On 30/01/2025 15:09, Araz Iusubov wrote:
The Reference-Only feature in DirectX 12 is a memory optimization
technique designed for video decoding 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.
This feature is not supported in the current version of ffmpeg.
Since AMD GPU uses this feature in Direct 12 decoder,
ffmpeg does not support AMD GPU Direct 12 decoding.
To properly support the Reference-Only feature,
two parallel resource pools must be configured and managed:
General Resource Pool:
Contains resources used for output decoded frames.
Defined in AVHWFramesContext and manages the final decoded textures.
Reference-Only Resource Pool:
Intended for storing reference frame resources.
Resources created with the
D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY flag
are allocated to AVBufferPool.

---
  libavcodec/d3d12va_decode.c   | 58 ++++++++++++++++++++++++++++---
  libavutil/hwcontext_d3d12va.c | 65 ++++++++++++++++++++++++++++++++---
  2 files changed, 115 insertions(+), 8 deletions(-)

diff --git a/libavcodec/d3d12va_decode.c b/libavcodec/d3d12va_decode.c
index 3b8978635e..8916f94d10 100644
--- a/libavcodec/d3d12va_decode.c
+++ b/libavcodec/d3d12va_decode.c
@@ -51,11 +51,19 @@ unsigned ff_d3d12va_get_surface_index(const AVCodecContext 
*avctx,
                                        D3D12VADecodeContext *ctx, const 
AVFrame *frame,
                                        int curr)
  {
+    AVHWFramesContext      *frames_ctx   = D3D12VA_FRAMES_CONTEXT(avctx);
+    AVD3D12VAFramesContext *frames_hwctx = frames_ctx->hwctx;
+
      AVD3D12VAFrame *f;
      ID3D12Resource *res;
      unsigned i;
- f = (AVD3D12VAFrame *)frame->data[0];
+    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) 
{
+        f = (AVD3D12VAFrame*)frame->data[1];
+    } else {
+        f = (AVD3D12VAFrame*)frame->data[0];
+    }
+
      if (!f)
          goto fail;
@@ -250,6 +258,11 @@ static int d3d12va_create_decoder(AVCodecContext *avctx)
          return AVERROR_PATCHWELCOME;
      }
+ if (feature.ConfigurationFlags & D3D12_VIDEO_DECODE_CONFIGURATION_FLAG_REFERENCE_ONLY_ALLOCATIONS_REQUIRED) {
+        frames_hwctx->flags |= 
(D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY | 
D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);
+        av_log(avctx, AV_LOG_INFO, "Reference-Only Allocations are required for 
this configuration.\n");
+    }
+
      desc = (D3D12_VIDEO_DECODER_DESC) {
          .NodeMask = 0,
          .Configuration = ctx->cfg,
@@ -440,8 +453,19 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, 
AVFrame *frame,
      D3D12VADecodeContext   *ctx               = D3D12VA_DECODE_CONTEXT(avctx);
      ID3D12Resource         *buffer            = NULL;
      ID3D12CommandAllocator *command_allocator = NULL;
-    AVD3D12VAFrame         *f                 = (AVD3D12VAFrame 
*)frame->data[0];
-    ID3D12Resource         *resource          = (ID3D12Resource *)f->texture;
+    AVHWFramesContext      *frames_ctx        = D3D12VA_FRAMES_CONTEXT(avctx);
+    AVD3D12VAFramesContext *frames_hwctx      = frames_ctx->hwctx;
+    AVD3D12VAFrame         *f                 = NULL;
+    AVD3D12VAFrame         *output_data       = NULL;
+
+    if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) 
{
+        f           = (AVD3D12VAFrame*)frame->data[1];
+        output_data = (AVD3D12VAFrame*)frame->data[0];
+    } else {
+        f           = (AVD3D12VAFrame*)frame->data[0];
+    }
+
+    ID3D12Resource* resource = (ID3D12Resource*)f->texture;
ID3D12VideoDecodeCommandList *cmd_list = ctx->command_list;
      D3D12_RESOURCE_BARRIER barriers[32] = { 0 };
@@ -469,6 +493,14 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, 
AVFrame *frame,
          .pOutputTexture2D    = resource,
      };
+ if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
+        output_args.pOutputTexture2D = output_data->texture;
+
+        output_args.ConversionArguments.Enable               = 1;
+        output_args.ConversionArguments.pReferenceTexture2D  = resource;
+        output_args.ConversionArguments.ReferenceSubresource = 0;
+    }
+
      UINT num_barrier = 1;
      barriers[0] = (D3D12_RESOURCE_BARRIER) {
          .Type  = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
@@ -481,6 +513,20 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, 
AVFrame *frame,
          },
      };
+ if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
+        barriers[1] = (D3D12_RESOURCE_BARRIER) {
+            .Type  = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
+            .Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
+            .Transition = {
+                .pResource   = output_data->texture,
+                .Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
+                .StateBefore = D3D12_RESOURCE_STATE_COMMON,
+                .StateAfter  = D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE,
+            },
+        };
+        num_barrier++;
+    }
+
      memset(ctx->ref_subresources, 0, sizeof(UINT) * ctx->max_num_ref);
      input_args.ReferenceFrames.NumTexture2Ds = ctx->max_num_ref;
      input_args.ReferenceFrames.ppTexture2Ds  = ctx->ref_resources;
@@ -505,7 +551,7 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, 
AVFrame *frame,
DX_CHECK(ID3D12VideoDecodeCommandList_Reset(cmd_list, command_allocator)); - num_barrier += d3d12va_update_reference_frames_state(avctx, &barriers[1], resource, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VIDEO_DECODE_READ);
+    num_barrier += d3d12va_update_reference_frames_state(avctx, 
&barriers[num_barrier], resource, D3D12_RESOURCE_STATE_COMMON, 
D3D12_RESOURCE_STATE_VIDEO_DECODE_READ);
ID3D12VideoDecodeCommandList_ResourceBarrier(cmd_list, num_barrier, barriers); @@ -522,6 +568,10 @@ int ff_d3d12va_common_end_frame(AVCodecContext *avctx, AVFrame *frame, DX_CHECK(ID3D12CommandQueue_Signal(ctx->command_queue, f->sync_ctx.fence, ++f->sync_ctx.fence_value)); + if (frames_hwctx->flags & D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY) {
+        DX_CHECK(ID3D12CommandQueue_Signal(ctx->command_queue, 
output_data->sync_ctx.fence, ++output_data->sync_ctx.fence_value));
+    }
+
      DX_CHECK(ID3D12CommandQueue_Signal(ctx->command_queue, ctx->sync_ctx.fence, 
++ctx->sync_ctx.fence_value));
ret = d3d12va_discard_helper_objects(avctx, command_allocator, buffer, ctx->sync_ctx.fence_value);
diff --git a/libavutil/hwcontext_d3d12va.c b/libavutil/hwcontext_d3d12va.c
index 6507cf69c1..328827b040 100644
--- a/libavutil/hwcontext_d3d12va.c
+++ b/libavutil/hwcontext_d3d12va.c
@@ -49,6 +49,24 @@ typedef struct D3D12VAFramesContext {
      ID3D12GraphicsCommandList *command_list;
      AVD3D12VASyncContext       sync_ctx;
      UINT                       luma_component_size;
+
+    /**
+     * 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.
+     * To correctly support the Reference-Only feature, two parallel resource
+     * pools must be configured and managed:
+     * 1. General Resource Pool:
+     *   - Contains resources used for outputting decoded frames.
+     *   - Defined in `AVHWFramesContext` and manages the final decoded 
textures.
+     * 2. Reference-Only Resource Pool:
+     *   - Dedicated to storing reference frame resources.
+     *   - Resources created with the 
`D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY`
+     *     flag are allocated to this pool.
+     */
+    AVBufferPool              *pool_reference_only;

This information doesn't belong here, and this value does definitely not belong here, as the hwcontext_d3d12.c code doesn't even touch it.
We try to not put random internal fields in public structs anymore.

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