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d3d11decoder: Fix deadlock when DPB texture pool is full

Unlike other stateless decoder implementations (e.g., VA), our DPB pool cannot be grown since we are using texture array (pre-allocated, fixed-size d3d11 texture pool). So, if there's no more available texture to use, there's no way other than copying it to downstream's d3d11 buffer pool. Otherwise deadlock will happen.

Edited by Seungha Yang

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