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authorGravatar wm4 <wm4@nowhere>2017-10-16 14:44:59 +0200
committerGravatar wm4 <wm4@nowhere>2017-10-16 15:02:12 +0200
commitb135af6842bf55eaffa7b75c12569b48954513cb (patch)
tree26b9fcaaba1e95ecdbb2eb24f7b9c70b14430d66 /video/decode
parentac295960b8486f104a6aa800d8d31ca2eeba99a0 (diff)
video: add mp_image_params.hw_flags and add an example
It seems this will be useful for Rokchip DRM hwcontext integration. DRM hwcontexts have additional internal structure which can be different depending on the decoder, and which is not part of the generic hwcontext API. Rockchip has 1 layer, which EGL interop happens to translate to a RGB texture, while VAAPI (mapped as DRM hwcontext) will use multiple layers. Both will use sw_format=nv12, and thus are indistinguishable on the mp_image_params level. But this is needed to initialize the EGL mapping and the vo_gpu video renderer correctly. We hope that the layer count is enough to tell whether EGL will translate the data to a RGB texture (vs. 2 texture resembling raw nv12 data). For that we introduce MP_IMAGE_HW_FLAG_OPAQUE. This commit adds the flag, infrastructure to set it, and an "example" for D3D11. The D3D11 addition is quite useless at this point. But later we want to get rid of d3d11_update_image_attribs() anyway, while we still need a way to force d3d11vpp filter insertion, so maybe it has some justification (who knows). In any case it makes testing this easier. Obviously it also adds some basic support for triggering the opaque format for decoding, which will use a driver-specific format, but which is not supported in shaders. The opaque flag is not used to determine whether d3d11vpp needs to be inserted, though.
Diffstat (limited to 'video/decode')
-rw-r--r--video/decode/d3d.c20
1 files changed, 19 insertions, 1 deletions
diff --git a/video/decode/d3d.c b/video/decode/d3d.c
index a5408f2133..0a44c0f507 100644
--- a/video/decode/d3d.c
+++ b/video/decode/d3d.c
@@ -111,7 +111,12 @@ void d3d_hwframes_refine(struct lavc_ctx *ctx, AVBufferRef *hw_frames_ctx)
if (fctx->format == AV_PIX_FMT_D3D11) {
AVD3D11VAFramesContext *hwctx = fctx->hwctx;
- hwctx->BindFlags |= D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE;
+ hwctx->BindFlags |= D3D11_BIND_DECODER;
+
+ // According to hwcontex_d3d11va.h, yuv420p means DXGI_FORMAT_420_OPAQUE,
+ // which has no shader support.
+ if (fctx->sw_format != AV_PIX_FMT_YUV420P)
+ hwctx->BindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
}
@@ -132,3 +137,16 @@ AVBufferRef *d3d11_wrap_device_ref(ID3D11Device *device)
return device_ref;
}
+
+static void d3d11_complete_image_params(struct AVHWFramesContext *hw_frames,
+ struct mp_image_params *p)
+{
+ // According to hwcontex_d3d11va.h, this means DXGI_FORMAT_420_OPAQUE.
+ p->hw_flags = hw_frames->sw_format == AV_PIX_FMT_YUV420P
+ ? MP_IMAGE_HW_FLAG_OPAQUE : 0;
+}
+
+const struct hwcontext_fns hwcontext_fns_d3d11 = {
+ .av_hwdevice_type = AV_HWDEVICE_TYPE_D3D11VA,
+ .complete_image_params = d3d11_complete_image_params,
+};