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							- /*
 -  * This file is part of Libav.
 -  *
 -  * Libav 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.
 -  *
 -  * Libav 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 Libav; if not, write to the Free Software
 -  * 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.
 -  *
 -  * 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>
 - 
 - /**
 -  * 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 */
 
 
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