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