/* * This file is part of FFmpeg. * * FFmpeg is free software; you can redistribute it and/or * 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. * * FFmpeg is distributed in the hope that it will be useful, * 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 * License along with FFmpeg; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** * @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. * * 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. * * 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.
*/
#include <d3d11.h> #include <stdint.h>
/** * This struct is allocated as AVHWDeviceContext.hwctx
*/ typedefstruct 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.
*/ typedefstruct 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
*/ typedefstruct 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;
/** * In case if texture structure member above is not NULL contains the same texture * pointer for all elements and different indexes into the array texture. * In case if texture structure member above is NULL, all elements contains * pointers to separate non-array textures and 0 indexes. * This field is ignored/invalid if a user-allocated texture is provided.
*/
AVD3D11FrameDescriptor *texture_infos;
} AVD3D11VAFramesContext;
#endif/* AVUTIL_HWCONTEXT_D3D11VA_H */
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