[FFmpeg-devel] [PATCH] avcodec/amfenc: DX12 Reference-only feature support

Lynne dev at lynne.ee
Mon Feb 10 18:34:42 EET 2025


On 30/01/2025 15:09, Araz Iusubov wrote:
> The Reference-Only feature in DirectX 12 is a memory optimization
> technique designed for video decoding scenarios.
> This feature requires that reference resources must be allocated with
> the D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY resource flag.
> Reference textures must also be separated from output textures.
> This feature is not supported in the current version of ffmpeg.
> Since AMD GPU uses this feature in Direct 12 decoder,
> ffmpeg does not support AMD GPU Direct 12 decoding.
> To properly support the Reference-Only feature,
> two parallel resource pools must be configured and managed:
> General Resource Pool:
> Contains resources used for output decoded frames.
> Defined in AVHWFramesContext and manages the final decoded textures.
> Reference-Only Resource Pool:
> Intended for storing reference frame resources.
> Resources created with the
> D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY flag
> are allocated to AVBufferPool.
> 
> ---
>   libavcodec/d3d12va_decode.c   | 58 ++++++++++++++++++++++++++++---
>   libavutil/hwcontext_d3d12va.c | 65 ++++++++++++++++++++++++++++++++---
>   2 files changed, 115 insertions(+), 8 deletions(-)
> 
> diff --git a/libavcodec/d3d12va_decode.c b/libavcodec/d3d12va_decode.c
> index 3b8978635e..8916f94d10 100644
> --- a/libavcodec/d3d12va_decode.c
> +++ b/libavcodec/d3d12va_decode.c
> @@ -51,11 +51,19 @@ unsigned ff_d3d12va_get_surface_index(const AVCodecContext *avctx,
>                                         D3D12VADecodeContext *ctx, const AVFrame *frame,
>                                         int curr)
>   {
> +    AVHWFramesContext      *frames_ctx   = D3D12VA_FRAMES_CONTEXT(avctx);
> +    AVD3D12VAFramesContext *frames_hwctx = frames_ctx->hwctx;
> +
>       AVD3D12VAFrame *f;
>       ID3D12Resource *res;
>       unsigned i;
>   
> -    f = (AVD3D12VAFrame *)frame->data[0];
> +    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
> +        f = (AVD3D12VAFrame*)frame->data[1];
> +    } else {
> +        f = (AVD3D12VAFrame*)frame->data[0];
> +    }
> +
>       if (!f)
>           goto fail;
>   
> @@ -250,6 +258,11 @@ static int d3d12va_create_decoder(AVCodecContext *avctx)
>           return AVERROR_PATCHWELCOME;
>       }
>   
> +    if (feature.ConfigurationFlags & D3D12_VIDEO_DECODE_CONFIGURATION_FLAG_REFERENCE_ONLY_ALLOCATIONS_REQUIRED) {
> +        frames_hwctx->flags |= (D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);
> +        av_log(avctx, AV_LOG_INFO, "Reference-Only Allocations are required for this configuration.\n");
> +    }
> +
>       desc = (D3D12_VIDEO_DECODER_DESC) {
>           .NodeMask = 0,
>           .Configuration = ctx->cfg,
> @@ -440,8 +453,19 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, AVFrame *frame,
>       D3D12VADecodeContext   *ctx               = D3D12VA_DECODE_CONTEXT(avctx);
>       ID3D12Resource         *buffer            = NULL;
>       ID3D12CommandAllocator *command_allocator = NULL;
> -    AVD3D12VAFrame         *f                 = (AVD3D12VAFrame *)frame->data[0];
> -    ID3D12Resource         *resource          = (ID3D12Resource *)f->texture;
> +    AVHWFramesContext      *frames_ctx        = D3D12VA_FRAMES_CONTEXT(avctx);
> +    AVD3D12VAFramesContext *frames_hwctx      = frames_ctx->hwctx;
> +    AVD3D12VAFrame         *f                 = NULL;
> +    AVD3D12VAFrame         *output_data       = NULL;
> +
> +    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
> +        f           = (AVD3D12VAFrame*)frame->data[1];
> +        output_data = (AVD3D12VAFrame*)frame->data[0];
> +    } else {
> +        f           = (AVD3D12VAFrame*)frame->data[0];
> +    }
> +
> +    ID3D12Resource* resource = (ID3D12Resource*)f->texture;
>   
>       ID3D12VideoDecodeCommandList *cmd_list = ctx->command_list;
>       D3D12_RESOURCE_BARRIER barriers[32] = { 0 };
> @@ -469,6 +493,14 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, AVFrame *frame,
>           .pOutputTexture2D    = resource,
>       };
>   
> +    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
> +        output_args.pOutputTexture2D = output_data->texture;
> +
> +        output_args.ConversionArguments.Enable               = 1;
> +        output_args.ConversionArguments.pReferenceTexture2D  = resource;
> +        output_args.ConversionArguments.ReferenceSubresource = 0;
> +    }
> +
>       UINT num_barrier = 1;
>       barriers[0] = (D3D12_RESOURCE_BARRIER) {
>           .Type  = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
> @@ -481,6 +513,20 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, AVFrame *frame,
>           },
>       };
>   
> +    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
> +        barriers[1] = (D3D12_RESOURCE_BARRIER) {
> +            .Type  = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
> +            .Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
> +            .Transition = {
> +                .pResource   = output_data->texture,
> +                .Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
> +                .StateBefore = D3D12_RESOURCE_STATE_COMMON,
> +                .StateAfter  = D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE,
> +            },
> +        };
> +        num_barrier++;
> +    }
> +
>       memset(ctx->ref_subresources, 0, sizeof(UINT) * ctx->max_num_ref);
>       input_args.ReferenceFrames.NumTexture2Ds = ctx->max_num_ref;
>       input_args.ReferenceFrames.ppTexture2Ds  = ctx->ref_resources;
> @@ -505,7 +551,7 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, AVFrame *frame,
>   
>       DX_CHECK(ID3D12VideoDecodeCommandList_Reset(cmd_list, command_allocator));
>   
> -    num_barrier += d3d12va_update_reference_frames_state(avctx, &barriers[1], resource, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VIDEO_DECODE_READ);
> +    num_barrier += d3d12va_update_reference_frames_state(avctx, &barriers[num_barrier], resource, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VIDEO_DECODE_READ);
>   
>       ID3D12VideoDecodeCommandList_ResourceBarrier(cmd_list, num_barrier, barriers);
>   
> @@ -522,6 +568,10 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, AVFrame *frame,
>   
>       DX_CHECK(ID3D12CommandQueue_Signal(ctx->command_queue, f->sync_ctx.fence, ++f->sync_ctx.fence_value));
>   
> +    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
> +        DX_CHECK(ID3D12CommandQueue_Signal(ctx->command_queue, output_data->sync_ctx.fence, ++output_data->sync_ctx.fence_value));
> +    }
> +
>       DX_CHECK(ID3D12CommandQueue_Signal(ctx->command_queue, ctx->sync_ctx.fence, ++ctx->sync_ctx.fence_value));
>   
>       ret = d3d12va_discard_helper_objects(avctx, command_allocator, buffer, ctx->sync_ctx.fence_value);
> diff --git a/libavutil/hwcontext_d3d12va.c b/libavutil/hwcontext_d3d12va.c
> index 6507cf69c1..328827b040 100644
> --- a/libavutil/hwcontext_d3d12va.c
> +++ b/libavutil/hwcontext_d3d12va.c
> @@ -49,6 +49,24 @@ typedef struct D3D12VAFramesContext {
>       ID3D12GraphicsCommandList *command_list;
>       AVD3D12VASyncContext       sync_ctx;
>       UINT                       luma_component_size;
> +
> +    /**
> +     * The Reference-Only feature in DirectX 12 is a memory optimization
> +     * technique designed for video decoding/encoding scenarios.
> +     * This feature requires that reference resources must be allocated
> +     * with the `D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY` resource flag.
> +     * Reference textures must also be separated from output textures.
> +     * To correctly support the Reference-Only feature, two parallel resource
> +     * pools must be configured and managed:
> +     * 1. General Resource Pool:
> +     *   - Contains resources used for outputting decoded frames.
> +     *   - Defined in `AVHWFramesContext` and manages the final decoded textures.
> +     * 2. Reference-Only Resource Pool:
> +     *   - Dedicated to storing reference frame resources.
> +     *   - Resources created with the `D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY`
> +     *     flag are allocated to this pool.
> +     */
> +    AVBufferPool              *pool_reference_only;

This information doesn't belong here, and this value does definitely not 
belong here, as the hwcontext_d3d12.c code doesn't even touch it.
We try to not put random internal fields in public structs anymore.
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