Avoid D3D9 fallback on lack of codec support unless a D3D11 FL11.0 GPU wasn't found

We'd rather not waste time (and risk crashes) loading the D3D9 driver if the GPU doesn't have the physical decoding hardware at all.
This commit is contained in:
Cameron Gutman
2024-03-26 23:59:18 -05:00
parent cefa567f95
commit f2535f1e6e
5 changed files with 116 additions and 8 deletions
@@ -21,6 +21,7 @@ public:
virtual int getRendererAttributes() override;
virtual int getDecoderCapabilities() override;
virtual bool needsTestFrame() override;
virtual InitFailureReason getInitFailureReason() override;
private:
static void lockContext(void* lock_ctx);
@@ -35,6 +36,8 @@ private:
bool createDeviceByAdapterIndex(int adapterIndex, bool* adapterNotFound = nullptr);
int m_DecoderSelectionPass;
int m_DevicesWithFL11Support;
int m_DevicesWithCodecSupport;
IDXGIFactory5* m_Factory;
ID3D11Device* m_Device;