/* * This copyright notice applies to this header file only: * * Copyright (c) 2010-2024 NVIDIA Corporation * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the software, and to permit persons to whom the * software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include #include #include #include #include #include "NvEncoder.h" class NvEncoderD3D11 : public NvEncoder { public: NvEncoderD3D11(ID3D11Device* pD3D11Device, uint32_t nWidth, uint32_t nHeight, NV_ENC_BUFFER_FORMAT eBufferFormat, uint32_t nExtraOutputDelay = 3, bool bMotionEstimationOnly = false, bool bOPInVideoMemory = false); virtual ~NvEncoderD3D11(); protected: /** * @brief This function is used to release the input buffers allocated for encoding. * This function is an override of virtual function NvEncoder::ReleaseInputBuffers(). */ virtual void ReleaseInputBuffers() override; private: /** * @brief This function is used to allocate input buffers for encoding. * This function is an override of virtual function NvEncoder::AllocateInputBuffers(). * This function creates ID3D11Texture2D textures which is used to accept input data. * To obtain handle to input buffers application must call NvEncoder::GetNextInputFrame() */ virtual void AllocateInputBuffers(int32_t numInputBuffers) override; private: /** * @brief This is a private function to release ID3D11Texture2D textures used for encoding. */ void ReleaseD3D11Resources(); protected: ID3D11Device *m_pD3D11Device = nullptr; private: ID3D11DeviceContext* m_pD3D11DeviceContext = nullptr; };