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