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 */
45typedef 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 */
109typedef 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 */
131typedef 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 */
179