gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12window-swapchain-resource.h

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/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#pragma once
#include <gst/d3d12/gstd3d12.h>
#include "gstd3d12pluginutils.h"
#include "gstd3d12overlaycompositor.h"
#include <mutex>
#include <vector>
#include <queue>
#include <memory>
#include <d3d11on12.h>
#include <d2d1_3.h>
#include <wrl.h>
struct SwapChainBuffer
{
SwapChainBuffer (GstBuffer * buffer, ID3D12Resource * backbuf_resource);
SwapChainBuffer () = delete;
~SwapChainBuffer();
Microsoft::WRL::ComPtr<ID2D1Bitmap1> d2d_target;
Microsoft::WRL::ComPtr<ID3D11Texture2D> wrapped_resource;
Microsoft::WRL::ComPtr<ID3D12Resource> resource;
GstBuffer *backbuf = nullptr;
bool is_first = true;
};
struct SwapChainResource
{
SwapChainResource (GstD3D12Device * device);
SwapChainResource () = delete;
~SwapChainResource();
void clear_resource ();
bool ensure_d3d11_target (SwapChainBuffer * swapbuf);
bool ensure_d2d_target (SwapChainBuffer * swapbuf);
Microsoft::WRL::ComPtr<IDXGISwapChain4> swapchain;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cl;
Microsoft::WRL::ComPtr<ID3D11On12Device> device11on12;
Microsoft::WRL::ComPtr<ID3D11Device> device11;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context11;
Microsoft::WRL::ComPtr<ID2D1Factory3> factory2d;
Microsoft::WRL::ComPtr<ID2D1Device2> device2d;
Microsoft::WRL::ComPtr<ID2D1DeviceContext2> context2d;
std::vector<std::shared_ptr<SwapChainBuffer>> buffers;
GstBuffer *msaa_buf = nullptr;
GstBuffer *cached_buf = nullptr;
GstD3D12Converter *conv = nullptr;
GstD3D12OverlayCompositor *comp = nullptr;
GstD3D12Device *device = nullptr;
GstD3D12CmdAllocPool *ca_pool = nullptr;
UINT64 fence_val = 0;
std::queue<UINT64> prev_fence_val;
DXGI_FORMAT render_format = DXGI_FORMAT_UNKNOWN;
D3D12_RESOURCE_DESC buffer_desc;
};