On Sun Jan 12 20:25:27 2025 +0000, Nikolay Sivov wrote:
Do we need this intersection check at all?
I believe we do. The code in `media_engine_transfer_d3d11` performs a `CopySubresourceRegion` directly to the application supplied texture, which only supports copy; it doesn't support any stretch. So `media_engine_transfer_d3d11` is used as an optimisation for when the application supplied texture has the same (or larger) dimensions as the output sample from the MF pipeline.
This check ensures we fallback when stretching is required. The fallback writes to a media engine supplied texture, that is then applied to a quad that can be stretched (before being written to the application texture).