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/*
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* Copyright © Microsoft Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef D3D12_VIDEO_PROC_H
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#define D3D12_VIDEO_PROC_H
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#include "d3d12_video_types.h"
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///
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/// Pipe video interface starts
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///
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/**
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* creates a video processor
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*/
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struct pipe_video_codec *
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d3d12_video_create_processor(struct pipe_context *context, const struct pipe_video_codec *templ);
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/**
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* destroy this video processor
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*/
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void
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d3d12_video_processor_destroy(struct pipe_video_codec *codec);
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/**
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* start processing of a new frame
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*/
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void
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d3d12_video_processor_begin_frame(struct pipe_video_codec * codec,
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struct pipe_video_buffer *target,
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struct pipe_picture_desc *picture);
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/**
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* Perform post-process effect
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*/
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int
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d3d12_video_processor_process_frame(struct pipe_video_codec *codec,
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struct pipe_video_buffer *input_texture,
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const struct pipe_vpp_desc *process_properties);
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/**
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* end processing of the current frame
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*/
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int
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d3d12_video_processor_end_frame(struct pipe_video_codec * codec,
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struct pipe_video_buffer *target,
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struct pipe_picture_desc *picture);
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/**
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* flush any outstanding command buffers to the hardware
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* should be called before a video_buffer is acessed by the gallium frontend again
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*/
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void
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d3d12_video_processor_flush(struct pipe_video_codec *codec);
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///
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/// Pipe video interface ends
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///
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///
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/// d3d12_video_processor functions starts
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///
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struct d3d12_video_processor_output_context
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{
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struct D3D12_VIDEO_PROCESS_OUTPUT_STREAM_ARGUMENTS args;
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struct d3d12_video_buffer* buffer;
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};
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struct d3d12_video_processor
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{
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struct pipe_video_codec base;
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struct d3d12_screen *m_pD3D12Screen;
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struct d3d12_context *m_pD3D12Context;
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///
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/// D3D12 objects and context info
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///
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const uint m_NodeMask = 0u;
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const uint m_NodeIndex = 0u;
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ComPtr<ID3D12Fence> m_spFence;
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ComPtr<ID3D12Fence> m_spResidencyFence;
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uint m_fenceValue = 1u;
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uint64_t m_ResidencyFenceValue = 0u;
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ComPtr<ID3D12VideoDevice> m_spD3D12VideoDevice;
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D3D12_FEATURE_DATA_VIDEO_PROCESS_SUPPORT m_SupportCaps;
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D3D12_VIDEO_PROCESS_OUTPUT_STREAM_DESC m_outputStreamDesc;
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std::vector<D3D12_VIDEO_PROCESS_INPUT_STREAM_DESC> m_inputStreamDescs;
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ComPtr<ID3D12VideoProcessor1> m_spVideoProcessor;
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ComPtr<ID3D12CommandQueue> m_spCommandQueue;
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std::vector<ComPtr<ID3D12CommandAllocator>> m_spCommandAllocators;
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std::vector<d3d12_unique_fence> m_PendingFences;
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ComPtr<ID3D12VideoProcessCommandList1> m_spCommandList;
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// Current state between begin and end frame
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d3d12_video_processor_output_context m_OutputArguments;
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std::vector<D3D12_VIDEO_PROCESS_INPUT_STREAM_ARGUMENTS1> m_ProcessInputs;
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std::vector<struct d3d12_video_buffer*> m_InputBuffers;
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// Indicates if GPU commands have not been flushed and are pending.
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bool m_needsGPUFlush = false;
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D3D12_FEATURE_DATA_VIDEO_PROCESS_MAX_INPUT_STREAMS m_vpMaxInputStreams = { };
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struct d3d12_fence* input_surface_fence = NULL;
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uint64_t input_surface_fence_value;
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std::vector<D3D12_RESOURCE_BARRIER> m_barrierTransitionsScratch;
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std::vector<DXGI_FORMAT> m_inputFormatsScratch;
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};
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struct pipe_video_codec *
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d3d12_video_processor_create(struct pipe_context *context, const struct pipe_video_codec *codec);
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bool
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d3d12_video_processor_check_caps_and_create_processor(struct d3d12_video_processor *pD3D12Proc,
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std::vector<DXGI_FORMAT> InputFormats,
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DXGI_COLOR_SPACE_TYPE InputColorSpace,
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DXGI_FORMAT OutputFormat,
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DXGI_COLOR_SPACE_TYPE OutputColorSpace);
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bool
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d3d12_video_processor_create_command_objects(struct d3d12_video_processor *pD3D12Proc);
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D3D12_VIDEO_PROCESS_ORIENTATION
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d3d12_video_processor_convert_pipe_rotation(enum pipe_video_vpp_orientation orientation);
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bool
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d3d12_video_processor_ensure_fence_finished(struct pipe_video_codec *codec, uint64_t fenceValueToWaitOn, uint64_t timeout_ns);
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bool
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d3d12_video_processor_sync_completion(struct pipe_video_codec *codec, uint64_t fenceValueToWaitOn, uint64_t timeout_ns);
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unsigned int
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d3d12_video_processor_pool_current_index(struct d3d12_video_processor *codec);
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int d3d12_video_processor_fence_wait(struct pipe_video_codec *codec,
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struct pipe_fence_handle *fence,
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uint64_t timeout);
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// We need enough to so next item in pipeline doesn't ask for a fence value we lost
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const uint64_t D3D12_VIDEO_PROC_ASYNC_DEPTH = 36;
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///
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/// d3d12_video_processor functions ends
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///
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#endif
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