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stenzek
GitHub Repository: stenzek/duckstation
Path: blob/master/dep/ffmpeg/include/libavutil/hwcontext_d3d12va.h
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/*
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* Direct3D 12 HW acceleration.
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*
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* copyright (c) 2022-2023 Wu Jianhua <[email protected]>
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*
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* This file is part of FFmpeg.
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*
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* FFmpeg is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* FFmpeg is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with FFmpeg; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef AVUTIL_HWCONTEXT_D3D12VA_H
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#define AVUTIL_HWCONTEXT_D3D12VA_H
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/**
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* @file
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* An API-specific header for AV_HWDEVICE_TYPE_D3D12VA.
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*
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* AVHWFramesContext.pool must contain AVBufferRefs whose
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* data pointer points to an AVD3D12VAFrame struct.
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*/
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#include <stdint.h>
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#include <initguid.h>
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#include <d3d12.h>
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#include <d3d12sdklayers.h>
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#include <d3d12video.h>
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/**
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* @brief This struct is allocated as AVHWDeviceContext.hwctx
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*
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*/
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typedef struct AVD3D12VADeviceContext {
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/**
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* Device used for objects creation and access. This can also be
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* used to set the libavcodec decoding device.
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*
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* Can be set by the user. This is the only mandatory field - the other
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* device context fields are set from this and are available for convenience.
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*
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* Deallocating the AVHWDeviceContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*/
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ID3D12Device *device;
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/**
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* If unset, this will be set from the device field on init.
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*
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* Deallocating the AVHWDeviceContext will always release this interface,
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* and it does not matter whether it was user-allocated.
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*/
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ID3D12VideoDevice *video_device;
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/**
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* Callbacks for locking. They protect access to the internal staging
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* texture (for av_hwframe_transfer_data() calls). They do NOT protect
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* access to hwcontext or decoder state in general.
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*
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* If unset on init, the hwcontext implementation will set them to use an
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* internal mutex.
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*
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* The underlying lock must be recursive. lock_ctx is for free use by the
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* locking implementation.
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*/
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void (*lock)(void *lock_ctx);
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void (*unlock)(void *lock_ctx);
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void *lock_ctx;
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} AVD3D12VADeviceContext;
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/**
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* @brief This struct is used to sync d3d12 execution
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*
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*/
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typedef struct AVD3D12VASyncContext {
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/**
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* D3D12 fence object
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*/
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ID3D12Fence *fence;
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/**
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* A handle to the event object that's raised when the fence
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* reaches a certain value.
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*/
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HANDLE event;
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/**
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* The fence value used for sync
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*/
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uint64_t fence_value;
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} AVD3D12VASyncContext;
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/**
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* @brief D3D12VA frame descriptor for pool allocation.
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*
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*/
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typedef struct AVD3D12VAFrame {
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/**
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* The texture in which the frame is located. The reference count is
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* managed by the AVBufferRef, and destroying the reference will release
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* the interface.
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*/
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ID3D12Resource *texture;
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/**
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* The sync context for the texture
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*
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* @see: https://learn.microsoft.com/en-us/windows/win32/medfound/direct3d-12-video-overview#directx-12-fences
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*/
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AVD3D12VASyncContext sync_ctx;
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} AVD3D12VAFrame;
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/**
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* @brief This struct is allocated as AVHWFramesContext.hwctx
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*
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*/
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typedef struct AVD3D12VAFramesContext {
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/**
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* DXGI_FORMAT format. MUST be compatible with the pixel format.
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* If unset, will be automatically set.
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*/
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DXGI_FORMAT format;
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/**
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* Options for working with resources.
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* If unset, this will be D3D12_RESOURCE_FLAG_NONE.
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*
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* @see https://learn.microsoft.com/en-us/windows/win32/api/d3d12/ne-d3d12-d3d12_resource_flags
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*/
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D3D12_RESOURCE_FLAGS flags;
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} AVD3D12VAFramesContext;
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#endif /* AVUTIL_HWCONTEXT_D3D12VA_H */
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