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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>
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@ -41,19 +41,19 @@ unsigned ff_dxva2_get_surface_index(const AVCodecContext *avctx,
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void *surface = get_surface(frame);
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unsigned i;
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for (i = 0; i < DXVA_CONTEXT_COUNT(avctx, ctx); i++) {
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#if CONFIG_D3D11VA
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if (avctx->pix_fmt == AV_PIX_FMT_D3D11VA_VLD && ctx->d3d11va.surface[i] == surface) {
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D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC viewDesc;
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ID3D11VideoDecoderOutputView_GetDesc(ctx->d3d11va.surface[i], &viewDesc);
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return viewDesc.Texture2D.ArraySlice;
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}
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if (avctx->pix_fmt == AV_PIX_FMT_D3D11VA_VLD) {
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D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC viewDesc;
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ID3D11VideoDecoderOutputView_GetDesc((ID3D11VideoDecoderOutputView*) surface, &viewDesc);
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return viewDesc.Texture2D.ArraySlice;
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}
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#endif
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#if CONFIG_DXVA2
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for (i = 0; i < DXVA_CONTEXT_COUNT(avctx, ctx); i++) {
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if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD && ctx->dxva2.surface[i] == surface)
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return i;
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#endif
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}
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#endif
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assert(0);
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return 0;
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