hwcontext_d3d11va.h 6.1 KB

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