FFmpeg 8.1
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hwcontext_d3d12va.h
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1/*
2 * Direct3D 12 HW acceleration.
3 *
4 * copyright (c) 2022-2023 Wu Jianhua <toqsxw@outlook.com>
5 *
6 * This file is part of FFmpeg.
7 *
8 * FFmpeg is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
12 *
13 * FFmpeg is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
17 *
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with FFmpeg; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 */
22
23#ifndef AVUTIL_HWCONTEXT_D3D12VA_H
24#define AVUTIL_HWCONTEXT_D3D12VA_H
25
26/**
27 * @file
28 * An API-specific header for AV_HWDEVICE_TYPE_D3D12VA.
29 *
30 * AVHWFramesContext.pool must contain AVBufferRefs whose
31 * data pointer points to an AVD3D12VAFrame struct.
32 */
33#include <stdint.h>
34#include <initguid.h>
35#include <d3d12.h>
36#include <d3d12sdklayers.h>
37#include <d3d12video.h>
38
39/**
40 * @brief This struct is allocated as AVHWDeviceContext.hwctx
41 *
42 */
43typedef struct AVD3D12VADeviceContext {
44 /**
45 * Device used for objects creation and access. This can also be
46 * used to set the libavcodec decoding device.
47 *
48 * Can be set by the user. This is the only mandatory field - the other
49 * device context fields are set from this and are available for convenience.
50 *
51 * Deallocating the AVHWDeviceContext will always release this interface,
52 * and it does not matter whether it was user-allocated.
53 */
54 ID3D12Device *device;
55
56 /**
57 * If unset, this will be set from the device field on init.
58 *
59 * Deallocating the AVHWDeviceContext will always release this interface,
60 * and it does not matter whether it was user-allocated.
61 */
62 ID3D12VideoDevice *video_device;
63
64 /**
65 * Callbacks for locking. They protect access to the internal staging
66 * texture (for av_hwframe_transfer_data() calls). They do NOT protect
67 * access to hwcontext or decoder state in general.
68 *
69 * If unset on init, the hwcontext implementation will set them to use an
70 * internal mutex.
71 *
72 * The underlying lock must be recursive. lock_ctx is for free use by the
73 * locking implementation.
74 */
75 void (*lock)(void *lock_ctx);
76 void (*unlock)(void *lock_ctx);
77 void *lock_ctx;
78
79 /**
80 * Resource flags to be applied to D3D12 resources allocated
81 * for frames using this device context.
82 *
83 * If unset, this will be D3D12_RESOURCE_FLAG_NONE.
84 *
85 * It applies globally to all AVD3D12VAFramesContext allocated from this device context.
86 */
87 D3D12_RESOURCE_FLAGS resource_flags;
88
89 /**
90 * Heap flags to be applied to D3D12 resources allocated
91 * for frames using this device context.
92 *
93 * If unset, this will be D3D12_HEAP_FLAG_NONE.
94 *
95 * It applies globally to all AVD3D12VAFramesContext allocated from this device context.
96 */
97 D3D12_HEAP_FLAGS heap_flags;
99
100/**
101 * @brief This struct is used to sync d3d12 execution
102 *
103 */
104typedef struct AVD3D12VASyncContext {
105 /**
106 * D3D12 fence object
107 */
108 ID3D12Fence *fence;
109
110 /**
111 * A handle to the event object that's raised when the fence
112 * reaches a certain value.
113 */
114 HANDLE event;
115
116 /**
117 * The fence value used for sync
118 */
119 uint64_t fence_value;
121
122/**
123 * Define the behaviours of frame allocation.
124 */
127
128 /**
129 * Indicates that frame data should be allocated using a texture array resource.
130 */
133
134/**
135 * @brief D3D12VA frame descriptor for pool allocation.
136 *
137 */
138typedef struct AVD3D12VAFrame {
139 /**
140 * The texture in which the frame is located. The reference count is
141 * managed by the AVBufferRef, and destroying the reference will release
142 * the interface.
143 */
144 ID3D12Resource *texture;
145
146 /**
147 * Index of the subresource within the texture.
148 *
149 * In texture array mode, this specifies the array slice index.
150 * When texture array mode is not used, this value is always 0.
151 */
153
154 /**
155 * The sync context for the texture
156 *
157 * @see: https://learn.microsoft.com/en-us/windows/win32/medfound/direct3d-12-video-overview#directx-12-fences
158 */
160
161 /**
162 * A combination of AVD3D12VAFrameFlags.
163 * Set by AVD3D12VAFramesContext.
164 */
167
168/**
169 * @brief This struct is allocated as AVHWFramesContext.hwctx
170 *
171 */
173 /**
174 * DXGI_FORMAT format. MUST be compatible with the pixel format.
175 * If unset, will be automatically set.
176 */
177 DXGI_FORMAT format;
178
179 /**
180 * Options for working with resources.
181 * If unset, this will be D3D12_RESOURCE_FLAG_NONE.
182 *
183 * @see https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_resource_flags
184 */
185 D3D12_RESOURCE_FLAGS resource_flags;
186
187 /**
188 * Options for working with heaps allocation when creating resources.
189 * If unset, this will be D3D12_HEAP_FLAG_NONE.
190 *
191 * @see https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_heap_flags
192 */
193 D3D12_HEAP_FLAGS heap_flags;
194
195 /**
196 * In texture array mode, the D3D12 uses the same texture array (resource)for all
197 * pictures.
198 */
199 ID3D12Resource *texture_array;
200
201 /**
202 * A combination of AVD3D12VAFrameFlags. Unless AV_D3D12VA_FRAME_FLAG_NONE is set,
203 * autodetected flags will be OR'd based on the device and frame features during
204 * av_hwframe_ctx_init().
205 */
208
209#endif /* AVUTIL_HWCONTEXT_D3D12VA_H */
AVD3D12VAFrameFlags
Define the behaviours of frame allocation.
@ AV_D3D12VA_FRAME_FLAG_TEXTURE_ARRAY
Indicates that frame data should be allocated using a texture array resource.
@ AV_D3D12VA_FRAME_FLAG_NONE
This struct is allocated as AVHWDeviceContext.hwctx.
void(* unlock)(void *lock_ctx)
ID3D12Device * device
Device used for objects creation and access.
void(* lock)(void *lock_ctx)
Callbacks for locking.
D3D12_RESOURCE_FLAGS resource_flags
Resource flags to be applied to D3D12 resources allocated for frames using this device context.
D3D12_HEAP_FLAGS heap_flags
Heap flags to be applied to D3D12 resources allocated for frames using this device context.
ID3D12VideoDevice * video_device
If unset, this will be set from the device field on init.
D3D12VA frame descriptor for pool allocation.
AVD3D12VAFrameFlags flags
A combination of AVD3D12VAFrameFlags.
ID3D12Resource * texture
The texture in which the frame is located.
AVD3D12VASyncContext sync_ctx
The sync context for the texture.
int subresource_index
Index of the subresource within the texture.
This struct is allocated as AVHWFramesContext.hwctx.
D3D12_RESOURCE_FLAGS resource_flags
Options for working with resources.
AVD3D12VAFrameFlags flags
A combination of AVD3D12VAFrameFlags.
D3D12_HEAP_FLAGS heap_flags
Options for working with heaps allocation when creating resources.
ID3D12Resource * texture_array
In texture array mode, the D3D12 uses the same texture array (resource)for all pictures.
DXGI_FORMAT format
DXGI_FORMAT format.
This struct is used to sync d3d12 execution.
HANDLE event
A handle to the event object that's raised when the fence reaches a certain value.
ID3D12Fence * fence
D3D12 fence object.
uint64_t fence_value
The fence value used for sync.