gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12utils.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 "gstd3d12_fwd.h"
#include "gstd3d12device.h"
G_BEGIN_DECLS
gboolean gst_d3d12_handle_set_context (GstElement * element,
GstContext * context,
gint adapter_index,
GstD3D12Device ** device);
gboolean gst_d3d12_handle_set_context_for_adapter_luid (GstElement * element,
GstContext * context,
gint64 adapter_luid,
GstD3D12Device ** device);
gboolean gst_d3d12_handle_context_query (GstElement * element,
GstQuery * query,
GstD3D12Device * device);
gboolean gst_d3d12_ensure_element_data (GstElement * element,
gint adapter_index,
GstD3D12Device ** device);
gboolean gst_d3d12_ensure_element_data_for_adapter_luid (GstElement * element,
gint64 adapter_luid,
GstD3D12Device ** device);
gint64 gst_d3d12_luid_to_int64 (const LUID * luid);
GstContext * gst_d3d12_context_new (GstD3D12Device * device);
gboolean _gst_d3d12_result (HRESULT hr,
GstD3D12Device * device,
GstDebugCategory * cat,
const gchar * file,
const gchar * function,
gint line,
GstDebugLevel level);
/**
* gst_d3d12_result:
* @result: HRESULT D3D12 API return code
* @device: (nullable): Associated #GstD3D12Device
*
* Returns: %TRUE if D3D12 API call result is SUCCESS
*/
#define gst_d3d12_result(result,device) \
_gst_d3d12_result (result, device, GST_CAT_DEFAULT, __FILE__, GST_FUNCTION, __LINE__, GST_LEVEL_ERROR)
guint gst_d3d12_calculate_subresource (guint mip_slice,
guint array_slice,
guint plane_slice,
guint mip_level,
guint array_size);
#define GST_D3D12_CLEAR_COM(obj) G_STMT_START { \
if (obj) { \
(obj)->Release (); \
(obj) = NULL; \
} \
} G_STMT_END
G_END_DECLS
struct CD3D12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
{
CD3D12_HEAP_PROPERTIES (
D3D12_HEAP_TYPE type,
D3D12_CPU_PAGE_PROPERTY cpu_page_property = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL memory_pool_preference = D3D12_MEMORY_POOL_UNKNOWN,
UINT creation_node_mask = 1,
UINT visible_node_mask = 1)
{
Type = type;
CPUPageProperty = cpu_page_property;
MemoryPoolPreference = memory_pool_preference;
CreationNodeMask = creation_node_mask;
VisibleNodeMask = visible_node_mask;
}
};
struct CD3D12_RESOURCE_DESC : public D3D12_RESOURCE_DESC
{
CD3D12_RESOURCE_DESC(
D3D12_RESOURCE_DIMENSION dimension,
UINT64 alignment,
UINT64 width,
UINT height,
UINT16 depth_or_array_size,
UINT16 mip_levels,
DXGI_FORMAT format,
UINT sample_count,
UINT sample_quality,
D3D12_TEXTURE_LAYOUT layout,
D3D12_RESOURCE_FLAGS flags)
{
Dimension = dimension;
Alignment = alignment;
Width = width;
Height = height;
DepthOrArraySize = depth_or_array_size;
MipLevels = mip_levels;
Format = format;
SampleDesc.Count = sample_count;
SampleDesc.Quality = sample_quality;
Layout = layout;
Flags = flags;
}
static inline CD3D12_RESOURCE_DESC Buffer (
UINT64 width,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
UINT64 alignment = 0)
{
return CD3D12_RESOURCE_DESC (D3D12_RESOURCE_DIMENSION_BUFFER, alignment,
width, 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0,
D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags);
}
static inline CD3D12_RESOURCE_DESC Tex2D (
DXGI_FORMAT format,
UINT64 width,
UINT height,
UINT16 array_size = 1,
UINT16 mip_levels = 0,
UINT sample_count = 1,
UINT sample_quality = 0,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
UINT64 alignment = 0)
{
return CD3D12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment,
width, height, array_size, mip_levels, format, sample_count,
sample_quality, layout, flags);
}
};
struct CD3D12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
{
static inline CD3D12_RESOURCE_BARRIER Transition (
ID3D12Resource * resource,
D3D12_RESOURCE_STATES before,
D3D12_RESOURCE_STATES after,
UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
{
CD3D12_RESOURCE_BARRIER result;
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
result.Flags = flags;
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore = before;
barrier.Transition.StateAfter = after;
barrier.Transition.Subresource = subresource;
return result;
}
};
struct CD3D12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
{
CD3D12_TEXTURE_COPY_LOCATION (ID3D12Resource * resource)
{
pResource = resource;
Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
PlacedFootprint = {};
}
CD3D12_TEXTURE_COPY_LOCATION (
ID3D12Resource * resource,
D3D12_PLACED_SUBRESOURCE_FOOTPRINT const & foot_print)
{
pResource = resource;
Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
PlacedFootprint = foot_print;
}
CD3D12_TEXTURE_COPY_LOCATION (
ID3D12Resource * resource,
UINT subresource)
{
pResource = resource;
Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
PlacedFootprint = {};
SubresourceIndex = subresource;
}
};
#include <mutex>
#define GST_D3D12_CALL_ONCE_BEGIN \
static std::once_flag __once_flag; \
std::call_once (__once_flag, [&]()
#define GST_D3D12_CALL_ONCE_END )