Microsoft VideoProcessor requires texture with D3DUSAGE_RENDERTARGET flag as output. There is no way to allocate array of textures with D3D11_BIND_RENDER_TARGET flag and .ArraySize > 2 by ID3D11Device_CreateTexture2D due to the Microsoft limitation. Adding AVD3D11FrameDescriptors array to store array of single textures instead of texture with multiple slices resolves this. Signed-off-by: Artem Galin <artem.galin@intel.com>
		
			
				
	
	
		
			179 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
 * 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_D3D11VA_H
 | 
						|
#define AVUTIL_HWCONTEXT_D3D11VA_H
 | 
						|
 | 
						|
/**
 | 
						|
 * @file
 | 
						|
 * An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.
 | 
						|
 *
 | 
						|
 * The default pool implementation will be fixed-size if initial_pool_size is
 | 
						|
 * set (and allocate elements from an array texture). Otherwise it will allocate
 | 
						|
 * individual textures. Be aware that decoding requires a single array texture.
 | 
						|
 *
 | 
						|
 * Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to
 | 
						|
 * DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for
 | 
						|
 * this format. Refer to MSDN for details.
 | 
						|
 *
 | 
						|
 * av_hwdevice_ctx_create() for this device type supports a key named "debug"
 | 
						|
 * for the AVDictionary entry. If this is set to any value, the device creation
 | 
						|
 * code will try to load various supported D3D debugging layers.
 | 
						|
 */
 | 
						|
 | 
						|
#include <d3d11.h>
 | 
						|
#include <stdint.h>
 | 
						|
 | 
						|
/**
 | 
						|
 * This struct is allocated as AVHWDeviceContext.hwctx
 | 
						|
 */
 | 
						|
typedef struct AVD3D11VADeviceContext {
 | 
						|
    /**
 | 
						|
     * Device used for texture creation and access. This can also be used to
 | 
						|
     * set the libavcodec decoding device.
 | 
						|
     *
 | 
						|
     * Must 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.
 | 
						|
     */
 | 
						|
    ID3D11Device        *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.
 | 
						|
     */
 | 
						|
    ID3D11DeviceContext *device_context;
 | 
						|
 | 
						|
    /**
 | 
						|
     * 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.
 | 
						|
     */
 | 
						|
    ID3D11VideoDevice   *video_device;
 | 
						|
 | 
						|
    /**
 | 
						|
     * If unset, this will be set from the device_context field on init.
 | 
						|
     *
 | 
						|
     * Deallocating the AVHWDeviceContext will always release this interface,
 | 
						|
     * and it does not matter whether it was user-allocated.
 | 
						|
     */
 | 
						|
    ID3D11VideoContext  *video_context;
 | 
						|
 | 
						|
    /**
 | 
						|
     * Callbacks for locking. They protect accesses to device_context and
 | 
						|
     * video_context calls. They also 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;
 | 
						|
} AVD3D11VADeviceContext;
 | 
						|
 | 
						|
/**
 | 
						|
 * D3D11 frame descriptor for pool allocation.
 | 
						|
 *
 | 
						|
 * In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
 | 
						|
 * with the data pointer pointing at an object of this type describing the
 | 
						|
 * planes of the frame.
 | 
						|
 *
 | 
						|
 * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
 | 
						|
 * necessarily point to an instance of this struct.
 | 
						|
 */
 | 
						|
typedef struct AVD3D11FrameDescriptor {
 | 
						|
    /**
 | 
						|
     * The texture in which the frame is located. The reference count is
 | 
						|
     * managed by the AVBufferRef, and destroying the reference will release
 | 
						|
     * the interface.
 | 
						|
     *
 | 
						|
     * Normally stored in AVFrame.data[0].
 | 
						|
     */
 | 
						|
    ID3D11Texture2D *texture;
 | 
						|
 | 
						|
    /**
 | 
						|
     * The index into the array texture element representing the frame, or 0
 | 
						|
     * if the texture is not an array texture.
 | 
						|
     *
 | 
						|
     * Normally stored in AVFrame.data[1] (cast from intptr_t).
 | 
						|
     */
 | 
						|
    intptr_t index;
 | 
						|
} AVD3D11FrameDescriptor;
 | 
						|
 | 
						|
/**
 | 
						|
 * This struct is allocated as AVHWFramesContext.hwctx
 | 
						|
 */
 | 
						|
typedef struct AVD3D11VAFramesContext {
 | 
						|
    /**
 | 
						|
     * The canonical texture used for pool allocation. If this is set to NULL
 | 
						|
     * on init, the hwframes implementation will allocate and set an array
 | 
						|
     * texture if initial_pool_size > 0.
 | 
						|
     *
 | 
						|
     * The only situation when the API user should set this is:
 | 
						|
     * - the user wants to do manual pool allocation (setting
 | 
						|
     *   AVHWFramesContext.pool), instead of letting AVHWFramesContext
 | 
						|
     *   allocate the pool
 | 
						|
     * - of an array texture
 | 
						|
     * - and wants it to use it for decoding
 | 
						|
     * - this has to be done before calling av_hwframe_ctx_init()
 | 
						|
     *
 | 
						|
     * Deallocating the AVHWFramesContext will always release this interface,
 | 
						|
     * and it does not matter whether it was user-allocated.
 | 
						|
     *
 | 
						|
     * This is in particular used by the libavcodec D3D11VA hwaccel, which
 | 
						|
     * requires a single array texture. It will create ID3D11VideoDecoderOutputView
 | 
						|
     * objects for each array texture element on decoder initialization.
 | 
						|
     */
 | 
						|
    ID3D11Texture2D *texture;
 | 
						|
 | 
						|
    /**
 | 
						|
     * D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
 | 
						|
     * at least set D3D11_BIND_DECODER if the frames context is to be used for
 | 
						|
     * video decoding.
 | 
						|
     * This field is ignored/invalid if a user-allocated texture is provided.
 | 
						|
     */
 | 
						|
    UINT BindFlags;
 | 
						|
 | 
						|
    /**
 | 
						|
     * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
 | 
						|
     * This field is ignored/invalid if a user-allocated texture is provided.
 | 
						|
     */
 | 
						|
    UINT MiscFlags;
 | 
						|
 | 
						|
    /**
 | 
						|
     * In case if texture structure member above is not NULL contains the same texture
 | 
						|
     * pointer for all elements and different indexes into the array texture.
 | 
						|
     * In case if texture structure member above is NULL, all elements contains
 | 
						|
     * pointers to separate non-array textures and 0 indexes.
 | 
						|
     * This field is ignored/invalid if a user-allocated texture is provided.
 | 
						|
    */
 | 
						|
    AVD3D11FrameDescriptor *texture_infos;
 | 
						|
} AVD3D11VAFramesContext;
 | 
						|
 | 
						|
#endif /* AVUTIL_HWCONTEXT_D3D11VA_H */
 |