/* * 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 */ int 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 */ int 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 m_spFence; ComPtr m_spResidencyFence; uint m_fenceValue = 1u; uint64_t m_ResidencyFenceValue = 0u; ComPtr m_spD3D12VideoDevice; D3D12_FEATURE_DATA_VIDEO_PROCESS_SUPPORT m_SupportCaps; D3D12_VIDEO_PROCESS_OUTPUT_STREAM_DESC m_outputStreamDesc; std::vector m_inputStreamDescs; ComPtr m_spVideoProcessor; ComPtr m_spCommandQueue; std::vector> m_spCommandAllocators; std::vector m_PendingFences; ComPtr m_spCommandList; // Current state between begin and end frame d3d12_video_processor_output_context m_OutputArguments; std::vector m_ProcessInputs; std::vector 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; uint64_t input_surface_fence_value; std::vector m_barrierTransitionsScratch; std::vector m_inputFormatsScratch; }; 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 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); unsigned int d3d12_video_processor_pool_current_index(struct d3d12_video_processor *codec); int d3d12_video_processor_fence_wait(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