mirror of
https://github.com/librempeg/librempeg
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4f78711f9c
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>
179 lines
6.5 KiB
C
179 lines
6.5 KiB
C
/*
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* This file is part of FFmpeg.
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*
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* FFmpeg is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* FFmpeg is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with FFmpeg; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef AVUTIL_HWCONTEXT_D3D11VA_H
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#define AVUTIL_HWCONTEXT_D3D11VA_H
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/**
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* @file
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* An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.
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*
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* The default pool implementation will be fixed-size if initial_pool_size is
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* set (and allocate elements from an array texture). Otherwise it will allocate
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* individual textures. Be aware that decoding requires a single array texture.
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*
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* Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to
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* DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for
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* this format. Refer to MSDN for details.
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*
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* av_hwdevice_ctx_create() for this device type supports a key named "debug"
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* for the AVDictionary entry. If this is set to any value, the device creation
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* code will try to load various supported D3D debugging layers.
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*/
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#include <d3d11.h>
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#include <stdint.h>
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/**
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* This struct is allocated as AVHWDeviceContext.hwctx
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*/
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typedef struct AVD3D11VADeviceContext {
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/**
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* Device used for texture creation and access. This can also be used to
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* set the libavcodec decoding device.
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*
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* Must be set by the user. This is the only mandatory field - the other
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* device context fields are set from this and are available for convenience.
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*
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* Deallocating the AVHWDeviceContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*/
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ID3D11Device *device;
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/**
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* If unset, this will be set from the device field on init.
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*
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* Deallocating the AVHWDeviceContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*/
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ID3D11DeviceContext *device_context;
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/**
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* If unset, this will be set from the device field on init.
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*
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* Deallocating the AVHWDeviceContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*/
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ID3D11VideoDevice *video_device;
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/**
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* If unset, this will be set from the device_context field on init.
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*
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* Deallocating the AVHWDeviceContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*/
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ID3D11VideoContext *video_context;
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/**
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* Callbacks for locking. They protect accesses to device_context and
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* video_context calls. They also protect access to the internal staging
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* texture (for av_hwframe_transfer_data() calls). They do NOT protect
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* access to hwcontext or decoder state in general.
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*
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* If unset on init, the hwcontext implementation will set them to use an
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* internal mutex.
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*
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* The underlying lock must be recursive. lock_ctx is for free use by the
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* locking implementation.
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*/
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void (*lock)(void *lock_ctx);
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void (*unlock)(void *lock_ctx);
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void *lock_ctx;
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} AVD3D11VADeviceContext;
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/**
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* D3D11 frame descriptor for pool allocation.
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*
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* In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
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* with the data pointer pointing at an object of this type describing the
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* planes of the frame.
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*
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* This has no use outside of custom allocation, and AVFrame AVBufferRef do not
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* necessarily point to an instance of this struct.
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*/
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typedef struct AVD3D11FrameDescriptor {
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/**
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* The texture in which the frame is located. The reference count is
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* managed by the AVBufferRef, and destroying the reference will release
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* the interface.
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*
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* Normally stored in AVFrame.data[0].
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*/
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ID3D11Texture2D *texture;
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/**
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* The index into the array texture element representing the frame, or 0
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* if the texture is not an array texture.
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*
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* Normally stored in AVFrame.data[1] (cast from intptr_t).
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*/
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intptr_t index;
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} AVD3D11FrameDescriptor;
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/**
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* This struct is allocated as AVHWFramesContext.hwctx
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*/
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typedef struct AVD3D11VAFramesContext {
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/**
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* The canonical texture used for pool allocation. If this is set to NULL
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* on init, the hwframes implementation will allocate and set an array
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* texture if initial_pool_size > 0.
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*
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* The only situation when the API user should set this is:
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* - the user wants to do manual pool allocation (setting
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* AVHWFramesContext.pool), instead of letting AVHWFramesContext
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* allocate the pool
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* - of an array texture
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* - and wants it to use it for decoding
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* - this has to be done before calling av_hwframe_ctx_init()
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*
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* Deallocating the AVHWFramesContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*
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* This is in particular used by the libavcodec D3D11VA hwaccel, which
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* requires a single array texture. It will create ID3D11VideoDecoderOutputView
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* objects for each array texture element on decoder initialization.
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*/
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ID3D11Texture2D *texture;
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/**
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* D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
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* at least set D3D11_BIND_DECODER if the frames context is to be used for
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* video decoding.
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* This field is ignored/invalid if a user-allocated texture is provided.
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*/
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UINT BindFlags;
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/**
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* D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
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* This field is ignored/invalid if a user-allocated texture is provided.
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*/
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UINT MiscFlags;
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/**
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* In case if texture structure member above is not NULL contains the same texture
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* pointer for all elements and different indexes into the array texture.
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* In case if texture structure member above is NULL, all elements contains
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* pointers to separate non-array textures and 0 indexes.
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* This field is ignored/invalid if a user-allocated texture is provided.
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*/
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AVD3D11FrameDescriptor *texture_infos;
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} AVD3D11VAFramesContext;
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#endif /* AVUTIL_HWCONTEXT_D3D11VA_H */
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