[FFmpeg-devel] [PATCH 8/9] avcodec: add D3D12VA hardware HEVC encoder
Wu, Tong1
tong1.wu at intel.com
Tue Jan 23 07:52:16 EET 2024
>>
>> From: Tong Wu <tong1.wu at intel.com>
>>
>> This implementation is based on D3D12 Video Encoding Spec:
>> https://microsoft.github.io/DirectX-Specs/d3d/D3D12VideoEncoding.html
>>
>> Sample command line for transcoding:
>> ffmpeg.exe -hwaccel d3d12va -hwaccel_output_format d3d12 -i input.mp4
>> -c:v hevc_d3d12va output.mp4
>>
>> Signed-off-by: Tong Wu <tong1.wu at intel.com>
>> ---
> > configure | 6 +
> > libavcodec/Makefile | 4 +-
> > libavcodec/allcodecs.c | 1 +
> > libavcodec/d3d12va_encode.c | 1441
>++++++++++++++++++++++++++++++
> > libavcodec/d3d12va_encode.h | 200 +++++
> > libavcodec/d3d12va_encode_hevc.c | 1016 +++++++++++++++++++++
> > libavcodec/hw_base_encode.h | 2 +-
> > 7 files changed, 2668 insertions(+), 2 deletions(-)
> > create mode 100644 libavcodec/d3d12va_encode.c
> > create mode 100644 libavcodec/d3d12va_encode.h
> > create mode 100644 libavcodec/d3d12va_encode_hevc.c
>
>> + D3D12_OBJECT_RELEASE(ctx->sync_ctx.fence);
>> + if (ctx->sync_ctx.event)
>> + CloseHandle(ctx->sync_ctx.event);
>> +
>> + D3D12_OBJECT_RELEASE(ctx->video_device3);
>> + D3D12_OBJECT_RELEASE(ctx->device);
>> + D3D12_OBJECT_RELEASE(ctx->encoder_heap);
>> + D3D12_OBJECT_RELEASE(ctx->encoder);
>
>We need to release all of the objects, including the encoder and
>encoder_heap, created by the device before releasing the device.
>
>> +
>> +typedef struct D3D12VAEncodeProfile {
>> + //lavc profile value (AV_PROFILE_*).
>> + int av_profile;
>> + //Supported bit depth.
>> + int depth;
>> + //Number of components.
>> + int nb_components;
>> + //Chroma subsampling in width dimension.
>> + int log2_chroma_w;
>> + //Chroma subsampling in height dimension.
>> + int log2_chroma_h;
>> + //D3D12 profile value.
>> + D3D12_VIDEO_ENCODER_PROFILE_DESC d3d12_profile;
>> +} D3D12VAEncodeProfile;
>> +
>> +typedef struct D3D12VAEncodeRCMode {
>> + // Base.
>> + HWBaseEncodeRCMode base;
>> + // Supported by D3D12 HW.
>> + int supported;
>> + // D3D12 mode value.
>> + D3D12_VIDEO_ENCODER_RATE_CONTROL_MODE d3d12_mode;
>> +} D3D12VAEncodeRCMode;
>> +
>> +typedef struct D3D12VAEncodeContext {
>> + HWBaseEncodeContext base;
>> +
>> + //Codec-specific hooks.
>> + const struct D3D12VAEncodeType *codec;
>> +
>> + //Chosen encoding profile details.
>> + const D3D12VAEncodeProfile *profile;
>> +
>> + //Chosen rate control mode details.
>> + const D3D12VAEncodeRCMode *rc_mode;
>> +
>> + AVD3D12VADeviceContext *hwctx;
>> +
>> + //Device3 interface.
>> + ID3D12Device3 *device3;
>> +
>> + ID3D12VideoDevice3 *video_device3;
>> +
>> + //Pool of (reusable) bitstream output buffers.
>> + AVBufferPool *output_buffer_pool;
>> +
>> + //D3D12 video encoder.
>> + AVBufferRef *encoder_ref;
>> +
>> + ID3D12VideoEncoder *encoder;
>> +
>> + //D3D12 video encoder heap.
>> + ID3D12VideoEncoderHeap *encoder_heap;
>> +
>> + //A cached queue for reusing the D3D12 command allocators.
>> + //@see https://learn.microsoft.com/en-
>us/windows/win32/direct3d12/recording-command-lists-and-
>bundles#id3d12commandallocator
>> + AVFifo *allocator_queue;
>> +
>> + //D3D12 command queue.
>> + ID3D12CommandQueue *command_queue;
>> +
>> + //D3D12 video encode command list.
>> + ID3D12VideoEncodeCommandList2 *command_list;
>> +
>> + //The sync context used to sync command queue.
>> + AVD3D12VASyncContext sync_ctx;
>> +
>> + //bi_not_empty feature.
>> + int bi_not_empty;
>> +
>> + //D3D12 hardware structures.
>> + D3D12_VIDEO_ENCODER_PICTURE_RESOLUTION_DESC resolution;
>> +
>> + D3D12_VIDEO_ENCODER_CODEC_CONFIGURATION codec_conf;
>> +
>> + D3D12_VIDEO_ENCODER_RATE_CONTROL rc;
>> +
>> + D3D12_FEATURE_DATA_VIDEO_ENCODER_RESOURCE_REQUIREMENTS
>req;
>> +
>> + D3D12_VIDEO_ENCODER_SEQUENCE_GOP_STRUCTURE GOP;
>> +
>> +
>D3D12_FEATURE_DATA_VIDEO_ENCODER_RESOLUTION_SUPPORT_LIMITS
>res_limits;
>> +
>> + D3D12_VIDEO_ENCODER_LEVEL_SETTING level;
>> +} D3D12VAEncodeContext;
>> +
>Can we use the comment style the same as D3D12VADecodeContext?
>
Will update in V2 thanks for the review.
Thanks,
Tong
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