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How many surfaces should I create?

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The simple_encode_d3d_async sample does

EncRequest.NumFrameSuggested = EncRequest.NumFrameSuggested + mfxEncParams.AsyncDepth;

to determine how many surfaces to create. But if you call QueryIOSurf with a larger AsyncDepth, it returns a larger NumFrameSuggested​, suggesting it already accounts for AsyncDepth internally. In my testing, the original value of NumFrameSuggested is insufficient and makes my program run out of surfaces. Adding a single surface seems to fix this.

How many surfaces should I create?
Bruno


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