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D3d11Decoder

Struct D3d11Decoder 

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pub struct D3d11Decoder { /* private fields */ }
Available on Windows and crate feature d3d11 and (crate features d3d11 or d3d12) only.
Expand description

Decodes one video stream’s Packets into GPU-resident Video frames via D3D11VA hardware acceleration — the D3D11 sibling of crate::elements::D3d12vaDecoder, for a pipeline built entirely on one shared ID3D11Device (see crate::elements::D3d11Renderer’s own docs on why that means no explicit fence/sync is needed anywhere in this stack, unlike the D3D12 side). A Filter, same shape as SwDecoder/D3d12vaDecoder.

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impl D3d11Decoder

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pub fn new( name: impl Into<String>, params: Parameters, device: &ID3D11Device, extra_hw_frames: i32, ) -> Result<Self, D3d11vaDecoderError>

device must outlive this decoder (and, transitively, every frame it produces that’s still alive downstream), and must be the same ID3D11Device every other D3D11 element in this pipeline shares — see crate::elements::D3d11Renderer’s own docs on why this whole stack requires exactly one shared device/context, not just a same-adapter one.

extra_hw_frames sets AVCodecContext.extra_hw_frames — how many additional decode surfaces to allocate beyond what the codec’s own reference-frame count strictly requires. Unlike crate::elements::D3d12vaDecoder (no equivalent parameter needed), D3D11VA’s decode surface pool is a fixed-size texture array, sized once at av_hwframe_ctx_init() time and never grown — every decoded frame still alive downstream (sitting in a crate::queue::Queue, held by a slow renderer, …) keeps one pool slot occupied, and once the pool runs out, decode itself starts failing (AVERROR(ENOMEM), “Static surface pool size exceeded” in the log) instead of just blocking. Pass at least as many extra frames as the deepest queue/buffer this decoder’s output can pile up in (e.g. match a downstream ChainBuilder::queue depth) — too few reproduces exactly that failure under real playback, not just in theory.

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impl Drop for D3d11Decoder

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fn drop(&mut self)

Executes the destructor for this type. Read more
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fn pin_drop(self: Pin<&mut Self>)

🔬This is a nightly-only experimental API. (pin_ergonomics)
Execute the destructor for this type, but different to Drop::drop, it requires self to be pinned. Read more
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impl Element for D3d11Decoder

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fn name(&self) -> Arc<str>

Returns a cheap clone (refcount bump, not a deep copy) of this element’s name — crate::bus::BusEvent stores names as Arc<str> for exactly this reason: a hot path like crate::queue::Queue posting BusEvent::Dropped once per overflowed buffer shouldn’t pay for a fresh heap allocation every time it wants to report which element it is.
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fn element_type(&self) -> ElementType

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fn pp_log(&self) -> &PpLog

This element’s identity for crate::bus::Bus::post — same id/name as Element::name, just already wrapped as the crate::pp_log::PpLog its pp_info!/pp_warn!/pp_error! macros need. A stored private field, not built fresh per call, for the same reason name() returns a cheap Arc<str> clone instead of a fresh String — see its own docs.
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fn pp_log_mut(&mut self) -> &mut PpLog

Mutable access to the same field Element::pp_log reads — used by crate::pipeline::ChainBuilder to stamp the owning crate::pipeline::Pipeline’s id onto every element that passes through it, via element_pp_log. Not meant to be called from anywhere else.
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fn graph_id(&self) -> Option<ElementId>

A pre-reserved graph identity for elements that expose dynamic attachment handles. Most elements receive an ID from ChainBuilder and keep the default None implementation.
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impl Send for D3d11Decoder

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impl Sink for D3d11Decoder

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fn consume(&mut self, buf: MediaBuffer) -> Result<()>

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fn control(&mut self, msg: ControlMsg) -> Result<()>

Reacts to a ControlMsg (pause/resume/stop) and, for anything with a downstream of its own, forwards it on — same shape as consume, just a separate channel from MediaBuffer so it can reach every element (not just ones that already know how to interpret a data buffer) and, at a crate::queue::Queue, jump ahead of whatever data is backed up instead of waiting behind it. No default: every Sink has to consciously decide what this means for it, rather than silently dropping it.
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impl Source for D3d11Decoder

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fn src_pads(&mut self) -> &mut [SrcPad]

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impl<T> Filter for T
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fn instrument(self, span: Span) -> Instrumented<Self>

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type Error = <U as TryFrom<T>>::Error

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