libavutil/hwcontext_d3d11va.h
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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
  * License as published by the Free Software Foundation; either
  * version 2.1 of the License, or (at your option) any later version.
  *
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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
  * 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
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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
  */
 
 #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.
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  *
  * 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.
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  *
  * 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.
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  */
 
 #include <d3d11.h>
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 #include <stdint.h>
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 /**
  * 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;
 } AVD3D11VAFramesContext;
 
 #endif /* AVUTIL_HWCONTEXT_D3D11VA_H */