gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12memory.h

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/* GStreamer
* Copyright (C) 2023 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/gst.h>
#include <gst/video/video.h>
#include "gstd3d12_fwd.h"
#include "gstd3d12format.h"
G_BEGIN_DECLS
#define GST_TYPE_D3D12_ALLOCATION_PARAMS (gst_d3d12_allocation_params_get_type())
#define GST_TYPE_D3D12_MEMORY (gst_d3d12_memory_get_type())
#define GST_D3D12_MEMORY_CAST(obj) ((GstD3D12Memory *)obj)
#define GST_TYPE_D3D12_ALLOCATOR (gst_d3d12_allocator_get_type())
#define GST_D3D12_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D12_ALLOCATOR, GstD3D12Allocator))
#define GST_D3D12_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D12_ALLOCATOR, GstD3D12AllocatorClass))
#define GST_IS_D3D12_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D12_ALLOCATOR))
#define GST_IS_D3D12_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D12_ALLOCATOR))
#define GST_D3D12_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D12_ALLOCATOR, GstD3D12AllocatorClass))
#define GST_D3D12_ALLOCATOR_CAST(obj) ((GstD3D12Allocator *)obj)
#define GST_TYPE_D3D12_POOL_ALLOCATOR (gst_d3d12_pool_allocator_get_type())
#define GST_D3D12_POOL_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D12_POOL_ALLOCATOR, GstD3D12PoolAllocator))
#define GST_D3D12_POOL_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D12_POOL_ALLOCATOR, GstD3D12PoolAllocatorClass))
#define GST_IS_D3D12_POOL_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D12_POOL_ALLOCATOR))
#define GST_IS_D3D12_POOL_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D12_POOL_ALLOCATOR))
#define GST_D3D12_POOL_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D12_POOL_ALLOCATOR, GstD3D12PoolAllocatorClass))
#define GST_D3D12_POOL_ALLOCATOR_CAST(obj) ((GstD3D12PoolAllocator *)obj)
/**
* GST_D3D12_MEMORY_NAME:
*
* The name of the Direct3D12 memory
*/
#define GST_D3D12_MEMORY_NAME "D3D12Memory"
/**
* GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY:
*
* Name of the caps feature for indicating the use of #GstD3D12Memory
*/
#define GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY "memory:D3D12Memory"
/**
* GST_MAP_D3D12:
*
* Flag indicating that we should map the D3D12 resource instead of to system memory.
*/
#define GST_MAP_D3D12 (GST_MAP_FLAG_LAST << 1)
/**
* GstD3D12MemoryTransfer:
*
* Pending memory transfer operation
*/
typedef enum
{
GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD = (GST_MEMORY_FLAG_LAST << 0),
GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD = (GST_MEMORY_FLAG_LAST << 1)
} GstD3D12MemoryTransfer;
typedef enum
{
GST_D3D12_ALLOCATION_FLAG_DEFAULT = 0,
} GstD3D12AllocationFlags;
GType gst_d3d12_allocation_params_get_type (void);
GstD3D12AllocationParams * gst_d3d12_allocation_params_new (GstD3D12Device * device,
const GstVideoInfo * info,
GstD3D12AllocationFlags flags,
D3D12_RESOURCE_FLAGS resource_flags);
GstD3D12AllocationParams * gst_d3d12_allocation_params_copy (GstD3D12AllocationParams * src);
void gst_d3d12_allocation_params_free (GstD3D12AllocationParams * params);
gboolean gst_d3d12_allocation_params_alignment (GstD3D12AllocationParams * parms,
const GstVideoAlignment * align);
gboolean gst_d3d12_allocation_params_set_resource_flags (GstD3D12AllocationParams * params,
D3D12_RESOURCE_FLAGS resource_flags);
gboolean gst_d3d12_allocation_params_unset_resource_flags (GstD3D12AllocationParams * params,
D3D12_RESOURCE_FLAGS resource_flags);
gboolean gst_d3d12_allocation_params_set_heap_flags (GstD3D12AllocationParams * params,
D3D12_HEAP_FLAGS heap_flags);
gboolean gst_d3d12_allocation_params_set_array_size (GstD3D12AllocationParams * params,
guint size);
struct _GstD3D12Memory
{
GstMemory mem;
/*< public >*/
GstD3D12Device *device;
guint64 fence_value;
/*< private >*/
GstD3D12MemoryPrivate *priv;
gpointer _gst_reserved[GST_PADDING];
};
GType gst_d3d12_memory_get_type (void);
void gst_d3d12_memory_init_once (void);
gboolean gst_is_d3d12_memory (GstMemory * mem);
gboolean gst_d3d12_memory_sync (GstD3D12Memory * mem);
ID3D12Resource * gst_d3d12_memory_get_resource_handle (GstD3D12Memory * mem);
gboolean gst_d3d12_memory_get_subresource_index (GstD3D12Memory * mem,
guint plane,
guint * index);
guint gst_d3d12_memory_get_plane_count (GstD3D12Memory * mem);
gboolean gst_d3d12_memory_get_plane_rectangle (GstD3D12Memory * mem,
guint plane,
D3D12_RECT * rect);
gboolean gst_d3d12_memory_get_shader_resource_view_heap (GstD3D12Memory * mem,
ID3D12DescriptorHeap ** heap);
gboolean gst_d3d12_memory_get_render_target_view_heap (GstD3D12Memory * mem,
ID3D12DescriptorHeap ** heap);
struct _GstD3D12Allocator
{
GstAllocator allocator;
/*< private >*/
GstD3D12AllocatorPrivate *priv;
gpointer _gst_reserved[GST_PADDING];
};
struct _GstD3D12AllocatorClass
{
GstAllocatorClass allocator_class;
gboolean (*set_actvie) (GstD3D12Allocator * allocator,
gboolean active);
/*< private >*/
gpointer _gst_reserved[GST_PADDING_LARGE];
};
GType gst_d3d12_allocator_get_type (void);
GstMemory * gst_d3d12_allocator_alloc (GstD3D12Allocator * allocator,
GstD3D12Device * device,
const D3D12_HEAP_PROPERTIES * heap_props,
D3D12_HEAP_FLAGS heap_flags,
const D3D12_RESOURCE_DESC * desc,
D3D12_RESOURCE_STATES initial_state,
const D3D12_CLEAR_VALUE * optimized_clear_value);
GstMemory * gst_d3d12_allocator_alloc_wrapped (GstD3D12Allocator * allocator,
GstD3D12Device * device,
ID3D12Resource * resource,
guint array_slice);
gboolean gst_d3d12_allocator_set_active (GstD3D12Allocator * allocator,
gboolean active);
struct _GstD3D12PoolAllocator
{
GstD3D12Allocator allocator;
/*< public >*/
GstD3D12Device *device;
/*< private >*/
GstD3D12PoolAllocatorPrivate *priv;
gpointer _gst_reserved[GST_PADDING];
};
struct _GstD3D12PoolAllocatorClass
{
GstD3D12AllocatorClass allocator_class;
/*< private >*/
gpointer _gst_reserved[GST_PADDING];
};
GType gst_d3d12_pool_allocator_get_type (void);
GstD3D12PoolAllocator * gst_d3d12_pool_allocator_new (GstD3D12Device * device,
const D3D12_HEAP_PROPERTIES * heap_props,
D3D12_HEAP_FLAGS heap_flags,
const D3D12_RESOURCE_DESC * desc,
D3D12_RESOURCE_STATES initial_state,
const D3D12_CLEAR_VALUE * optimized_clear_value);
GstFlowReturn gst_d3d12_pool_allocator_acquire_memory (GstD3D12PoolAllocator * allocator,
GstMemory ** memory);
G_END_DECLS