/* * Direct3D 12 HW acceleration. * * copyright (c) 2022-2023 Wu Jianhua * * This file is part of FFmpeg. * * FFmpeg is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * FFmpeg is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with FFmpeg; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef AVUTIL_HWCONTEXT_D3D12VA_H #define AVUTIL_HWCONTEXT_D3D12VA_H /** * @file * An API-specific header for AV_HWDEVICE_TYPE_D3D12VA. * * AVHWFramesContext.pool must contain AVBufferRefs whose * data pointer points to an AVD3D12VAFrame struct. */ #include #include #include #include #include /** * @brief This struct is allocated as AVHWDeviceContext.hwctx * */ typedef struct AVD3D12VADeviceContext { /** * Device used for objects creation and access. This can also be * used to set the libavcodec decoding device. * * Can be set by the user. This is the only mandatory field - the other * device context fields are set from this and are available for convenience. * * Deallocating the AVHWDeviceContext will always release this interface, * and it does not matter whether it was user-allocated. */ ID3D12Device *device; /** * If unset, this will be set from the device field on init. * * Deallocating the AVHWDeviceContext will always release this interface, * and it does not matter whether it was user-allocated. */ ID3D12VideoDevice *video_device; /** * Callbacks for locking. They protect access to the internal staging * texture (for av_hwframe_transfer_data() calls). They do NOT protect * access to hwcontext or decoder state in general. * * If unset on init, the hwcontext implementation will set them to use an * internal mutex. * * The underlying lock must be recursive. lock_ctx is for free use by the * locking implementation. */ void (*lock)(void *lock_ctx); void (*unlock)(void *lock_ctx); void *lock_ctx; /** * Resource flags to be applied to D3D12 resources allocated * for frames using this device context. * * If unset, this will be D3D12_RESOURCE_FLAG_NONE. * * It applies globally to all AVD3D12VAFramesContext allocated from this device context. */ D3D12_RESOURCE_FLAGS resource_flags; /** * Heap flags to be applied to D3D12 resources allocated * for frames using this device context. * * If unset, this will be D3D12_HEAP_FLAG_NONE. * * It applies globally to all AVD3D12VAFramesContext allocated from this device context. */ D3D12_HEAP_FLAGS heap_flags; } AVD3D12VADeviceContext; /** * @brief This struct is used to sync d3d12 execution * */ typedef struct AVD3D12VASyncContext { /** * D3D12 fence object */ ID3D12Fence *fence; /** * A handle to the event object that's raised when the fence * reaches a certain value. */ HANDLE event; /** * The fence value used for sync */ uint64_t fence_value; } AVD3D12VASyncContext; /** * Define the behaviours of frame allocation. */ typedef enum AVD3D12VAFrameFlags { AV_D3D12VA_FRAME_FLAG_NONE = 0, /** * Indicates that frame data should be allocated using a texture array resource. */ AV_D3D12VA_FRAME_FLAG_TEXTURE_ARRAY = (1 << 1), } AVD3D12VAFrameFlags; /** * @brief D3D12VA frame descriptor for pool allocation. * */ typedef struct AVD3D12VAFrame { /** * The texture in which the frame is located. The reference count is * managed by the AVBufferRef, and destroying the reference will release * the interface. */ ID3D12Resource *texture; /** * Index of the subresource within the texture. * * In texture array mode, this specifies the array slice index. * When texture array mode is not used, this value is always 0. */ int subresource_index; /** * The sync context for the texture * * @see: https://learn.microsoft.com/en-us/windows/win32/medfound/direct3d-12-video-overview#directx-12-fences */ AVD3D12VASyncContext sync_ctx; /** * A combination of AVD3D12VAFrameFlags. * Set by AVD3D12VAFramesContext. */ AVD3D12VAFrameFlags flags; } AVD3D12VAFrame; /** * @brief This struct is allocated as AVHWFramesContext.hwctx * */ typedef struct AVD3D12VAFramesContext { /** * DXGI_FORMAT format. MUST be compatible with the pixel format. * If unset, will be automatically set. */ DXGI_FORMAT format; /** * Options for working with resources. * If unset, this will be D3D12_RESOURCE_FLAG_NONE. * * @see https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_resource_flags */ D3D12_RESOURCE_FLAGS resource_flags; /** * Options for working with heaps allocation when creating resources. * If unset, this will be D3D12_HEAP_FLAG_NONE. * * @see https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags */ D3D12_HEAP_FLAGS heap_flags; /** * In texture array mode, the D3D12 uses the same texture array (resource)for all * pictures. */ ID3D12Resource *texture_array; /** * A combination of AVD3D12VAFrameFlags. Unless AV_D3D12VA_FRAME_FLAG_NONE is set, * autodetected flags will be OR'd based on the device and frame features during * av_hwframe_ctx_init(). */ AVD3D12VAFrameFlags flags; } AVD3D12VAFramesContext; #endif /* AVUTIL_HWCONTEXT_D3D12VA_H */