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hwcontext_d3d11va.h
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1/*
2 * This file is part of FFmpeg.
3 *
4 * FFmpeg is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
8 *
9 * FFmpeg is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
13 *
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with FFmpeg; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
17 */
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 */
45typedef 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;
97 /**
98 * D3D11_TEXTURE2D_DESC.BindFlags to be applied to D3D11 resources allocated
99 * for frames using this device context.
100 *
101 * It applies globally to all AVD3D11VAFramesContext allocated from this device context,
102 * except that flags incompatible with the selected format may be removed during frames
103 * initialization.
104 * In particular, D3D11_BIND_SHADER_RESOURCE is removed for
105 * AV_PIX_FMT_YUV420P / DXGI_FORMAT_420_OPAQUE.
106 */
108 /**
109 * D3D11_TEXTURE2D_DESC.MiscFlags to be applied to D3D11 resources allocated
110 * for frames using this device context.
111 *
112 * It applies globally to all AVD3D11VAFramesContext allocated from this device context.
113 */
116
117/**
118 * D3D11 frame descriptor for pool allocation.
119 *
120 * In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
121 * with the data pointer pointing at an object of this type describing the
122 * planes of the frame.
123 *
124 * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
125 * necessarily point to an instance of this struct.
126 */
128 /**
129 * The texture in which the frame is located. The reference count is
130 * managed by the AVBufferRef, and destroying the reference will release
131 * the interface.
132 *
133 * Normally stored in AVFrame.data[0].
134 */
135 ID3D11Texture2D *texture;
136
137 /**
138 * The index into the array texture element representing the frame, or 0
139 * if the texture is not an array texture.
140 *
141 * Normally stored in AVFrame.data[1] (cast from intptr_t).
142 */
143 intptr_t index;
145
146/**
147 * This struct is allocated as AVHWFramesContext.hwctx
148 */
150 /**
151 * The canonical texture used for pool allocation. If this is set to NULL
152 * on init, the hwframes implementation will allocate and set an array
153 * texture if initial_pool_size > 0.
154 *
155 * The only situation when the API user should set this is:
156 * - the user wants to do manual pool allocation (setting
157 * AVHWFramesContext.pool), instead of letting AVHWFramesContext
158 * allocate the pool
159 * - of an array texture
160 * - and wants it to use it for decoding
161 * - this has to be done before calling av_hwframe_ctx_init()
162 *
163 * Deallocating the AVHWFramesContext will always release this interface,
164 * and it does not matter whether it was user-allocated.
165 *
166 * This is in particular used by the libavcodec D3D11VA hwaccel, which
167 * requires a single array texture. It will create ID3D11VideoDecoderOutputView
168 * objects for each array texture element on decoder initialization.
169 */
170 ID3D11Texture2D *texture;
171
172 /**
173 * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
174 * at least set D3D11_BIND_DECODER if the frames context is to be used for
175 * video decoding.
176 * Please note that flags incompatible with the selected format may be removed
177 * during frames initialization. In particular, D3D11_BIND_SHADER_RESOURCE is
178 * removed for AV_PIX_FMT_YUV420P / DXGI_FORMAT_420_OPAQUE.
179 * This field is ignored/invalid if a user-allocated texture is provided.
180 */
182
183 /**
184 * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
185 * This field is ignored/invalid if a user-allocated texture is provided.
186 */
188
189 /**
190 * In case if texture structure member above is not NULL contains the same texture
191 * pointer for all elements and different indexes into the array texture.
192 * In case if texture structure member above is NULL, all elements contains
193 * pointers to separate non-array textures and 0 indexes.
194 * This field is ignored/invalid if a user-allocated texture is provided.
195 */
198
199#endif /* AVUTIL_HWCONTEXT_D3D11VA_H */
void ID3D11Device
Definition nvenc.h:28
D3D11 frame descriptor for pool allocation.
ID3D11Texture2D * texture
The texture in which the frame is located.
intptr_t index
The index into the array texture element representing the frame, or 0 if the texture is not an array ...
This struct is allocated as AVHWDeviceContext.hwctx.
void(* lock)(void *lock_ctx)
Callbacks for locking.
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags to be applied to D3D11 resources allocated for frames using this devic...
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags to be applied to D3D11 resources allocated for frames using this devic...
void(* unlock)(void *lock_ctx)
ID3D11VideoContext * video_context
If unset, this will be set from the device_context field on init.
ID3D11Device * device
Device used for texture creation and access.
ID3D11DeviceContext * device_context
If unset, this will be set from the device field on init.
ID3D11VideoDevice * video_device
If unset, this will be set from the device field on init.
This struct is allocated as AVHWFramesContext.hwctx.
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
ID3D11Texture2D * texture
The canonical texture used for pool allocation.
AVD3D11FrameDescriptor * texture_infos
In case if texture structure member above is not NULL contains the same texture pointer for all eleme...
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags used for texture creation.