This adds a new API, which allows the API user to query the required
AVHWFramesContext parameters. This also reduces code duplication across
the hwaccels by introducing ff_decode_get_hw_frames_ctx(), which uses
the new API function. It takes care of initializing the hw_frames_ctx
if needed, and does additional error handling and API usage checking.
Support for VDA and Cuvid missing.
Signed-off-by: Anton Khirnov <anton@khirnov.net>
This also adds support to avconv (which is trivial due to the new
hwaccel API being generic enough).
The new decoder setup code in dxva2.c is significantly based on work by
Steve Lhomme <robux4@gmail.com>, but with heavy changes/rewrites.
Merges Libav commit f9e7a2f95a.
Also adds untested VP9 support.
The check for DXVA2 COBJs is removed. Just update your MinGW to
something newer than a 5 year old release.
Signed-off-by: Diego Biurrun <diego@biurrun.de>
The actual hwaccel code will need to access an internal context instead
of avctx->hwaccel_context, so add a new DXVA_CONTEXT() macro, that will
dispatch between the "old" external and the new internal context.
Also, the new API requires a new D3D11 pixfmt, so all places which check
for the pixfmt need to be adjusted. Introduce a ff_dxva2_is_d3d11()
function, which does the check.
Merges Libav commit 4dec101acc.
Adds changes to vp9 over the Libav patch.
Signed-off-by: Diego Biurrun <diego@biurrun.de>
This also adds support to avconv (which is trivial due to the new
hwaccel API being generic enough).
The new decoder setup code in dxva2.c is significantly based on work by
Steve Lhomme <robux4@gmail.com>, but with heavy changes/rewrites.
Signed-off-by: Diego Biurrun <diego@biurrun.de>
The actual hwaccel code will need to access an internal context instead
of avctx->hwaccel_context, so add a new DXVA_CONTEXT() macro, that will
dispatch between the "old" external and the new internal context.
Also, the new API requires a new D3D11 pixfmt, so all places which check
for the pixfmt need to be adjusted. Introduce a ff_dxva2_is_d3d11()
function, which does the check.
Signed-off-by: Diego Biurrun <diego@biurrun.de>
We can pick the correct slice index directly from the ID3D11VideoDecoderOutputView
casted from data[3].
Also added myself as maintainer for DXVA2 and D3D11VA.
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
We can pick the correct slice index directly from the ID3D11VideoDecoderOutputView
casted from data[3].
Signed-off-by: Anton Khirnov <anton@khirnov.net>
The slice index expected by D3D11VA is the one from the texture not from the
array or texture/slices.
In VLC the slices we provide the decoder don't start from 0 and thus pictures
appear in bogus order. With possible crashes and corruptions when using an
invalid index.
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
The decoding buffer index expected by D3D11VA is the one from the
ID3D11Texture2D not the one from the ID3D11VideoDecoderOutputView array
in AVD3D11VAContext.
Otherwise, when providing decoder slices that do not start from 0,
pictures appear in bogus order. For an invalid index crashes and
image corruption can occur.
Signed-off-by: Diego Biurrun <diego@biurrun.de>
The struct definitions in dxva.h, which are necessary in order to
actually use d3d11va, are hidden when WINAPI_FAMILY targets Windows Phone
or WindowsRT.
Building with WINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP is disallowed
when targeting ARM. ("Compiling Desktop applications for the ARM
platform is not supported.") So we set _CRT_BUILD_DESKTOP_APP to 0
to tell the runtime not to detect some issues with this mismatching.
The same tweaks to detect if the API is available is done in dxva2_internal.h
when compiling each DXVA2/D3D11VA decoders.
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
The struct definitions in dxva.h, which are necessary in order to
actually use d3d11va, are hidden when WINAPI_FAMILY targets Windows Phone
or WindowsRT.
Building with WINAPI_FAMILY=WINAPI_FAMILY_DESKTOP_APP is disallowed
when targeting ARM. ("Compiling Desktop applications for the ARM
platform is not supported.") So we set _CRT_BUILD_DESKTOP_APP to 0
to tell the runtime not to detect some issues with this mismatching.
The same tweaks to detect if the API is available is done in dxva2_internal.h
when compiling each DXVA2/D3D11VA decoders.
Signed-off-by: Martin Storsjö <martin@martin.st>
Only set a value if _WIN32_WINNT is undefined or smaller than 0x0600. This is
cleaner than unconditional definition and avoids a number of redefinition
warnings. Also only define a value in one of the two dxva2 headers.
The assumption of (MPEG) Picture and H264Picture layout matching might
not hold true in the future.
Signed-off-by: Hendrik Leppkes <h.leppkes@gmail.com>
Most of the changes are just trivial are just trivial replacements of
fields from MpegEncContext with equivalent fields in H264Context.
Everything in h264* other than h264.c are those trivial changes.
The nontrivial parts are:
1) extracting a simplified version of the frame management code from
mpegvideo.c. We don't need last/next_picture anymore, since h264 uses
its own more complex system already and those were set only to appease
the mpegvideo parts.
2) some tables that need to be allocated/freed in appropriate places.
3) hwaccels -- mostly trivial replacements.
for dxva, the draw_horiz_band() call is moved from
ff_dxva2_common_end_frame() to per-codec end_frame() callbacks,
because it's now different for h264 and MpegEncContext-based
decoders.
4) svq3 -- it does not use h264 complex reference system, so I just
added some very simplistic frame management instead and dropped the
use of ff_h264_frame_start(). Because of this I also had to move some
initialization code to svq3.
Additional fixes for chroma format and bit depth changes by
Janne Grunau <janne-libav@jannau.net>
Signed-off-by: Anton Khirnov <anton@khirnov.net>
Apparently, some build environments require dxva.h even for dxva2,
while others lack this header entirely. Including it conditionally
allows building in both cases.
Signed-off-by: Martin Storsjö <martin@martin.st>