[FFmpeg-devel] [PATCH v4 03/11] libavutil/hwcontext_d3d11va: adding more texture information to the D3D11 hwcontext API
Max Dmitrichenko
maxim.d33 at gmail.com
Sat May 9 23:58:50 EEST 2020
On Sat, May 9, 2020 at 5:09 PM Mark Thompson <sw at jkqxz.net> wrote:
> On 08/05/2020 21:26, Hendrik Leppkes wrote:
> > On Fri, May 8, 2020 at 5:51 PM <artem.galin at gmail.com> wrote:
> >>
> >> From: Artem Galin <artem.galin at intel.com>
> >>
> >> Added AVD3D11FrameDescriptors array to store array of single textures
> in case if there is no way
> >> to allocate array texture with BindFlags = D3D11_BIND_RENDER_TARGET.
> >>
> >> Signed-off-by: Artem Galin <artem.galin at intel.com>
> >> ---
> >> libavutil/hwcontext_d3d11va.c | 26 ++++++++++++++++++++------
> >> libavutil/hwcontext_d3d11va.h | 9 +++++++++
> >> 2 files changed, 29 insertions(+), 6 deletions(-)
> >>
> >> ...
> >> diff --git a/libavutil/hwcontext_d3d11va.h
> b/libavutil/hwcontext_d3d11va.h
> >> index 9f91e9b1b6..295bdcd90d 100644
> >> --- a/libavutil/hwcontext_d3d11va.h
> >> +++ b/libavutil/hwcontext_d3d11va.h
> >> @@ -164,6 +164,15 @@ typedef struct AVD3D11VAFramesContext {
> >> * 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;
> >>
> >
> >
> > I'm not really a fan of this. Only supporting array textures was an
> > intentional design decision back when D3D11VA was defined, because it
> > greatly simplified the entire design - and as far as I know the
> > d3d11va decoder, for example, doesnt even support decoding into
> > anything else.
>
> For an decoder, yes, because the set of things to render to can easily be
> constrained.
>
> For an encoder, you want to support more cases then just textures
> generated by a decoder, and ideally that would allow arbitrary textures
> with the right properties so that the encoder is not weirdly gimped
> (compare NVENC, which does accept any texture). The barrier to making that
> work is this horrible texture preregistration requirement where we need to
> be able to find all of the textures which might be used up front, not the
> single/array texture difference. While changing the API here is not fun,
> following the method used for the same problem with D3D9 surfaces seems
> like the simplest way to make it all work nicely.
>
> Possibly I am not understanding something here, though - I don't see what
> this has to do with the setting of D3D11_BIND_RENDER_TARGET (and in
> particular why the code discards the array index if this flag is set).
>
>
D3D11_BIND_RENDER_TARGET are not required for decode/encode but
later filters/VPP:
https://github.com/Intel-Media-SDK/MediaSDK/blob/9890dff6064a7f8fe738899fc0c39b33a2d181b5/samples/sample_common/src/d3d11_allocator.cpp#L461
I am re-checking if this is really a MUST condition by any of the
requirements
regards
Max
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