ce71a38d595e3586dc3562c16077bb1c8a9da609
1. ✅ Deferred D3D12SurfaceHandler creation to InitializeCUDA() when SetD3DDevice is called before Initialize 2. ✅ Fixed NV12ToRGBAConverter repeated reinitialization by adding IsInitialized() check before calling Initialize() 3. ✅ Test now successfully decodes 24 frames without resource thrashing Remaining issue (in test app, not VavCore): - RedSurfaceNVDECTest creates a new D3D12Resource for every frame instead of reusing a pool - This causes ExternalMemoryCache to create unlimited surface objects - Fix: Test app should reuse a small pool of textures (e.g., 3-5 textures for buffering)
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