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hwcontext_d3d11va.h (6669B)


      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 */
     45 typedef 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 } AVD3D11VADeviceContext;
     98 
     99 /**
    100 * D3D11 frame descriptor for pool allocation.
    101 *
    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.
    105 *
    106 * This has no use outside of custom allocation, and AVFrame AVBufferRef do not
    107 * necessarily point to an instance of this struct.
    108 */
    109 typedef struct AVD3D11FrameDescriptor {
    110    /**
    111     * The texture in which the frame is located. The reference count is
    112     * managed by the AVBufferRef, and destroying the reference will release
    113     * the interface.
    114     *
    115     * Normally stored in AVFrame.data[0].
    116     */
    117    ID3D11Texture2D *texture;
    118 
    119    /**
    120     * The index into the array texture element representing the frame, or 0
    121     * if the texture is not an array texture.
    122     *
    123     * Normally stored in AVFrame.data[1] (cast from intptr_t).
    124     */
    125    intptr_t index;
    126 } AVD3D11FrameDescriptor;
    127 
    128 /**
    129 * This struct is allocated as AVHWFramesContext.hwctx
    130 */
    131 typedef struct AVD3D11VAFramesContext {
    132    /**
    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.
    136     *
    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
    140     *   allocate the pool
    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()
    144     *
    145     * Deallocating the AVHWFramesContext will always release this interface,
    146     * and it does not matter whether it was user-allocated.
    147     *
    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.
    151     */
    152    ID3D11Texture2D *texture;
    153 
    154    /**
    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
    157     * video decoding.
    158     * This field is ignored/invalid if a user-allocated texture is provided.
    159     */
    160    UINT BindFlags;
    161 
    162    /**
    163     * D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
    164     * This field is ignored/invalid if a user-allocated texture is provided.
    165     */
    166    UINT MiscFlags;
    167 
    168    /**
    169     * In case if texture structure member above is not NULL contains the same texture
    170     * pointer for all elements and different indexes into the array texture.
    171     * In case if texture structure member above is NULL, all elements contains
    172     * pointers to separate non-array textures and 0 indexes.
    173     * This field is ignored/invalid if a user-allocated texture is provided.
    174    */
    175    AVD3D11FrameDescriptor *texture_infos;
    176 } AVD3D11VAFramesContext;
    177 
    178 #endif /* AVUTIL_HWCONTEXT_D3D11VA_H */