Microsoft VideoProcessor requires texture with D3DUSAGE_RENDERTARGET flag as output. There is no way to allocate array of textures with D3D11_BIND_RENDER_TARGET flag and .ArraySize > 2 by ID3D11Device_CreateTexture2D due to the Microsoft limitation. Adding AVD3D11FrameDescriptors array to store array of single textures instead of texture with multiple slices resolves this.
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| @@ -14,6 +14,9 @@ libavutil: 2021-04-27 · 13 unmodified lines | |||
| 14 | 14 | ||
| 15 | API changes, most recent first: | 15 | API changes, most recent first: |
| 16 | 16 | ||
| 17 | 2021-09-08 - xxxxxxxxxx - lavu 57.5.100 - hwcontext_d3d11va.h | ||
| 18 | Add AVD3D11VAFramesContext.texture_infos | ||
| 19 | |||
| 17 | 2021-09-06 - xxxxxxxxxx - lsws 6.1.100 - swscale.h | 20 | 2021-09-06 - xxxxxxxxxx - lsws 6.1.100 - swscale.h |
| 18 | Add AVFrame-based scaling API: | 21 | Add AVFrame-based scaling API: |
| 19 | - sws_scale_frame() | 22 | - sws_scale_frame() |