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Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.
Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data. The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
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10 changed files with 336 additions and 265 deletions
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@ -404,6 +404,23 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, U
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*/
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extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
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typedef struct IDXGIResource IDXGIResource;
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/**
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* Get the DXGI resource associated with a texture.
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*
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* This is available when using the direct3d11 and direct3d12 renderers.
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*
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* Once you are done using the resource, you should release it to avoid a
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* resource leak.
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*
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* \param texture the texture from which to get the associated resource
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* \returns the DXGI resource associated with given texture or NULL if it is
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* not available; call SDL_GetError() for more information.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC IDXGIResource* SDLCALL SDL_GetTextureDXGIResource(SDL_Texture *texture);
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/**
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* Query the attributes of a texture.
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*
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