mesa/src/gallium/drivers/d3d12/d3d12_video_proc.h

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/*
* Copyright © Microsoft Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#ifndef D3D12_VIDEO_PROC_H
#define D3D12_VIDEO_PROC_H
#include "d3d12_video_types.h"
///
/// Pipe video interface starts
///
/**
* creates a video processor
*/
struct pipe_video_codec *
d3d12_video_create_processor(struct pipe_context *context, const struct pipe_video_codec *templ);
/**
* destroy this video processor
*/
void
d3d12_video_processor_destroy(struct pipe_video_codec *codec);
/**
* start processing of a new frame
*/
void
d3d12_video_processor_begin_frame(struct pipe_video_codec * codec,
struct pipe_video_buffer *target,
struct pipe_picture_desc *picture);
/**
* Perform post-process effect
*/
void
d3d12_video_processor_process_frame(struct pipe_video_codec *codec,
struct pipe_video_buffer *input_texture,
const struct pipe_vpp_desc *process_properties);
/**
* end processing of the current frame
*/
void
d3d12_video_processor_end_frame(struct pipe_video_codec * codec,
struct pipe_video_buffer *target,
struct pipe_picture_desc *picture);
/**
* flush any outstanding command buffers to the hardware
* should be called before a video_buffer is acessed by the gallium frontend again
*/
void
d3d12_video_processor_flush(struct pipe_video_codec *codec);
///
/// Pipe video interface ends
///
///
/// d3d12_video_processor functions starts
///
struct d3d12_video_processor_output_context
{
struct D3D12_VIDEO_PROCESS_OUTPUT_STREAM_ARGUMENTS args;
struct d3d12_video_buffer* buffer;
};
struct d3d12_video_processor
{
struct pipe_video_codec base;
struct d3d12_screen *m_pD3D12Screen;
struct d3d12_context *m_pD3D12Context;
///
/// D3D12 objects and context info
///
const uint m_NodeMask = 0u;
const uint m_NodeIndex = 0u;
ComPtr<ID3D12Fence> m_spFence;
uint m_fenceValue = 1u;
ComPtr<ID3D12VideoDevice> m_spD3D12VideoDevice;
D3D12_FEATURE_DATA_VIDEO_PROCESS_SUPPORT m_SupportCaps;
D3D12_VIDEO_PROCESS_OUTPUT_STREAM_DESC m_outputStreamDesc;
std::vector<D3D12_VIDEO_PROCESS_INPUT_STREAM_DESC> m_inputStreamDescs;
ComPtr<ID3D12VideoProcessor1> m_spVideoProcessor;
ComPtr<ID3D12CommandQueue> m_spCommandQueue;
std::vector<ComPtr<ID3D12CommandAllocator>> m_spCommandAllocators;
std::vector<struct d3d12_fence> m_PendingFences;
ComPtr<ID3D12VideoProcessCommandList1> m_spCommandList;
std::vector<D3D12_RESOURCE_BARRIER> m_transitionsBeforeCloseCmdList;
// Current state between begin and end frame
d3d12_video_processor_output_context m_OutputArguments;
std::vector<D3D12_VIDEO_PROCESS_INPUT_STREAM_ARGUMENTS1> m_ProcessInputs;
std::vector<struct d3d12_video_buffer*> m_InputBuffers;
// Indicates if GPU commands have not been flushed and are pending.
bool m_needsGPUFlush = false;
D3D12_FEATURE_DATA_VIDEO_PROCESS_MAX_INPUT_STREAMS m_vpMaxInputStreams = { };
struct d3d12_fence* input_surface_fence = NULL;
};
struct pipe_video_codec *
d3d12_video_processor_create(struct pipe_context *context, const struct pipe_video_codec *codec);
bool
d3d12_video_processor_check_caps_and_create_processor(struct d3d12_video_processor *pD3D12Proc,
std::vector<DXGI_FORMAT> InputFormats,
DXGI_COLOR_SPACE_TYPE InputColorSpace,
DXGI_FORMAT OutputFormat,
DXGI_COLOR_SPACE_TYPE OutputColorSpace);
bool
d3d12_video_processor_create_command_objects(struct d3d12_video_processor *pD3D12Proc);
D3D12_VIDEO_PROCESS_ORIENTATION
d3d12_video_processor_convert_pipe_rotation(enum pipe_video_vpp_orientation orientation);
bool
d3d12_video_processor_ensure_fence_finished(struct pipe_video_codec *codec, uint64_t fenceValueToWaitOn, uint64_t timeout_ns);
bool
d3d12_video_processor_sync_completion(struct pipe_video_codec *codec, uint64_t fenceValueToWaitOn, uint64_t timeout_ns);
uint64_t
d3d12_video_processor_pool_current_index(struct d3d12_video_processor *codec);
int d3d12_video_processor_get_processor_fence(struct pipe_video_codec *codec,
struct pipe_fence_handle *fence,
uint64_t timeout);
// We need enough to so next item in pipeline doesn't ask for a fence value we lost
const uint64_t D3D12_VIDEO_PROC_ASYNC_DEPTH = 36;
///
/// d3d12_video_processor functions ends
///
#endif