From: Lynne <dev@lynne.ee>
To: ffmpeg-devel@ffmpeg.org
Subject: Re: [FFmpeg-devel] [PATCH] avcodec/amfenc: DX12 Reference-only feature support
Date: Mon, 10 Feb 2025 17:34:42 +0100
Message-ID: <2c620802-ccb5-44c4-be56-be75a45447af@lynne.ee> (raw)
In-Reply-To: <20250130140934.1800-1-Primeadvice@gmail.com>
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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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prev parent reply other threads:[~2025-02-10 16:35 UTC|newest]
Thread overview: 4+ messages / expand[flat|nested] mbox.gz Atom feed top
2025-01-30 14:09 Araz Iusubov
2025-01-31 1:22 ` Benjamin Cheng via ffmpeg-devel
2025-02-10 15:18 ` Tong Wu
2025-02-10 16:34 ` Lynne [this message]
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