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/*↩
* This file is part of FFmpeg.↩
*↩
* FFmpeg is free software; you can redistribute it and/or↩
* modify it under the terms of the GNU Lesser General Public↩
* License as published by the Free Software Foundation; either↩
* version 2.1 of the License, or (at your option) any later version.↩
*↩
* FFmpeg is distributed in the hope that it will be useful,↩
* but WITHOUT ANY WARRANTY; without even the implied warranty of↩
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU↩
* Lesser General Public License for more details.↩
*↩
* You should have received a copy of the GNU Lesser General Public↩
* License along with FFmpeg; if not, write to the Free Software↩
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA↩
*/↩
↩
#ifndef AVUTIL_HWCONTEXT_D3D11VA_H↩
#define AVUTIL_HWCONTEXT_D3D11VA_H↩
↩
/**↩
* @file↩
* An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.↩
*↩
* The default pool implementation will be fixed-size if initial_pool_size is↩
* set (and allocate elements from an array texture). Otherwise it will allocate↩
* individual textures. Be aware that decoding requires a single array texture.↩
*↩
* Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to↩
* DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for↩
* this format. Refer to MSDN for details.↩
*↩
* av_hwdevice_ctx_create() for this device type supports a key named "debug"↩
* for the AVDictionary entry. If this is set to any value, the device creation↩
* code will try to load various supported D3D debugging layers.↩
*/↩
↩
#include <d3d11.h>↩
#include <stdint.h>↩
↩
/**↩
* This struct is allocated as AVHWDeviceContext.hwctx↩
*/↩
typedef struct AVD3D11VADeviceContext {↩
/**↩
* Device used for texture creation and access. This can also be used to↩
* set the libavcodec decoding device.↩
*↩
* Must be set by the user. This is the only mandatory field - the other↩
* device context fields are set from this and are available for convenience.↩
*↩
* Deallocating the AVHWDeviceContext will always release this interface,↩
* and it does not matter whether it was user-allocated.↩
*/↩
ID3D11Device *device;↩
↩
/**↩
* If unset, this will be set from the device field on init.↩
*↩
* Deallocating the AVHWDeviceContext will always release this interface,↩
* and it does not matter whether it was user-allocated.↩
*/↩
ID3D11DeviceContext *device_context;↩
↩
/**↩
* If unset, this will be set from the device field on init.↩
*↩
* Deallocating the AVHWDeviceContext will always release this interface,↩
* and it does not matter whether it was user-allocated.↩
*/↩
ID3D11VideoDevice *video_device;↩
↩
/**↩
* If unset, this will be set from the device_context field on init.↩
*↩
* Deallocating the AVHWDeviceContext will always release this interface,↩
* and it does not matter whether it was user-allocated.↩
*/↩
ID3D11VideoContext *video_context;↩
↩
/**↩
* Callbacks for locking. They protect accesses to device_context and↩
* video_context calls. They also protect access to the internal staging↩
* texture (for av_hwframe_transfer_data() calls). They do NOT protect↩
* access to hwcontext or decoder state in general.↩
*↩
* If unset on init, the hwcontext implementation will set them to use an↩
* internal mutex.↩
*↩
* The underlying lock must be recursive. lock_ctx is for free use by the↩
* locking implementation.↩
*/↩
void (*lock)(void *lock_ctx);↩
void (*unlock)(void *lock_ctx);↩
void *lock_ctx;↩
} AVD3D11VADeviceContext;↩
↩
/**↩
* D3D11 frame descriptor for pool allocation.↩
*↩
* In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs↩
* with the data pointer pointing at an object of this type describing the↩
* planes of the frame.↩
*↩
* This has no use outside of custom allocation, and AVFrame AVBufferRef do not↩
* necessarily point to an instance of this struct.↩
*/↩
typedef struct AVD3D11FrameDescriptor {↩
/**↩
* The texture in which the frame is located. The reference count is↩
* managed by the AVBufferRef, and destroying the reference will release↩
* the interface.↩
*↩
* Normally stored in AVFrame.data[0].↩
*/↩
ID3D11Texture2D *texture;↩
↩
/**↩
* The index into the array texture element representing the frame, or 0↩
* if the texture is not an array texture.↩
*↩
* Normally stored in AVFrame.data[1] (cast from intptr_t).↩
*/↩
intptr_t index;↩
} AVD3D11FrameDescriptor;↩
↩
/**↩
* This struct is allocated as AVHWFramesContext.hwctx↩
*/↩
typedef struct AVD3D11VAFramesContext {↩
/**↩
* The canonical texture used for pool allocation. If this is set to NULL↩
* on init, the hwframes implementation will allocate and set an array↩
* texture if initial_pool_size > 0.↩
*↩
* The only situation when the API user should set this is:↩
* - the user wants to do manual pool allocation (setting↩
* AVHWFramesContext.pool), instead of letting AVHWFramesContext↩
* allocate the pool↩
* - of an array texture↩
* - and wants it to use it for decoding↩
* - this has to be done before calling av_hwframe_ctx_init()↩
*↩
* Deallocating the AVHWFramesContext will always release this interface,↩
* and it does not matter whether it was user-allocated.↩
*↩
* This is in particular used by the libavcodec D3D11VA hwaccel, which↩
* requires a single array texture. It will create ID3D11VideoDecoderOutputView↩
* objects for each array texture element on decoder initialization.↩
*/↩
ID3D11Texture2D *texture;↩
↩
/**↩
* D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must↩
* at least set D3D11_BIND_DECODER if the frames context is to be used for↩
* video decoding.↩
* This field is ignored/invalid if a user-allocated texture is provided.↩
*/↩
UINT BindFlags;↩
↩
/**↩
* D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.↩
* This field is ignored/invalid if a user-allocated texture is provided.↩
*/↩
UINT MiscFlags;↩
↩
/**↩
* In case if texture structure member above is not NULL contains the same texture↩
* pointer for all elements and different indexes into the array texture.↩
* In case if texture structure member above is NULL, all elements contains↩
* pointers to separate non-array textures and 0 indexes.↩
* This field is ignored/invalid if a user-allocated texture is provided.↩
*/↩
AVD3D11FrameDescriptor *texture_infos;↩
} AVD3D11VAFramesContext;↩
↩
#endif /* AVUTIL_HWCONTEXT_D3D11VA_H */↩