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: Michael Niedermayer <michael@niedermayer.cc>
void *surface = get_surface(frame);
unsigned i;
void *surface = get_surface(frame);
unsigned i;
- for (i = 0; i < DXVA_CONTEXT_COUNT(avctx, ctx); i++) {
- if (avctx->pix_fmt == AV_PIX_FMT_D3D11VA_VLD && ctx->d3d11va.surface[i] == surface)
- {
- D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC viewDesc;
- ID3D11VideoDecoderOutputView_GetDesc(ctx->d3d11va.surface[i], &viewDesc);
- return viewDesc.Texture2D.ArraySlice;
- }
+ if (avctx->pix_fmt == AV_PIX_FMT_D3D11VA_VLD) {
+ D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC viewDesc;
+ ID3D11VideoDecoderOutputView_GetDesc((ID3D11VideoDecoderOutputView*) surface, &viewDesc);
+ return viewDesc.Texture2D.ArraySlice;
+ }
+ for (i = 0; i < DXVA_CONTEXT_COUNT(avctx, ctx); i++) {
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD && ctx->dxva2.surface[i] == surface)
return i;
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD && ctx->dxva2.surface[i] == surface)
return i;