/* * Copyright (c) 2019, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include #include #include class D3dConverter { /// Simple Preprocessor class /// Uses DXVAHD VideoProcessBlt to perform colorspace conversion private: /// D3D11 device to be used for Processing ID3D11Device* m_pDev = nullptr; /// D3D11 device context to be used for Processing ID3D11DeviceContext* m_pCtx = nullptr; /// D3D11 video device to be used for Processing, obtained from d3d11 device ID3D11VideoDevice* m_pVid = nullptr; /// D3D11 video device context to be used for Processing, obtained from d3d11 device ID3D11VideoContext* m_pVidCtx = nullptr; /// DXVAHD video processor configured for processing. /// Needs to be reconfigured based on input and output textures for each Convert() call ID3D11VideoProcessor* m_pVP = nullptr; /// DXVAHD VpBlt output target. Obtained from the output texture passed to Convert() ID3D11VideoProcessorOutputView* m_pVPOut = nullptr; /// D3D11 video processor enumerator. Required to configure Video processor streams ID3D11VideoProcessorEnumerator* m_pVPEnum = nullptr; /// Mapping of Texture2D handle and corresponding Video Processor output view handle /// Optimization to avoid having to create video processor output views in each Convert() call std::unordered_map viewMap; /// Input and Output Texture2D properties. /// Required to optimize Video Processor stream usage D3D11_TEXTURE2D_DESC m_inDesc = {0}; D3D11_TEXTURE2D_DESC m_outDesc = {0}; D3D11_VIDEO_PROCESSOR_COLOR_SPACE _inColorSpace; D3D11_VIDEO_PROCESSOR_COLOR_SPACE _outColorSpace; public: /// Initialize Video Context HRESULT Open(ID3D11Device* pDev, ID3D11DeviceContext* pCtx, const D3D11_VIDEO_PROCESSOR_COLOR_SPACE& inColorSpace, D3D11_VIDEO_PROCESSOR_COLOR_SPACE& outColorSpace); /// Perform Colorspace conversion HRESULT Convert(ID3D11Texture2D* pIn, ID3D11Texture2D* pOut); /// Release all resources void Close(); public: /// Constructor // RGBToNV12(ID3D11Device *pDev, ID3D11DeviceContext *pCtx); /// Destructor. Release all resources before destroying object ~D3dConverter() { Close(); } };