dxva output sync
🧩 Syntax:
// INF_PATCH[experimental]
#if 1
static void Flush(ID3D11VideoContext *video_context)
{
ID3D11DeviceContext *ctx_d3d11 = NULL;
ID3D11VideoContext_QueryInterface(video_context, &IID_ID3D11DeviceContext, (void**) &ctx_d3d11);
if (ctx_d3d11)
ID3D11DeviceContext_Flush(ctx_d3d11);
static ID3D11Query* pQuery = NULL;
if (!pQuery)
{
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
ID3D11Device* pDevice = NULL;
ID3D11DeviceContext_GetDevice(ctx_d3d11, &pDevice);
ID3D11Device_CreateQuery(pDevice, &queryDesc, &pQuery);
}
ID3D11DeviceContext_End(ctx_d3d11, pQuery);
UINT64 data;
while (ID3D11DeviceContext_GetData(ctx_d3d11, pQuery, &data, sizeof(data), 0) == S_FALSE)
{
// Wait for the GPU to finish executing all commands.
SwitchToThread();
}
}
#endif // INF_PATCH[experimental]
int ff_dxva2_common_end_frame(AVCodecContext *avctx, AVFrame *frame,
const void *pp, unsigned pp_size,
const void *qm, unsigned qm_size,
int (*commit_bs_si)(AVCodecContext *,
DECODER_BUFFER_DESC *bs,
DECODER_BUFFER_DESC *slice))
{
AVDXVAContext *ctx = DXVA_CONTEXT(avctx);
unsigned buffer_count = 0;
#if CONFIG_D3D11VA
D3D11_VIDEO_DECODER_BUFFER_DESC buffer11[4];
#endif
#if CONFIG_DXVA2
DXVA2_DecodeBufferDesc buffer2[4];
#endif
DECODER_BUFFER_DESC *buffer = NULL, *buffer_slice = NULL;
int result, runs = 0;
HRESULT hr;
unsigned type;
FFDXVASharedContext *sctx = DXVA_SHARED_CONTEXT(avctx);
if (sctx->decoder_ref) {
result = frame_add_buf(frame, sctx->decoder_ref);
if (result < 0)
return result;
}
do {
ff_dxva2_lock(avctx);
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx))
hr = ID3D11VideoContext_DecoderBeginFrame(D3D11VA_CONTEXT(ctx)->video_context, D3D11VA_CONTEXT(ctx)->decoder,
get_surface(avctx, frame),
0, NULL);
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD)
hr = IDirectXVideoDecoder_BeginFrame(DXVA2_CONTEXT(ctx)->decoder,
get_surface(avctx, frame),
NULL);
#endif
if (hr != E_PENDING || ++runs > 50)
break;
ff_dxva2_unlock(avctx);
av_usleep(2000);
} while(1);
if (FAILED(hr)) {
av_log(avctx, AV_LOG_ERROR, "Failed to begin frame: 0x%x\n", (unsigned)hr);
ff_dxva2_unlock(avctx);
return -1;
}
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx)) {
buffer = &buffer11[buffer_count];
type = D3D11_VIDEO_DECODER_BUFFER_PICTURE_PARAMETERS;
}
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD) {
buffer = &buffer2[buffer_count];
type = DXVA2_PictureParametersBufferType;
}
#endif
result = ff_dxva2_commit_buffer(avctx, ctx, buffer,
type,
pp, pp_size, 0);
if (result) {
av_log(avctx, AV_LOG_ERROR,
"Failed to add picture parameter buffer\n");
goto end;
}
buffer_count++;
if (qm_size > 0) {
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx)) {
buffer = &buffer11[buffer_count];
type = D3D11_VIDEO_DECODER_BUFFER_INVERSE_QUANTIZATION_MATRIX;
}
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD) {
buffer = &buffer2[buffer_count];
type = DXVA2_InverseQuantizationMatrixBufferType;
}
#endif
result = ff_dxva2_commit_buffer(avctx, ctx, buffer,
type,
qm, qm_size, 0);
if (result) {
av_log(avctx, AV_LOG_ERROR,
"Failed to add inverse quantization matrix buffer\n");
goto end;
}
buffer_count++;
}
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx)) {
buffer = &buffer11[buffer_count + 0];
buffer_slice = &buffer11[buffer_count + 1];
}
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD) {
buffer = &buffer2[buffer_count + 0];
buffer_slice = &buffer2[buffer_count + 1];
}
#endif
result = commit_bs_si(avctx,
buffer,
buffer_slice);
if (result) {
av_log(avctx, AV_LOG_ERROR,
"Failed to add bitstream or slice control buffer\n");
goto end;
}
buffer_count += 2;
/* TODO Film Grain when possible */
assert(buffer_count == 1 + (qm_size > 0) + 2);
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx))
hr = ID3D11VideoContext_SubmitDecoderBuffers(D3D11VA_CONTEXT(ctx)->video_context,
D3D11VA_CONTEXT(ctx)->decoder,
buffer_count, buffer11);
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD) {
DXVA2_DecodeExecuteParams exec = {
.NumCompBuffers = buffer_count,
.pCompressedBuffers = buffer2,
.pExtensionData = NULL,
};
hr = IDirectXVideoDecoder_Execute(DXVA2_CONTEXT(ctx)->decoder, &exec);
}
#endif
if (FAILED(hr)) {
av_log(avctx, AV_LOG_ERROR, "Failed to execute: 0x%x\n", (unsigned)hr);
result = -1;
}
end:
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx))
hr = ID3D11VideoContext_DecoderEndFrame(D3D11VA_CONTEXT(ctx)->video_context, D3D11VA_CONTEXT(ctx)->decoder);
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD)
hr = IDirectXVideoDecoder_EndFrame(DXVA2_CONTEXT(ctx)->decoder, NULL);
#endif
ff_dxva2_unlock(avctx);
if (FAILED(hr)) {
av_log(avctx, AV_LOG_ERROR, "Failed to end frame: 0x%x\n", (unsigned)hr);
result = -1;
}
// INF_PATCH[experimental]
#if 1
ID3D11DeviceContext4 *ctx_d3d11 = NULL;
ID3D11DeviceContext4_QueryInterface(D3D11VA_CONTEXT(ctx)->video_context, &IID_ID3D11DeviceContext4, (void**) &ctx_d3d11);
static ID3D11Fence* fence = NULL;
if (!fence)
{
ID3D11Device* device = NULL;
ID3D11DeviceContext_GetDevice(ctx_d3d11, &device);
ID3D11Device5* device_5 = NULL;
ID3D11Device_QueryInterface(device, &IID_ID3D11Device5, (void**)&device_5);
ID3D11Device5_CreateFence(device_5, 0, D3D11_FENCE_FLAG_NONE, &IID_ID3D11Fence, (void**) &fence);
}
static UINT64 video_fence_counter = 0;
video_fence_counter++;
static HANDLE hevent_app = 0;
if (!hevent_app)
{
SECURITY_ATTRIBUTES sa;
sa.nLength = sizeof(sa);
sa.lpSecurityDescriptor = NULL;
sa.bInheritHandle = TRUE;
hevent_app = CreateEvent(&sa, FALSE, FALSE, NULL);
// Obtain an event handle valid in the parent process - probably have to CreateEvent in parent & pass down here like we do with the other one.
// HANDLE hevent_parent;
//::DuplicateHandle(::GetCurrentProcess(), hevent_app, m_process_handle, &hevent_parent, 0, FALSE, DUPLICATE_SAME_ACCESS);
}
ID3D11Fence_SetEventOnCompletion(fence, video_fence_counter, hevent_app);
ID3D11DeviceContext4_Signal(ctx_d3d11, fence, video_fence_counter);
Flush(D3D11VA_CONTEXT(ctx)->video_context);
// TODO: Wait in DX12 engine prior to useage of associated surface.
// We will need 1 fence/event per reference frame surface.
// First pass testing. Busy wait immediately after issuing
WaitForSingleObjectEx(hevent_app, INFINITE, FALSE);
#endif
return result;
}