FFmpeg
hwcontext_d3d11va.h
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18 
19 #ifndef AVUTIL_HWCONTEXT_D3D11VA_H
20 #define AVUTIL_HWCONTEXT_D3D11VA_H
21 
22 /**
23  * @file
24  * An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.
25  *
26  * The default pool implementation will be fixed-size if initial_pool_size is
27  * set (and allocate elements from an array texture). Otherwise it will allocate
28  * individual textures. Be aware that decoding requires a single array texture.
29  *
30  * Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to
31  * DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for
32  * this format. Refer to MSDN for details.
33  *
34  * av_hwdevice_ctx_create() for this device type supports a key named "debug"
35  * for the AVDictionary entry. If this is set to any value, the device creation
36  * code will try to load various supported D3D debugging layers.
37  */
38 
39 #include <d3d11.h>
40 #include <stdint.h>
41 
42 /**
43  * This struct is allocated as AVHWDeviceContext.hwctx
44  */
45 typedef struct AVD3D11VADeviceContext {
46  /**
47  * Device used for texture creation and access. This can also be used to
48  * set the libavcodec decoding device.
49  *
50  * Must be set by the user. This is the only mandatory field - the other
51  * device context fields are set from this and are available for convenience.
52  *
53  * Deallocating the AVHWDeviceContext will always release this interface,
54  * and it does not matter whether it was user-allocated.
55  */
57 
58  /**
59  * If unset, this will be set from the device field on init.
60  *
61  * Deallocating the AVHWDeviceContext will always release this interface,
62  * and it does not matter whether it was user-allocated.
63  */
64  ID3D11DeviceContext *device_context;
65 
66  /**
67  * If unset, this will be set from the device field on init.
68  *
69  * Deallocating the AVHWDeviceContext will always release this interface,
70  * and it does not matter whether it was user-allocated.
71  */
72  ID3D11VideoDevice *video_device;
73 
74  /**
75  * If unset, this will be set from the device_context field on init.
76  *
77  * Deallocating the AVHWDeviceContext will always release this interface,
78  * and it does not matter whether it was user-allocated.
79  */
80  ID3D11VideoContext *video_context;
81 
82  /**
83  * Callbacks for locking. They protect accesses to device_context and
84  * video_context calls. They also protect access to the internal staging
85  * texture (for av_hwframe_transfer_data() calls). They do NOT protect
86  * access to hwcontext or decoder state in general.
87  *
88  * If unset on init, the hwcontext implementation will set them to use an
89  * internal mutex.
90  *
91  * The underlying lock must be recursive. lock_ctx is for free use by the
92  * locking implementation.
93  */
94  void (*lock)(void *lock_ctx);
95  void (*unlock)(void *lock_ctx);
96  void *lock_ctx;
98 
99 /**
100  * D3D11 frame descriptor for pool allocation.
101  *
102  * In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
103  * with the data pointer pointing at an object of this type describing the
104  * planes of the frame.
105  *
106  * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
107  * necessarily point to an instance of this struct.
108  */
109 typedef struct AVD3D11FrameDescriptor {
110  /**
111  * The texture in which the frame is located. The reference count is
112  * managed by the AVBufferRef, and destroying the reference will release
113  * the interface.
114  *
115  * Normally stored in AVFrame.data[0].
116  */
117  ID3D11Texture2D *texture;
118 
119  /**
120  * The index into the array texture element representing the frame, or 0
121  * if the texture is not an array texture.
122  *
123  * Normally stored in AVFrame.data[1] (cast from intptr_t).
124  */
125  intptr_t index;
127 
128 /**
129  * This struct is allocated as AVHWFramesContext.hwctx
130  */
131 typedef struct AVD3D11VAFramesContext {
132  /**
133  * The canonical texture used for pool allocation. If this is set to NULL
134  * on init, the hwframes implementation will allocate and set an array
135  * texture if initial_pool_size > 0.
136  *
137  * The only situation when the API user should set this is:
138  * - the user wants to do manual pool allocation (setting
139  * AVHWFramesContext.pool), instead of letting AVHWFramesContext
140  * allocate the pool
141  * - of an array texture
142  * - and wants it to use it for decoding
143  * - this has to be done before calling av_hwframe_ctx_init()
144  *
145  * Deallocating the AVHWFramesContext will always release this interface,
146  * and it does not matter whether it was user-allocated.
147  *
148  * This is in particular used by the libavcodec D3D11VA hwaccel, which
149  * requires a single array texture. It will create ID3D11VideoDecoderOutputView
150  * objects for each array texture element on decoder initialization.
151  */
152  ID3D11Texture2D *texture;
153 
154  /**
155  * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
156  * at least set D3D11_BIND_DECODER if the frames context is to be used for
157  * video decoding.
158  * This field is ignored/invalid if a user-allocated texture is provided.
159  */
161 
162  /**
163  * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
164  * This field is ignored/invalid if a user-allocated texture is provided.
165  */
168 
169 #endif /* AVUTIL_HWCONTEXT_D3D11VA_H */
ID3D11Texture2D * texture
The texture in which the frame is located.
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags used for texture creation.
ID3D11Device * device
Device used for texture creation and access.
D3D11 frame descriptor for pool allocation.
void ID3D11Device
Definition: nvenc.h:28
ID3D11VideoContext * video_context
If unset, this will be set from the device_context field on init.
ID3D11VideoDevice * video_device
If unset, this will be set from the device field on init.
typedef void(APIENTRY *FF_PFNGLACTIVETEXTUREPROC)(GLenum texture)
intptr_t index
The index into the array texture element representing the frame, or 0 if the texture is not an array ...
void(* unlock)(void *lock_ctx)
ID3D11Texture2D * texture
The canonical texture used for pool allocation.
This struct is allocated as AVHWFramesContext.hwctx.
void(* lock)(void *lock_ctx)
Callbacks for locking.
This struct is allocated as AVHWDeviceContext.hwctx.
unsigned int UINT
ID3D11DeviceContext * device_context
If unset, this will be set from the device field on init.