WIP
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@@ -345,6 +345,15 @@ uint8_t* D3D12Manager::ReadbackTexture(ID3D12Resource* texture, uint32_t width,
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m_device->GetCopyableFootprints(&desc, 0, 1, 0, &layout, &num_rows, &row_size, &total_bytes);
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// DEBUG: Check if desc dimensions match parameters
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printf("[D3D12Manager::ReadbackTexture] DEBUG:\n");
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printf(" Input params: width=%u, height=%u\n", width, height);
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printf(" desc.Width=%llu, desc.Height=%u\n", desc.Width, desc.Height);
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printf(" layout.Footprint: Width=%u, Height=%u, Depth=%u, RowPitch=%u\n",
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layout.Footprint.Width, layout.Footprint.Height,
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layout.Footprint.Depth, layout.Footprint.RowPitch);
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printf(" num_rows=%u, row_size=%llu, total_bytes=%llu\n", num_rows, row_size, total_bytes);
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// Create readback buffer
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D3D12_HEAP_PROPERTIES readback_heap_props = {};
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readback_heap_props.Type = D3D12_HEAP_TYPE_READBACK;
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@@ -111,18 +111,15 @@ int main(int argc, char* argv[])
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printf("[RedSurfaceNVDECTest] Decoder: NVDEC (explicit)\n");
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printf("[RedSurfaceNVDECTest] Surface: D3D12\n");
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// Step 7: Create D3D12PixelValidator
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// Step 7: Create D3D12PixelValidator (optional)
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printf("\n[Step 7] Creating D3D12 GPU validator...\n");
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D3D12PixelValidator validator;
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if (!validator.Initialize(d3d12.GetDevice())) {
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printf("[ERROR] Failed to initialize D3D12PixelValidator\n");
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vavcore_close_file(player);
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vavcore_destroy_player(player);
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d3d12.Cleanup();
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vavcore_cleanup();
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return 1;
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bool validator_enabled = validator.Initialize(d3d12.GetDevice());
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if (!validator_enabled) {
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printf("[WARN] D3D12PixelValidator initialization failed - continuing without GPU validation\n");
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} else {
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printf("[OK] D3D12PixelValidator initialized\n");
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}
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printf("[OK] D3D12PixelValidator initialized\n");
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// Step 8: Continuous frame decoding (pipeline priming approach)
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printf("\n[Step 8] Decoding and verifying frames (GPU validation)...\n\n");
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