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Create VertexShader base on DirectX version #12
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Nice catch, thanks I will check this on the next commit. I need to double check that it does not affect the rest of the code and is also compatible with FFmpeg 's DirectX device! (Did you validate that it was using hardware acceleration with Success? Just press key 'h' to see if it was successful) |
Hi, Hardware acceleration (ON) failed |
Yep, not sure if that's is just the format of the video tho, or the change of DirectX features |
This is directX feature. I am testing same video source on several PCs. |
Original source code will create an exception: |
Hi,
I am testing your project on some PCs, application can not start if DirextX version is 10.0.
So, I modified like that in Initialize() and it worked:
string vertexProfile = "vs_5_0";
string pixelProfile = "ps_5_0";
if (device.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_9_1 ||
device.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_9_2 ||
device.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_9_3 ||
device.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_10_0 ||
device.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_10_1)
{
vertexProfile = "vs_4_0_level_9_1";
pixelProfile = "ps_4_0_level_9_1";
}
var PixelShaderByteCode = ShaderBytecode.Compile(Properties.Resources.PixelShader, "main", pixelProfile, ShaderFlags.Debug);
var PixelShaderByteCodeYUV = ShaderBytecode.Compile(Properties.Resources.PixelShader_YUV, "main", pixelProfile, ShaderFlags.Debug);
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