FFmpeg
9.0.2
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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
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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_D3D11VA_H
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#define AVUTIL_HWCONTEXT_D3D11VA_H
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/**
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* @file
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* An API-specific header for AV_HWDEVICE_TYPE_D3D11VA.
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*
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* The default pool implementation will be fixed-size if initial_pool_size is
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* set (and allocate elements from an array texture). Otherwise it will allocate
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* individual textures. Be aware that decoding requires a single array texture.
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*
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* Using sw_format==AV_PIX_FMT_YUV420P has special semantics, and maps to
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* DXGI_FORMAT_420_OPAQUE. av_hwframe_transfer_data() is not supported for
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* this format. Refer to MSDN for details.
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*
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* av_hwdevice_ctx_create() for this device type supports a key named "debug"
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* for the AVDictionary entry. If this is set to any value, the device creation
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* code will try to load various supported D3D debugging layers.
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*/
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#include <d3d11.h>
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#include <stdint.h>
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/**
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* This struct is allocated as AVHWDeviceContext.hwctx
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*/
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typedef
struct
AVD3D11VADeviceContext
{
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/**
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* Device used for texture creation and access. This can also be used to
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* set the libavcodec decoding device.
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*
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* Must 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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ID3D11Device *
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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ID3D11DeviceContext *
device_context
;
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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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ID3D11VideoDevice *
video_device
;
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/**
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* If unset, this will be set from the device_context 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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ID3D11VideoContext *
video_context
;
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/**
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* Callbacks for locking. They protect accesses to device_context and
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* video_context calls. They also 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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/**
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* D3D11_TEXTURE2D_DESC.BindFlags to be applied to D3D11 resources allocated
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* for frames using this device context.
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*
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* It applies globally to all AVD3D11VAFramesContext allocated from this device context.
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*/
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UINT
BindFlags
;
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/**
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* D3D11_TEXTURE2D_DESC.MiscFlags to be applied to D3D11 resources allocated
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* for frames using this device context.
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*
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* It applies globally to all AVD3D11VAFramesContext allocated from this device context.
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*/
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UINT
MiscFlags
;
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}
AVD3D11VADeviceContext
;
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/**
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* D3D11 frame descriptor for pool allocation.
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*
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* In user-allocated pools, AVHWFramesContext.pool must return AVBufferRefs
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* with the data pointer pointing at an object of this type describing the
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* planes of the frame.
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*
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* This has no use outside of custom allocation, and AVFrame AVBufferRef do not
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* necessarily point to an instance of this struct.
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*/
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typedef
struct
AVD3D11FrameDescriptor
{
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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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* Normally stored in AVFrame.data[0].
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*/
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ID3D11Texture2D *
texture
;
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/**
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* The index into the array texture element representing the frame, or 0
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* if the texture is not an array texture.
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*
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* Normally stored in AVFrame.data[1] (cast from intptr_t).
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*/
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intptr_t
index
;
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}
AVD3D11FrameDescriptor
;
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/**
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* This struct is allocated as AVHWFramesContext.hwctx
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*/
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typedef
struct
AVD3D11VAFramesContext
{
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/**
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* The canonical texture used for pool allocation. If this is set to NULL
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* on init, the hwframes implementation will allocate and set an array
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* texture if initial_pool_size > 0.
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*
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* The only situation when the API user should set this is:
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* - the user wants to do manual pool allocation (setting
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* AVHWFramesContext.pool), instead of letting AVHWFramesContext
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* allocate the pool
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* - of an array texture
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* - and wants it to use it for decoding
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* - this has to be done before calling av_hwframe_ctx_init()
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*
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* Deallocating the AVHWFramesContext 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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* This is in particular used by the libavcodec D3D11VA hwaccel, which
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* requires a single array texture. It will create ID3D11VideoDecoderOutputView
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* objects for each array texture element on decoder initialization.
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*/
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ID3D11Texture2D *
texture
;
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/**
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* D3D11_TEXTURE2D_DESC.BindFlags used for texture creation. The user must
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* at least set D3D11_BIND_DECODER if the frames context is to be used for
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* video decoding.
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* This field is ignored/invalid if a user-allocated texture is provided.
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*/
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UINT
BindFlags
;
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/**
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* D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
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* This field is ignored/invalid if a user-allocated texture is provided.
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*/
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UINT
MiscFlags
;
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/**
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* In case if texture structure member above is not NULL contains the same texture
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* pointer for all elements and different indexes into the array texture.
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* In case if texture structure member above is NULL, all elements contains
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* pointers to separate non-array textures and 0 indexes.
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* This field is ignored/invalid if a user-allocated texture is provided.
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*/
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AVD3D11FrameDescriptor
*
texture_infos
;
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}
AVD3D11VAFramesContext
;
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#endif
/* AVUTIL_HWCONTEXT_D3D11VA_H */
AVD3D11FrameDescriptor
D3D11 frame descriptor for pool allocation.
Definition
hwcontext_d3d11va.h:123
AVD3D11FrameDescriptor::texture
ID3D11Texture2D * texture
The texture in which the frame is located.
Definition
hwcontext_d3d11va.h:131
AVD3D11FrameDescriptor::index
intptr_t index
The index into the array texture element representing the frame, or 0 if the texture is not an array ...
Definition
hwcontext_d3d11va.h:139
AVD3D11VADeviceContext
This struct is allocated as AVHWDeviceContext.hwctx.
Definition
hwcontext_d3d11va.h:45
AVD3D11VADeviceContext::lock
void(* lock)(void *lock_ctx)
Callbacks for locking.
Definition
hwcontext_d3d11va.h:94
AVD3D11VADeviceContext::BindFlags
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags to be applied to D3D11 resources allocated for frames using this devic...
Definition
hwcontext_d3d11va.h:103
AVD3D11VADeviceContext::MiscFlags
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags to be applied to D3D11 resources allocated for frames using this devic...
Definition
hwcontext_d3d11va.h:110
AVD3D11VADeviceContext::unlock
void(* unlock)(void *lock_ctx)
Definition
hwcontext_d3d11va.h:95
AVD3D11VADeviceContext::video_context
ID3D11VideoContext * video_context
If unset, this will be set from the device_context field on init.
Definition
hwcontext_d3d11va.h:80
AVD3D11VADeviceContext::device
ID3D11Device * device
Device used for texture creation and access.
Definition
hwcontext_d3d11va.h:56
AVD3D11VADeviceContext::device_context
ID3D11DeviceContext * device_context
If unset, this will be set from the device field on init.
Definition
hwcontext_d3d11va.h:64
AVD3D11VADeviceContext::lock_ctx
void * lock_ctx
Definition
hwcontext_d3d11va.h:96
AVD3D11VADeviceContext::video_device
ID3D11VideoDevice * video_device
If unset, this will be set from the device field on init.
Definition
hwcontext_d3d11va.h:72
AVD3D11VAFramesContext
This struct is allocated as AVHWFramesContext.hwctx.
Definition
hwcontext_d3d11va.h:145
AVD3D11VAFramesContext::MiscFlags
UINT MiscFlags
D3D11_TEXTURE2D_DESC.MiscFlags used for texture creation.
Definition
hwcontext_d3d11va.h:180
AVD3D11VAFramesContext::texture
ID3D11Texture2D * texture
The canonical texture used for pool allocation.
Definition
hwcontext_d3d11va.h:166
AVD3D11VAFramesContext::texture_infos
AVD3D11FrameDescriptor * texture_infos
In case if texture structure member above is not NULL contains the same texture pointer for all eleme...
Definition
hwcontext_d3d11va.h:189
AVD3D11VAFramesContext::BindFlags
UINT BindFlags
D3D11_TEXTURE2D_DESC.BindFlags used for texture creation.
Definition
hwcontext_d3d11va.h:174
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