Revert "Use a separate texture for rendering to avoid blending in the alignment padding"

This kills performance on some Intel iGPUs (particularly Atom chips like N100),
so let's remove the copy and solve this issue a different way instead.

This reverts commit a6fccf93d1.
This commit is contained in:
Cameron Gutman
2024-06-22 12:35:00 -05:00
parent b6bb96223d
commit c3bd7edc4e
2 changed files with 62 additions and 70 deletions
@@ -29,7 +29,7 @@ private:
static void unlockContext(void* lock_ctx);
bool setupRenderingResources();
bool setupVideoTexture();
bool setupTexturePoolViews(AVD3D11VAFramesContext* frameContext);
void renderOverlay(Overlay::OverlayType type);
void bindColorConversion(AVFrame* frame);
void renderVideo(AVFrame* frame);
@@ -62,8 +62,8 @@ private:
ID3D11PixelShader* m_VideoBt2020LimPixelShader;
ID3D11Buffer* m_VideoVertexBuffer;
ID3D11Texture2D* m_VideoTexture;
ID3D11ShaderResourceView* m_VideoTextureResourceViews[2];
#define DECODER_BUFFER_POOL_SIZE 17
ID3D11ShaderResourceView* m_VideoTextureResourceViews[DECODER_BUFFER_POOL_SIZE][2];
SDL_SpinLock m_OverlayLock;
ID3D11Buffer* m_OverlayVertexBuffers[Overlay::OverlayMax];