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hwcontext_d3d11va: allocate staging texture lazily
Makes dealing with formats that can not be used for staging textures easier (DXGI_FORMAT_420_OPAQUE). It also saves memory if the staging texture is never needed, so this is a good thing. Signed-off-by: Luca Barbato <lu_zero@gentoo.org>
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@ -239,17 +239,6 @@ static int d3d11va_frames_init(AVHWFramesContext *ctx)
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}
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}
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texDesc.ArraySize = 1;
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texDesc.Usage = D3D11_USAGE_STAGING;
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texDesc.BindFlags = 0;
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
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texDesc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &s->staging_texture);
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if (FAILED(hr)) {
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av_log(ctx, AV_LOG_ERROR, "Could not create the staging texture (%lx)\n", (long)hr);
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return AVERROR_UNKNOWN;
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}
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ctx->internal->pool_internal = av_buffer_pool_init2(sizeof(AVD3D11FrameDescriptor),
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ctx, d3d11va_pool_alloc, NULL);
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if (!ctx->internal->pool_internal)
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@ -295,6 +284,31 @@ static int d3d11va_transfer_get_formats(AVHWFramesContext *ctx,
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return 0;
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}
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static int d3d11va_create_staging_texture(AVHWFramesContext *ctx)
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{
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AVD3D11VADeviceContext *device_hwctx = ctx->device_ctx->hwctx;
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D3D11VAFramesContext *s = ctx->internal->priv;
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HRESULT hr;
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D3D11_TEXTURE2D_DESC texDesc = {
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.Width = ctx->width,
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.Height = ctx->height,
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.MipLevels = 1,
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.Format = s->format,
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.SampleDesc = { .Count = 1 },
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.ArraySize = 1,
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.Usage = D3D11_USAGE_STAGING,
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.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE,
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};
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hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, NULL, &s->staging_texture);
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if (FAILED(hr)) {
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av_log(ctx, AV_LOG_ERROR, "Could not create the staging texture (%lx)\n", (long)hr);
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return AVERROR_UNKNOWN;
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}
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return 0;
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}
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static void fill_texture_ptrs(uint8_t *data[4], int linesize[4],
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AVHWFramesContext *ctx,
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D3D11_TEXTURE2D_DESC *desc,
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@ -320,7 +334,7 @@ static int d3d11va_transfer_data(AVHWFramesContext *ctx, AVFrame *dst,
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// (The interface types are compatible.)
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ID3D11Resource *texture = (ID3D11Resource *)(ID3D11Texture2D *)frame->data[0];
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int index = (intptr_t)frame->data[1];
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ID3D11Resource *staging = (ID3D11Resource *)s->staging_texture;
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ID3D11Resource *staging;
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int w = FFMIN(dst->width, src->width);
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int h = FFMIN(dst->height, src->height);
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uint8_t *map_data[4];
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@ -334,6 +348,14 @@ static int d3d11va_transfer_data(AVHWFramesContext *ctx, AVFrame *dst,
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device_hwctx->lock(device_hwctx->lock_ctx);
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if (!s->staging_texture) {
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int res = d3d11va_create_staging_texture(ctx);
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if (res < 0)
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return res;
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}
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staging = (ID3D11Resource *)s->staging_texture;
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ID3D11Texture2D_GetDesc(s->staging_texture, &desc);
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if (download) {
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