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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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79 lines
2.6 KiB
C
79 lines
2.6 KiB
C
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/* GStreamer
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* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include <gst/d3d12/gstd3d12.h>
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#include "gstd3d12pluginutils.h"
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#include "gstd3d12overlaycompositor.h"
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#include <mutex>
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#include <vector>
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#include <queue>
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#include <memory>
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#include <d3d11on12.h>
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#include <d2d1_3.h>
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#include <wrl.h>
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struct SwapChainBuffer
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{
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SwapChainBuffer (GstBuffer * buffer, ID3D12Resource * backbuf_resource);
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SwapChainBuffer () = delete;
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~SwapChainBuffer();
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Microsoft::WRL::ComPtr<ID2D1Bitmap1> d2d_target;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> wrapped_resource;
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Microsoft::WRL::ComPtr<ID3D12Resource> resource;
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GstBuffer *backbuf = nullptr;
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bool is_first = true;
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};
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struct SwapChainResource
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{
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SwapChainResource (GstD3D12Device * device);
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SwapChainResource () = delete;
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~SwapChainResource();
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void clear_resource ();
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bool ensure_d3d11_target (SwapChainBuffer * swapbuf);
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bool ensure_d2d_target (SwapChainBuffer * swapbuf);
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Microsoft::WRL::ComPtr<IDXGISwapChain4> swapchain;
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Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cl;
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Microsoft::WRL::ComPtr<ID3D11On12Device> device11on12;
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Microsoft::WRL::ComPtr<ID3D11Device> device11;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext> context11;
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Microsoft::WRL::ComPtr<ID2D1Factory3> factory2d;
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Microsoft::WRL::ComPtr<ID2D1Device2> device2d;
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Microsoft::WRL::ComPtr<ID2D1DeviceContext2> context2d;
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std::vector<std::shared_ptr<SwapChainBuffer>> buffers;
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GstBuffer *msaa_buf = nullptr;
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GstBuffer *cached_buf = nullptr;
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GstD3D12Converter *conv = nullptr;
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GstD3D12OverlayCompositor *comp = nullptr;
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GstD3D12Device *device = nullptr;
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GstD3D12CommandAllocatorPool *ca_pool = nullptr;
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HANDLE event_handle = nullptr;
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UINT64 fence_val = 0;
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std::queue<UINT64> prev_fence_val;
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DXGI_FORMAT render_format = DXGI_FORMAT_UNKNOWN;
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D3D12_RESOURCE_DESC buffer_desc;
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};
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