Open vdvman1 opened 3 years ago
Is anyone working on this yet? We can't use the DirectX implementation in our application as we need to be able to run at non-realtime, and the DirectX implemention doesn't appear to utilise the delta time. As such, this is a blocking bug for us.
Release Type: Release
Version: 4.1.0.1459-beta
Platform(s): Windows with
<StrideGraphicsApi>Vulkan</StrideGraphicsApi>
Describe the bug The first time a video is played (if delayed, see note) it works as expected, however, if the video loops or is played again sometime after the first playthrough has completed an exception is thrown. Specifically
private FrameExtractionStatus ExtractNextImage(StreamInfo streamInfo, AVPacket* pPacket, AVStream* pStream, byte_ptrArray4 dstData, int_array4 dstLinesize)
throws anApplicationException("Couldn't transfer frame data from GPU to CPU");
on line 401Note: If first time the video is played is not delayed (i.e. played in the
Start
method of aStartupScript
or immediately in theExecute
method of anAsyncScript
) the exception will be thrown immediately rather than when it loopsTo Reproduce Steps to reproduce the behavior:
StartupScript
that the manual suggests, in order to delay the startup of the video<StrideGraphicsApi>Vulkan</StrideGraphicsApi>
to the<project>.Windows.csproj
inside the<PropertyGroup>
Expected behavior The video to play successfully every time and for it to loop
Screenshots
Log and callstacks video-crash.txt
Additional context
Video used during testing: https://user-images.githubusercontent.com/2172023/121974554-fd2f0a00-cdc2-11eb-9aa0-b83f289bc51a.mp4
Target texture used during testing: