moonlight-qt/app/streaming/video/ffmpeg-renderers/d3d11va.h

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C
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#pragma once
#include "renderer.h"
#include "pacer/pacer.h"
#include <d3d11_1.h>
#include <dxgi1_5.h>
extern "C" {
#include <libavutil/hwcontext_d3d11va.h>
}
class D3D11VARenderer : public IFFmpegRenderer
{
public:
D3D11VARenderer();
virtual ~D3D11VARenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary**) override;
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virtual bool prepareDecoderContextInGetFormat(AVCodecContext* context, AVPixelFormat pixelFormat) override;
virtual void renderFrame(AVFrame* frame) override;
virtual void waitToRender() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual void setHdrMode(bool enabled) override;
virtual int getRendererAttributes() override;
private:
static void lockContext(void* lock_ctx);
static void unlockContext(void* lock_ctx);
bool setupRenderingResources();
bool setupTexturePoolViews(AVD3D11VAFramesContext* frameContext);
void renderOverlay(Overlay::OverlayType type);
void bindColorConversion(AVFrame* frame);
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void renderVideo(AVFrame* frame);
bool checkDecoderSupport(IDXGIAdapter* adapter);
IDXGIFactory5* m_Factory;
ID3D11Device* m_Device;
IDXGISwapChain4* m_SwapChain;
ID3D11DeviceContext* m_DeviceContext;
ID3D11RenderTargetView* m_RenderTargetView;
SDL_mutex* m_ContextLock;
DECODER_PARAMETERS m_DecoderParams;
int m_TextureAlignment;
int m_DisplayWidth;
int m_DisplayHeight;
bool m_Windowed;
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AVColorSpace m_LastColorSpace;
AVColorRange m_LastColorRange;
bool m_AllowTearing;
HANDLE m_FrameWaitableObject;
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ID3D11PixelShader* m_VideoGenericPixelShader;
ID3D11PixelShader* m_VideoBt601LimPixelShader;
ID3D11PixelShader* m_VideoBt2020LimPixelShader;
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ID3D11Buffer* m_VideoVertexBuffer;
#define DECODER_BUFFER_POOL_SIZE 17
ID3D11ShaderResourceView* m_VideoTextureResourceViews[DECODER_BUFFER_POOL_SIZE][2];
SDL_SpinLock m_OverlayLock;
ID3D11Buffer* m_OverlayVertexBuffers[Overlay::OverlayMax];
ID3D11Texture2D* m_OverlayTextures[Overlay::OverlayMax];
ID3D11ShaderResourceView* m_OverlayTextureResourceViews[Overlay::OverlayMax];
ID3D11PixelShader* m_OverlayPixelShader;
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AVBufferRef* m_HwDeviceContext;
AVBufferRef* m_HwFramesContext;
};