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WSCLib SDK 1.0.0
GPU-accelerated video output framework for Windows
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Functions | |
| WSCResult | WSC_SubmitTexture (int outputId, void *d3d11Texture2D) |
| Submit a D3D11 texture directly (GPU→GPU, no CPU copy). | |
| WSCResult | WSC_SubmitTextureNV12 (int outputId, void *d3d11Texture2D, int subresourceIndex) |
| Submit an NV12 texture via D3D11 Video Processor. | |
| WSCResult | WSC_SubmitFrameNV12 (int outputId, const void *nv12Data, int width, int height, int pitch) |
| Submit raw NV12 frame data from CPU memory. | |
GPU-to-GPU frame delivery without CPU readback.
| WSCResult WSC_SubmitTexture | ( | int | outputId, |
| void * | d3d11Texture2D ) |
Submit a D3D11 texture directly (GPU→GPU, no CPU copy).
| outputId | Output ID. |
| d3d11Texture2D | Pointer to ID3D11Texture2D in BGRA format. |
| WSCResult WSC_SubmitTextureNV12 | ( | int | outputId, |
| void * | d3d11Texture2D, | ||
| int | subresourceIndex ) |
Submit an NV12 texture via D3D11 Video Processor.
Uses hardware color conversion (YUV→RGB), scaling, and ProcAmp (brightness/contrast/saturation/hue) on the GPU Copy/Video engine instead of the 3D pipeline. Shows as "GPU-Copy" in Task Manager.
| outputId | Output ID. |
| d3d11Texture2D | Pointer to ID3D11Texture2D in NV12 format. |
| subresourceIndex | Subresource index within texture array (e.g. from DXVA). |
| WSCResult WSC_SubmitFrameNV12 | ( | int | outputId, |
| const void * | nv12Data, | ||
| int | width, | ||
| int | height, | ||
| int | pitch ) |
Submit raw NV12 frame data from CPU memory.
Data layout: Y plane (height * pitch bytes) followed by UV plane ((height/2) * pitch bytes, interleaved U/V).
| outputId | Output ID. |
| nv12Data | Pointer to NV12 data (Y + UV planes). |
| width | Frame width in pixels. |
| height | Frame height in pixels. |
| pitch | Row stride in bytes (Y and UV share the same pitch). |