
Steve Lhomme e3d4784eb3 d3d11va: WindowsPhone requires a mutex around ID3D11VideoContext 2015-09-17 10:33:21 +02:00
Steve Lhomme c5327df838 force WINAPI_FAMILY to WINAPI_FAMILY_DESKTOP_APP to use DVXA
The struct definitions in dxva.h, which are necessary in order to
actually use d3d11va, are hidden when WINAPI_FAMILY targets Windows Phone
or WindowsRT.

Building with WINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP is disallowed
when targeting ARM. ("Compiling Desktop applications for the ARM
platform is not supported.") So we set _CRT_BUILD_DESKTOP_APP to 0
to tell the runtime not to detect some issues with this mismatching.

The same tweaks to detect if the API is available is done in dxva2_internal.h
when compiling each DXVA2/D3D11VA decoders.

Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
2015-07-26 22:02:20 +02:00
Steve Lhomme 9b4b96c0de force WINAPI_FAMILY to WINAPI_FAMILY_DESKTOP_APP to be able to use dxva.h
The struct definitions in dxva.h, which are necessary in order to
actually use d3d11va, are hidden when WINAPI_FAMILY targets Windows Phone
or WindowsRT.

Building with WINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP is disallowed
when targeting ARM. ("Compiling Desktop applications for the ARM
platform is not supported.") So we set _CRT_BUILD_DESKTOP_APP to 0
to tell the runtime not to detect some issues with this mismatching.

The same tweaks to detect if the API is available is done in dxva2_internal.h
when compiling each DXVA2/D3D11VA decoders.

Signed-off-by: Martin Storsjö <martin@martin.st>
2015-07-26 20:18:03 +03:00
Steve Lhomme 58ed7b6328 use a wrapper script to call MS link.exe to avoid mixing with /usr/bin/link.exe
favor link over link.exe in case some wrapper script already exists
fallback to "link" in the path if the one next to cl is not found

Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
2015-07-24 20:02:32 +02:00
Steve Lhomme c9edbe4af9 use a wrapper script to call MS link.exe to avoid mixing with /usr/bin/link.exe
Fallback to "link" in the path if the one next to cl is not found.

Signed-off-by: Martin Storsjö <martin@martin.st>
2015-07-24 18:21:22 +03:00
Steve Lhomme a54e720e02 configure: force -nologo- when detecting MSVC
The -nologo- option is the inverse of -nologo, reenabling printing the
"logo" version header. This is useful if the compiler actually is a
wrapper that forces -nologo.

Signed-off-by: Martin Storsjö <martin@martin.st>
2015-07-23 22:28:08 +03:00
Steve Lhomme 28fa58cf5d dxva2: Fix build when only D3D11 or DXVA2 is used
Signed-off-by: Martin Storsjö <martin@martin.st>
2015-06-01 12:04:57 +03:00
Steve Lhomme 31de41babc configure: Check if ID3D11VideoDecoder exists, not just the header to enable d3d11va
Fixes build with some mingw-w64 versions, that have got the header
but not the interface declaration.

Signed-off-by: Martin Storsjö <martin@martin.st>
2015-06-01 12:04:46 +03:00