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// Copyright 2020 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef MEDIA_GPU_WINDOWS_D3D11_DECODER_CONFIGURATOR_H_
#define MEDIA_GPU_WINDOWS_D3D11_DECODER_CONFIGURATOR_H_
#include <d3d11.h>
#include <wrl.h>
#include <memory>
#include <vector>
#include "media/base/status.h"
#include "media/gpu/media_gpu_export.h"
#include "media/gpu/windows/d3d11_picture_buffer.h"
#include "media/gpu/windows/d3d11_video_processor_proxy.h"
#include "ui/gfx/geometry/size.h"
namespace media {
class MediaLog;
// Stores different pixel formats and DGXI formats, and checks for decoder
// GUID support. Generally provides a centralized place to figure out which
// decoder to use, and how its output texture should be configured.
class MEDIA_GPU_EXPORT D3D11DecoderConfigurator {
public:
D3D11DecoderConfigurator(DXGI_FORMAT decoder_output_dxgifmt,
GUID decoder_guid,
gfx::Size coded_size,
bool is_encrypted,
bool supports_swap_chain);
virtual ~D3D11DecoderConfigurator() = default;
static std::unique_ptr<D3D11DecoderConfigurator> Create(
const gpu::GpuPreferences& gpu_preferences,
const gpu::GpuDriverBugWorkarounds& workarounds,
const VideoDecoderConfig& config,
uint8_t bit_depth,
MediaLog* media_log,
bool use_shared_handle);
bool SupportsDevice(ComD3D11VideoDevice video_device);
// Create the decoder's output texture.
StatusOr<ComD3D11Texture2D> CreateOutputTexture(ComD3D11Device device,
gfx::Size size,
uint32_t array_size,
bool use_shared_handle);
const D3D11_VIDEO_DECODER_DESC* DecoderDescriptor() const {
return &decoder_desc_;
}
const GUID DecoderGuid() const { return decoder_guid_; }
DXGI_FORMAT TextureFormat() const { return dxgi_format_; }
static constexpr size_t BUFFER_COUNT = 20;
private:
// Set up instances of the parameter structs for D3D11 Functions
void SetUpDecoderDescriptor(const gfx::Size& coded_size);
void SetUpTextureDescriptor();
D3D11_TEXTURE2D_DESC output_texture_desc_;
D3D11_VIDEO_DECODER_DESC decoder_desc_;
const DXGI_FORMAT dxgi_format_;
const GUID decoder_guid_;
const bool supports_swap_chain_;
const bool is_encrypted_;
};
} // namespace media
#endif // MEDIA_GPU_WINDOWS_D3D11_DECODER_CONFIGURATOR_H_