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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.
42 * This struct is allocated as AVHWDeviceContext.hwctx
44 typedef struct AVD3D11VADeviceContext {
46 * Device used for texture creation and access. This can also be used to
47 * set the libavcodec decoding device.
49 * Must be set by the user. This is the only mandatory field - the other
50 * device context fields are set from this and are available for convenience.
52 * Deallocating the AVHWDeviceContext will always release this interface,
53 * and it does not matter whether it was user-allocated.
58 * If unset, this will be set from the device field on init.
60 * Deallocating the AVHWDeviceContext will always release this interface,
61 * and it does not matter whether it was user-allocated.
63 ID3D11DeviceContext *device_context;
66 * If unset, this will be set from the device field on init.
68 * Deallocating the AVHWDeviceContext will always release this interface,
69 * and it does not matter whether it was user-allocated.
71 ID3D11VideoDevice *video_device;
74 * If unset, this will be set from the device_context field on init.
76 * Deallocating the AVHWDeviceContext will always release this interface,
77 * and it does not matter whether it was user-allocated.
79 ID3D11VideoContext *video_context;
82 * Callbacks for locking. They protect accesses to device_context and
83 * video_context calls. They also protect access to the internal staging
84 * texture (for av_hwframe_transfer_data() calls). They do NOT protect
85 * access to hwcontext or decoder state in general.
87 * If unset on init, the hwcontext implementation will set them to use an
90 * The underlying lock must be recursive. lock_ctx is for free use by the
91 * locking implementation.
93 void (*lock)(void *lock_ctx);
94 void (*unlock)(void *lock_ctx);
96 } AVD3D11VADeviceContext;
99 * D3D11 frame descriptor for pool allocation.
101 * In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
102 * with the data pointer pointing at an object of this type describing the
103 * planes of the frame.
105 * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
106 * necessarily point to an instance of this struct.
108 typedef struct AVD3D11FrameDescriptor {
110 * The texture in which the frame is located. The reference count is
111 * managed by the AVBufferRef, and destroying the reference will release
114 * Normally stored in AVFrame.data[0].
116 ID3D11Texture2D *texture;
119 * The index into the array texture element representing the frame, or 0
120 * if the texture is not an array texture.
122 * Normally stored in AVFrame.data[1] (cast from intptr_t).
125 } AVD3D11FrameDescriptor;
128 * This struct is allocated as AVHWFramesContext.hwctx
130 typedef struct AVD3D11VAFramesContext {
132 * The canonical texture used for pool allocation. If this is set to NULL
133 * on init, the hwframes implementation will allocate and set an array
134 * texture if initial_pool_size > 0.
136 * The only situation when the API user should set this is:
137 * - the user wants to do manual pool allocation (setting
138 * AVHWFramesContext.pool), instead of letting AVHWFramesContext
140 * - of an array texture
141 * - and wants it to use it for decoding
142 * - this has to be done before calling av_hwframe_ctx_init()
144 * Deallocating the AVHWFramesContext will always release this interface,
145 * and it does not matter whether it was user-allocated.
147 * This is in particular used by the libavcodec D3D11VA hwaccel, which
148 * requires a single array texture. It will create ID3D11VideoDecoderOutputView
149 * objects for each array texture element on decoder initialization.
151 ID3D11Texture2D *texture;
154 * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
155 * at least set D3D11_BIND_DECODER if the frames context is to be used for
157 * This field is ignored/invalid if a user-allocated texture is provided.
162 * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
163 * This field is ignored/invalid if a user-allocated texture is provided.
166 } AVD3D11VAFramesContext;
168 #endif /* AVUTIL_HWCONTEXT_D3D11VA_H */