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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  */
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      */
56     ID3D11Device        *device;
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 } AVD3D11VADeviceContext;
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;
126 } AVD3D11FrameDescriptor;
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      */
160     UINT BindFlags;
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      */
166     UINT MiscFlags;
167 } AVD3D11VAFramesContext;
168 
169 #endif /* AVUTIL_HWCONTEXT_D3D11VA_H */
170