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/*
* Direct3D 12 HW acceleration.
*
* copyright (c) 2022-2023 Wu Jianhua <toqsxw@outlook.com>
*
* 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_D3D12VA_H
#define AVUTIL_HWCONTEXT_D3D12VA_H
/**
* @file
* An API-specific header for AV_HWDEVICE_TYPE_D3D12VA.
*
* AVHWFramesContext.pool must contain AVBufferRefs whose
* data pointer points to an AVD3D12VAFrame struct.
*/
#include <stdint.h>
#include <initguid.h>
#include <d3d12.h>
#include <d3d12sdklayers.h>
#include <d3d12video.h>
/**
* @brief This struct is allocated as AVHWDeviceContext.hwctx
*
*/
typedef struct AVD3D12VADeviceContext {
/**
* Device used for objects creation and access. This can also be
* used to set the libavcodec decoding device.
*
* Can 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.
*/
ID3D12Device *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.
*/
ID3D12VideoDevice *video_device;
/**
* Callbacks for locking. They 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;
} AVD3D12VADeviceContext;
/**
* @brief This struct is used to sync d3d12 execution
*
*/
typedef struct AVD3D12VASyncContext {
/**
* D3D12 fence object
*/
ID3D12Fence *fence;
/**
* A handle to the event object that's raised when the fence
* reaches a certain value.
*/
HANDLE event;
/**
* The fence value used for sync
*/
uint64_t fence_value;
} AVD3D12VASyncContext;
/**
* @brief D3D12VA frame descriptor for pool allocation.
*
*/
typedef struct AVD3D12VAFrame {
/**
* The texture in which the frame is located. The reference count is
* managed by the AVBufferRef, and destroying the reference will release
* the interface.
*/
ID3D12Resource *texture;
/**
* The sync context for the texture
*
* @see: https://learn.microsoft.com/en-us/windows/win32/medfound/direct3d-12-video-overview#directx-12-fences
*/
AVD3D12VASyncContext sync_ctx;
} AVD3D12VAFrame;
/**
* @brief This struct is allocated as AVHWFramesContext.hwctx
*
*/
typedef struct AVD3D12VAFramesContext {
/**
* DXGI_FORMAT format. MUST be compatible with the pixel format.
* If unset, will be automatically set.
*/
DXGI_FORMAT format;
/**
* Options for working with resources.
* If unset, this will be D3D12_RESOURCE_FLAG_NONE.
*
* @see https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_resource_flags
*/
D3D12_RESOURCE_FLAGS flags;
} AVD3D12VAFramesContext;
#endif /* AVUTIL_HWCONTEXT_D3D12VA_H */