FFmpeg 8.1
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hwcontext_d3d11va.h
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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 */
45typedef 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 /**
98 * D3D11_TEXTURE2D_DESC.BindFlags to be applied to D3D11 resources allocated
99 * for frames using this device context.
100 *
101 * It applies globally to all AVD3D11VAFramesContext allocated from this device context.
102 */
104 /**
105 * D3D11_TEXTURE2D_DESC.MiscFlags to be applied to D3D11 resources allocated
106 * for frames using this device context.
107 *
108 * It applies globally to all AVD3D11VAFramesContext allocated from this device context.
109 */
112
113/**
114 * D3D11 frame descriptor for pool allocation.
115 *
116 * In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
117 * with the data pointer pointing at an object of this type describing the
118 * planes of the frame.
119 *
120 * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
121 * necessarily point to an instance of this struct.
122 */
124 /**
125 * The texture in which the frame is located. The reference count is
126 * managed by the AVBufferRef, and destroying the reference will release
127 * the interface.
128 *
129 * Normally stored in AVFrame.data[0].
130 */
131 ID3D11Texture2D *texture;
132
133 /**
134 * The index into the array texture element representing the frame, or 0
135 * if the texture is not an array texture.
136 *
137 * Normally stored in AVFrame.data[1] (cast from intptr_t).
138 */
139 intptr_t index;
141
142/**
143 * This struct is allocated as AVHWFramesContext.hwctx
144 */
146 /**
147 * The canonical texture used for pool allocation. If this is set to NULL
148 * on init, the hwframes implementation will allocate and set an array
149 * texture if initial_pool_size > 0.
150 *
151 * The only situation when the API user should set this is:
152 * - the user wants to do manual pool allocation (setting
153 * AVHWFramesContext.pool), instead of letting AVHWFramesContext
154 * allocate the pool
155 * - of an array texture
156 * - and wants it to use it for decoding
157 * - this has to be done before calling av_hwframe_ctx_init()
158 *
159 * Deallocating the AVHWFramesContext will always release this interface,
160 * and it does not matter whether it was user-allocated.
161 *
162 * This is in particular used by the libavcodec D3D11VA hwaccel, which
163 * requires a single array texture. It will create ID3D11VideoDecoderOutputView
164 * objects for each array texture element on decoder initialization.
165 */
166 ID3D11Texture2D *texture;
167
168 /**
169 * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
170 * at least set D3D11_BIND_DECODER if the frames context is to be used for
171 * video decoding.
172 * This field is ignored/invalid if a user-allocated texture is provided.
173 */
175
176 /**
177 * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
178 * This field is ignored/invalid if a user-allocated texture is provided.
179 */
181
182 /**
183 * In case if texture structure member above is not NULL contains the same texture
184 * pointer for all elements and different indexes into the array texture.
185 * In case if texture structure member above is NULL, all elements contains
186 * pointers to separate non-array textures and 0 indexes.
187 * This field is ignored/invalid if a user-allocated texture is provided.
188 */
191
192#endif /* AVUTIL_HWCONTEXT_D3D11VA_H */
D3D11 frame descriptor for pool allocation.
ID3D11Texture2D * texture
The texture in which the frame is located.
intptr_t index
The index into the array texture element representing the frame, or 0 if the texture is not an array ...
This struct is allocated as AVHWDeviceContext.hwctx.
void(* lock)(void *lock_ctx)
Callbacks for locking.
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags to be applied to D3D11 resources allocated for frames using this devic...
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags to be applied to D3D11 resources allocated for frames using this devic...
void(* unlock)(void *lock_ctx)
ID3D11VideoContext * video_context
If unset, this will be set from the device_context field on init.
ID3D11Device * device
Device used for texture creation and access.
ID3D11DeviceContext * device_context
If unset, this will be set from the device field on init.
ID3D11VideoDevice * video_device
If unset, this will be set from the device field on init.
This struct is allocated as AVHWFramesContext.hwctx.
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
ID3D11Texture2D * texture
The canonical texture used for pool allocation.
AVD3D11FrameDescriptor * texture_infos
In case if texture structure member above is not NULL contains the same texture pointer for all eleme...
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags used for texture creation.