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attributo MF_SA_D3D_ALLOCATE_DISPLAYABLE_RESOURCES

Specifica se l'allocatore di esempio MFT (SA) deve allocare la trama Direct3D sottostante usando il flag di D3D11_RESOURCE_MISC_SHARED_DISPLAYABLE .

Tipo di dati

UINT32

Commenti

Questo attributo è disponibile con Windows 10 build 20348.

Nota

Il campo membro D3D11_RESOURCE_MISC_SHARED_DISPLAYABLE dell'enumerazione D3D11_RESOURCE_MISC_FLAG sarà disponibile in una versione futura dell'SDK.

Il livello della piattaforma Media Foundation imposta l'attributo MF_SA_D3D11_ALLOCATE_DISPLAYABLE_RESOURCES durante il rendering del video. Un'app potrebbe anche scegliere di impostare questo attributo se vuole implementare il proprio renderer video e usare le risorse visualizzabili D3D11.

Esempio

Nell'esempio di codice seguente viene illustrato l'utilizzo dell'attributo MF_SA_D3D11_ALLOCATE_DISPLAYABLE_RESOURCES .

class DecoderMFT : public IMFAttributes, public IMFTransform 
{ 
    //  
    ... Other implementation details omitted 
    // 

public: 
    // Implementation of IMFAttributes::GetAttributes which is invoked by the MF Topology Loader 
    STDMETHODIMP GetAttribtues(IMFAttributes** attributes) 
    { 
        m_attributes.copyTo(attributes); 
        return S_OK; 
    } 

 

private: 
    // Private method to be called before DecoderMFT initializes its sample pool. 
    // A good place for this to happen is in the method which processes the  
    // 'MFT_MESSAGE_NOTIFY_BEGIN_STREAMING' event. 
    // At a minimum, this processing would be in DecoderMFT's implementation of IMFTransform::ProcessMessage.  

    HRESULT ConfigureTextureFlags() 
    { 
        UINT32 allocateDisplayables = MFGetAttributeUINT32(m_attributes.get(), 
            MF_SA_D3D11_ALLOCATE_DISPLAYABLE_RESOURCES, 0); 

        // If no MF_SA_* attributes which correspond to D3D misc flags are set then it is valid for 
        // miscFlags to be set to 0. 
        m_textureDesc.miscFlags = 0; 
        UINT32 sharedResources = 0; 

        if (allocateDisplayables != 0) 
        { 
            m_textureDesc.miscFlags |= D3D11_RESOURCE_MISC_DISPLAYABLE; 
            // The following flag is required for the decoders output to 
            // use D3D11_RESOURCE_MISC_DISPLAYABLE. 
            m_textureDesc.miscFlags |= D3D11_RESOURCE_MISC_EXCLUSIVE_WRITER; 

            // The following flags are required for the presentation API 
            // to consume and present these resources (also known as direct presentation). 
            m_textureDesc.miscFlags |= D3D11_RESOURCE_MISC_SHARED; 
            m_textureDesc.miscFlags |= D3D11_RESOURCE_MISC_SHARED_NTHANDLE; 

            sharedResources = 1; 
        } 
        else  
        { 
            // This handles the case when MF_SA_D3D11_ALLOCATE_DISPLAYABLE_RESOURCES was 0 or missing. 
            sharedResources = MFGetAttributeUINT32(m_attributes.get(), MF_SA_D3D11_SHARED_WITHOUT_MUTEX, 0); 

            if (sharedResources != 0) 
            { 
                m_textureDesc.miscFlags |= D3D11_RESOURCE_MISC_SHARED; 
            } 
            else 
            { 
                UINT32 sharedKeyMutex = MFGetAttributeUINT32(m_attributes.get(), MF_SA_D3D11_SHARED, 0); 

                if (sharedKeyMutex != 0) 
                { 
                    m_textureDesc.micsFlags |= D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX; 
                } 
            } 
        } 

        // Processing for other MF_SA_* attributes which imply D3D11_RESOURCE_MISC flag 
        // omitted from this sample. 

        return S_OK; 

    } 

    // Private method showing how DecoderMFT can create a texture with the flags required 
    // to satisfy "MF_SA_D3D11_ALLOCATE_DISPLAYBLE_RESOURCES".  
    // Because this is a private function we know the passed in pointer is always valid. 
    // This would be invoked by another private DecoderMFT function when allocating an MFSample 
    // for its sample pool. 

    HRESULT AllocateTextureForSample(ID3D11Texture2D** texture2D) 
    { 
        return m_d3dDevice->CreateTexture2D(&m_textureDesc, nullptr, texture2D); 
    } 

    // ... other members omitted 
    wil::com_ptr_nothrow<IMFAttributes> m_attributes; 
    wil::com_ptr_nothrow<ID3D11Device> m_d3dDevice; 

    // This a texture description for D3D11 resources. 
    D3D11_TEXTURE_2D_DESC m_textureDesc = {}; 

}; 

Requisiti

Requisito Valore
Client minimo supportato
Windows 10 build 20348
Intestazione
Mftransform.h

Vedi anche

Elenco alfabetico degli attributi di Media Foundation

FMAttributes::GetUINT32

FMAttributes::SetUINT32

Attributi di Media Foundation