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Improve gpu and cpu 0-copy rendering. Some AMD gpus are disabled because the result is wrong. Can be disabled by environment var D3D11_ZERO_COPY=0
Improve sync if copy, decode, draw device contexts are different
Enable shader_resource in D3D11 decoder by default to support gpu 0-copy rendering, lower gpu load.
limit highest feature level to 12.1 to fix device create error
Support global device via SetGlobalOption("d3d11.device", devPtr) for both decoders and renderers, then gpu 0-copy will be enabled without issues found in cross device 0-copy, but performance may be lower than cross device 0-copy(tested 8k 60fps av1 hdr with RTX3050)
D3D12: sync between D3D12/MFT:d3d=12 decoder and renderer
MFT: shader_resource option default value is 1 for MFT:d3d=11 to support 0-copy rendering
VideoFrame can import an existing d3d11 or d3d9 resources
Support tvOS
VT decoder: enable av1, not tested
CUDA decoder: skip av1C header to fix parse error
OpenGL: Support GL_EXT_YUV_target, used by android hardware decoder rendering, can be enabled via env var GL_YUV_SAMPLER=1
Fix dead lock if output too many frames in 1 decode
Fix video size event not triggered for custom readers, e.g. braw and r3d
Improve overlay rendering
Wayland: support xdg-shell
Set subtitle fonts dir and default font file via global option "subtitle.fonts.dir" and "subtitle.fonts.file". Useful for android(lacks of many system fonts). Android subtitle font can be an asset, and then SetGlobalOption("subtitle.fonts.file", "assets://sub_font_path.ttf")
Android: add libass.so in sdk, and will be bundled into your app if use FindMDK.cmake. Remove libass.so from sdk if you don't need it