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19 #ifndef AVUTIL_HWCONTEXT_D3D11VA_H
20 #define AVUTIL_HWCONTEXT_D3D11VA_H
24 * An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.
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.
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.
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.
43 * This struct is allocated as AVHWDeviceContext.hwctx
45 typedef struct AVD3D11VADeviceContext {
47 * Device used for texture creation and access. This can also be used to
48 * set the libavcodec decoding device.
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.
53 * Deallocating the AVHWDeviceContext will always release this interface,
54 * and it does not matter whether it was user-allocated.
59 * If unset, this will be set from the device field on init.
61 * Deallocating the AVHWDeviceContext will always release this interface,
62 * and it does not matter whether it was user-allocated.
64 ID3D11DeviceContext *device_context;
67 * If unset, this will be set from the device field on init.
69 * Deallocating the AVHWDeviceContext will always release this interface,
70 * and it does not matter whether it was user-allocated.
72 ID3D11VideoDevice *video_device;
75 * If unset, this will be set from the device_context field on init.
77 * Deallocating the AVHWDeviceContext will always release this interface,
78 * and it does not matter whether it was user-allocated.
80 ID3D11VideoContext *video_context;
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.
88 * If unset on init, the hwcontext implementation will set them to use an
91 * The underlying lock must be recursive. lock_ctx is for free use by the
92 * locking implementation.
94 void (*lock)(void *lock_ctx);
95 void (*unlock)(void *lock_ctx);
97 } AVD3D11VADeviceContext;
100 * D3D11 frame descriptor for pool allocation.
102 * In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
103 * with the data pointer pointing at an object of this type describing the
104 * planes of the frame.
106 * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
107 * necessarily point to an instance of this struct.
109 typedef struct AVD3D11FrameDescriptor {
111 * The texture in which the frame is located. The reference count is
112 * managed by the AVBufferRef, and destroying the reference will release
115 * Normally stored in AVFrame.data[0].
117 ID3D11Texture2D *texture;
120 * The index into the array texture element representing the frame, or 0
121 * if the texture is not an array texture.
123 * Normally stored in AVFrame.data[1] (cast from intptr_t).
126 } AVD3D11FrameDescriptor;
129 * This struct is allocated as AVHWFramesContext.hwctx
131 typedef struct AVD3D11VAFramesContext {
133 * The canonical texture used for pool allocation. If this is set to NULL
134 * on init, the hwframes implementation will allocate and set an array
135 * texture if initial_pool_size > 0.
137 * The only situation when the API user should set this is:
138 * - the user wants to do manual pool allocation (setting
139 * AVHWFramesContext.pool), instead of letting AVHWFramesContext
141 * - of an array texture
142 * - and wants it to use it for decoding
143 * - this has to be done before calling av_hwframe_ctx_init()
145 * Deallocating the AVHWFramesContext will always release this interface,
146 * and it does not matter whether it was user-allocated.
148 * This is in particular used by the libavcodec D3D11VA hwaccel, which
149 * requires a single array texture. It will create ID3D11VideoDecoderOutputView
150 * objects for each array texture element on decoder initialization.
152 ID3D11Texture2D *texture;
155 * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
156 * at least set D3D11_BIND_DECODER if the frames context is to be used for
158 * This field is ignored/invalid if a user-allocated texture is provided.
163 * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
164 * This field is ignored/invalid if a user-allocated texture is provided.
167 } AVD3D11VAFramesContext;
169 #endif /* AVUTIL_HWCONTEXT_D3D11VA_H */