Bug 1557994 Comment 7 Edit History

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(In reply to Matt Woodrow (:mattwoodrow) from comment #4)
> This sounds like it could be a bug in the recycling code we use for D3D11 video textures. I'm not sure if we correctly handle the case where there are two consumers that might need to hold references.
> 
> Any ideas Sotaro?

Recycling should be handled correctly even in this use case. If recycling happened too early, future frame is  shown like flickering. But in this case, the old same frame was shown...
(In reply to Matt Woodrow (:mattwoodrow) from comment #4)
> This sounds like it could be a bug in the recycling code we use for D3D11 video textures. I'm not sure if we correctly handle the case where there are two consumers that might need to hold references.
> 
> Any ideas Sotaro?

Recycling should be handled correctly even in this use case. If recycling happened too early, a bit future frame is  shown like flickering. But in this case, the old same frame was shown...

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