[FFmpeg-devel] [PATCH] d3d11va: let user can create SRV from output

Wang Chuan ouchuanm at outlook.com
Wed Mar 9 08:56:19 EET 2022


Starting from Windows 8, users can create SRV from video resource
and bind it to shaders directly. This can avoid unnecessary memcpy
(ID3D11DeviceContext::CopyResource, etc), so create texture with
[D3D11_BIND_SHADER_RESOURCE] as decoder's output if possible.

Signed-off-by: Wang Chuan <ouchuanm at outlook.com>
---
  libavcodec/dxva2.c            |  2 +-
  libavutil/hwcontext_d3d11va.c | 10 ++++++++++
  2 files changed, 11 insertions(+), 1 deletion(-)

diff --git a/libavcodec/dxva2.c b/libavcodec/dxva2.c
index 568d686f39..15b25d793c 100644
--- a/libavcodec/dxva2.c
+++ b/libavcodec/dxva2.c
@@ -645,7 +645,7 @@ int ff_dxva2_common_frame_params(AVCodecContext *avctx,
      if (frames_ctx->format == AV_PIX_FMT_D3D11) {
          AVD3D11VAFramesContext *frames_hwctx = frames_ctx->hwctx;
  -        frames_hwctx->BindFlags |= D3D11_BIND_DECODER;
+        frames_hwctx->BindFlags |= (D3D11_BIND_DECODER | 
D3D11_BIND_SHADER_RESOURCE);
      }
  #endif
  diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c
index 8ab96bad25..97ffd745bd 100644
--- a/libavutil/hwcontext_d3d11va.c
+++ b/libavutil/hwcontext_d3d11va.c
@@ -203,6 +203,11 @@ static AVBufferRef 
*d3d11va_alloc_single(AVHWFramesContext *ctx)
      };
       hr = ID3D11Device_CreateTexture2D(device_hwctx->device, &texDesc, 
NULL, &tex);
+    if (FAILED(hr) && (texDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
+        av_log(ctx, AV_LOG_ERROR, "Could not create the texture with 
[D3D11_BIND_SHADER_RESOURCE] flag");
+        texDesc.BindFlags &= ~D3D11_BIND_SHADER_RESOURCE;
+        hr = ID3D11Device_CreateTexture2D(device_hwctx->device, 
&texDesc, NULL, &tex);
+    }
      if (FAILED(hr)) {
          av_log(ctx, AV_LOG_ERROR, "Could not create the texture 
(%lx)\n", (long)hr);
          return NULL;
@@ -278,6 +283,11 @@ static int d3d11va_frames_init(AVHWFramesContext *ctx)
          }
      } else if (!(texDesc.BindFlags & D3D11_BIND_RENDER_TARGET) && 
texDesc.ArraySize > 0) {
          hr = ID3D11Device_CreateTexture2D(device_hwctx->device, 
&texDesc, NULL, &hwctx->texture);
+        if (FAILED(hr) && (texDesc.BindFlags & 
D3D11_BIND_SHADER_RESOURCE)) {
+            av_log(ctx, AV_LOG_ERROR, "Could not create the texture 
with [D3D11_BIND_SHADER_RESOURCE] flag");
+            texDesc.BindFlags &= ~D3D11_BIND_SHADER_RESOURCE;
+            hr = ID3D11Device_CreateTexture2D(device_hwctx->device, 
&texDesc, NULL, &hwctx->texture);
+        }
          if (FAILED(hr)) {
              av_log(ctx, AV_LOG_ERROR, "Could not create the texture 
(%lx)\n", (long)hr);
              return AVERROR_UNKNOWN;
-- 
2.35.1



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