Lines Matching defs:texture
27 * set (and allocate elements from an array texture). Otherwise it will allocate
28 * individual textures. Be aware that decoding requires a single array texture.
47 * Device used for texture creation and access. This can also be used to
85 * texture (for av_hwframe_transfer_data() calls). They do NOT protect
111 * The texture in which the frame is located. The reference count is
117 ID3D11Texture2D *texture;
120 * The index into the array texture element representing the frame, or 0
121 * if the texture is not an array texture.
133 * The canonical texture used for pool allocation. If this is set to NULL
135 * texture if initial_pool_size > 0.
141 * - of an array texture
149 * requires a single array texture. It will create ID3D11VideoDecoderOutputView
150 * objects for each array texture element on decoder initialization.
152 ID3D11Texture2D *texture;
155 * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
158 * This field is ignored/invalid if a user-allocated texture is provided.
163 * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
164 * This field is ignored/invalid if a user-allocated texture is provided.
169 * In case if texture structure member above is not NULL contains the same texture
170 * pointer for all elements and different indexes into the array texture.
171 * In case if texture structure member above is NULL, all elements contains
173 * This field is ignored/invalid if a user-allocated texture is provided.