This structure is used to provide the necessary configurations and data to the FFmpeg Direct3D 12 HWAccel implementation for video decoder. More...
#include <d3d12va_decode.h>
This structure is used to provide the necessary configurations and data to the FFmpeg Direct3D 12 HWAccel implementation for video decoder.
Definition at line 37 of file d3d12va_decode.h.
Definition at line 38 of file d3d12va_decode.h.
D3D12 video decoder.
Definition at line 43 of file d3d12va_decode.h.
D3D12 video decoder heap.
Definition at line 48 of file d3d12va_decode.h.
D3D12 configuration used to create the decoder.
Specified by decoders
Definition at line 55 of file d3d12va_decode.h.
A cached queue for reusing the D3D12 command allocators and upload buffers.
Definition at line 62 of file d3d12va_decode.h.
D3D12 command queue.
Definition at line 67 of file d3d12va_decode.h.
D3D12 video decode command list.
Definition at line 72 of file d3d12va_decode.h.
The array of resources used for reference frames.
The ref_resources.length is the same as D3D12VADecodeContext.max_num_ref
Definition at line 79 of file d3d12va_decode.h.
The array of subresources used for reference frames.
The ref_subresources.length is the same as D3D12VADecodeContext.max_num_ref
Definition at line 86 of file d3d12va_decode.h.
Maximum number of reference frames.
Definition at line 91 of file d3d12va_decode.h.
Used mask used to record reference frames indices.
Definition at line 96 of file d3d12va_decode.h.
Bitstream size for each frame.
Definition at line 101 of file d3d12va_decode.h.
The sync context used to sync command queue.
Definition at line 106 of file d3d12va_decode.h.
A pointer to AVD3D12VADeviceContext used to create D3D12 objects.
Definition at line 111 of file d3d12va_decode.h.
Pixel format.
Definition at line 116 of file d3d12va_decode.h.
Private to the FFmpeg AVHWAccel implementation.
Definition at line 121 of file d3d12va_decode.h.
The Reference-Only feature in DirectX 12 is a memory optimization technique designed for video decoding/encoding scenarios.
This feature requires that reference resources must be allocated with the D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY resource flag. Reference textures must also be separated from output textures. reference_only_map used as a storage for reference only frames ref_only_resources used as a shadow for ref_resources
Definition at line 132 of file d3d12va_decode.h.
Definition at line 133 of file d3d12va_decode.h.