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direct3d11: don't allow mapping opaque decoder textures to the CPU
Since we're doing direct rendering it will never go into the CPU. Signed-off-by: Jean-Baptiste Kempf <jb@videolan.org>
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12493f663d
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1b8a7861d2
@ -658,7 +658,15 @@ static int AllocateTextures(vout_display_t *vd, const d3d_format_t *cfg,
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.CPUAccessFlags = 0;
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texDesc.CPUAccessFlags = 0;
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texDesc.Format = cfg->formatTexture;
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texDesc.Format = cfg->formatTexture;
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texDesc.BindFlags = D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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if (is_d3d11_opaque(fmt->i_chroma)) {
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texDesc.BindFlags |= D3D11_BIND_DECODER;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.CPUAccessFlags = 0;
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} else {
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texDesc.Usage = D3D11_USAGE_DYNAMIC;
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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}
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texDesc.ArraySize = pool_size;
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texDesc.ArraySize = pool_size;
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texDesc.Height = fmt->i_height;
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texDesc.Height = fmt->i_height;
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texDesc.Width = fmt->i_width;
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texDesc.Width = fmt->i_width;
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