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FFmpeg/libavutil/hwcontext_d3d11va.h
Artem Galin 4f78711f9c libavutil/hwcontext_d3d11va: adding more texture information to the D3D11 hwcontext API
Microsoft VideoProcessor requires texture with D3DUSAGE_RENDERTARGET flag as output.
There is no way to allocate array of textures with D3D11_BIND_RENDER_TARGET flag
and .ArraySize > 2 by ID3D11Device_CreateTexture2D due to the Microsoft limitation.
Adding AVD3D11FrameDescriptors array to store array of single textures
instead of texture with multiple slices resolves this.

Signed-off-by: Artem Galin <artem.galin@intel.com>
2021-09-08 17:48:02 -03:00

179 lines
6.5 KiB
C

/*
* 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_D3D11VA_H
#define AVUTIL_HWCONTEXT_D3D11VA_H
/**
* @file
* An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.
*
* The default pool implementation will be fixed-size if initial_pool_size is
* set (and allocate elements from an array texture). Otherwise it will allocate
* individual textures. Be aware that decoding requires a single array texture.
*
* Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to
* DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for
* this format. Refer to MSDN for details.
*
* av_hwdevice_ctx_create() for this device type supports a key named "debug"
* for the AVDictionary entry. If this is set to any value, the device creation
* code will try to load various supported D3D debugging layers.
*/
#include <d3d11.h>
#include <stdint.h>
/**
* This struct is allocated as AVHWDeviceContext.hwctx
*/
typedef struct AVD3D11VADeviceContext {
/**
* Device used for texture creation and access. This can also be used to
* set the libavcodec decoding device.
*
* Must 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.
*/
ID3D11Device *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.
*/
ID3D11DeviceContext *device_context;
/**
* 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.
*/
ID3D11VideoDevice *video_device;
/**
* If unset, this will be set from the device_context field on init.
*
* Deallocating the AVHWDeviceContext will always release this interface,
* and it does not matter whether it was user-allocated.
*/
ID3D11VideoContext *video_context;
/**
* Callbacks for locking. They protect accesses to device_context and
* video_context calls. They also 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;
} AVD3D11VADeviceContext;
/**
* D3D11 frame descriptor for pool allocation.
*
* In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
* with the data pointer pointing at an object of this type describing the
* planes of the frame.
*
* This has no use outside of custom allocation, and AVFrame AVBufferRef do not
* necessarily point to an instance of this struct.
*/
typedef struct AVD3D11FrameDescriptor {
/**
* The texture in which the frame is located. The reference count is
* managed by the AVBufferRef, and destroying the reference will release
* the interface.
*
* Normally stored in AVFrame.data[0].
*/
ID3D11Texture2D *texture;
/**
* The index into the array texture element representing the frame, or 0
* if the texture is not an array texture.
*
* Normally stored in AVFrame.data[1] (cast from intptr_t).
*/
intptr_t index;
} AVD3D11FrameDescriptor;
/**
* This struct is allocated as AVHWFramesContext.hwctx
*/
typedef struct AVD3D11VAFramesContext {
/**
* The canonical texture used for pool allocation. If this is set to NULL
* on init, the hwframes implementation will allocate and set an array
* texture if initial_pool_size > 0.
*
* The only situation when the API user should set this is:
* - the user wants to do manual pool allocation (setting
* AVHWFramesContext.pool), instead of letting AVHWFramesContext
* allocate the pool
* - of an array texture
* - and wants it to use it for decoding
* - this has to be done before calling av_hwframe_ctx_init()
*
* Deallocating the AVHWFramesContext will always release this interface,
* and it does not matter whether it was user-allocated.
*
* This is in particular used by the libavcodec D3D11VA hwaccel, which
* requires a single array texture. It will create ID3D11VideoDecoderOutputView
* objects for each array texture element on decoder initialization.
*/
ID3D11Texture2D *texture;
/**
* D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
* at least set D3D11_BIND_DECODER if the frames context is to be used for
* video decoding.
* This field is ignored/invalid if a user-allocated texture is provided.
*/
UINT BindFlags;
/**
* D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
* This field is ignored/invalid if a user-allocated texture is provided.
*/
UINT MiscFlags;
/**
* In case if texture structure member above is not NULL contains the same texture
* pointer for all elements and different indexes into the array texture.
* In case if texture structure member above is NULL, all elements contains
* pointers to separate non-array textures and 0 indexes.
* This field is ignored/invalid if a user-allocated texture is provided.
*/
AVD3D11FrameDescriptor *texture_infos;
} AVD3D11VAFramesContext;
#endif /* AVUTIL_HWCONTEXT_D3D11VA_H */