Seungha Yang
18e13404a2
d3d11colorconvert: Use shader resource and render target bind flags together
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The output of d3d11colorconvert would be used for rendering (i.e., shader resource)
2019-12-20 19:21:02 +09:00
Seungha Yang
0788492461
d3d11: Use GRecMutex to protect immediate context and dxgi API call
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In some cases, rendering and dxgi (e.g., swapchain) APIs should be
called from window message pump thread, but current design (dedicated d3d11 thread)
make it impossible. To solve it, change concurrency model to locking based one
from single-thread model.
2019-12-20 19:21:03 +09:00
Seungha Yang
61cb6b2bbe
d3d11: Pass GstD3D11Memory object to ensure_{shader_resource,render_target}_view methods
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The method name indicates it should be d3d11memory, so passing
GstD3D11Memory seems to make more sense than GstMemory.
2019-12-20 11:15:12 +09:00
Aaron Boxer
e9891dfe14
d3d11: translate windows error codes to human readable strings
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This will help with debugging.
2019-12-07 16:09:03 -06:00
Seungha Yang
622733ed0d
d3d11converter: Skip setup converter if input and output formats are equal
2019-12-05 02:29:18 +00:00
Seungha Yang
c9cb08fcd4
d3d11colorconvert: Split color space converter to reuse code
2019-12-05 02:29:18 +00:00
Seungha Yang
42ca123f0f
d3d11: Split shader to reuse code
2019-12-05 02:29:18 +00:00
Seungha Yang
ddd13fc7c0
d3d11: Add support for D3D11_USAGE_DYNAMIC
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D3D11 dynamic texture is a special memory type, which is mainly used for
frequent CPU write access to the texture. For now, this texture type
does not support gst_memory_{map,unmap}
2019-12-05 02:29:18 +00:00
Seungha Yang
71ae632b25
d3d11colorconvert: Disable color conversion with software rasterizer
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It's much slower than our CPU based color-converter in most case.
2019-12-05 02:29:18 +00:00
Seungha Yang
5edf64d655
d3d11colorconvert: Avoid copy in/out texture if possible
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When input and/or output d3d11memory has its own view, use them for
rendering to avoid texture copy
2019-12-05 02:29:18 +00:00
Seungha Yang
79ac41ec5b
d3d11: Add color space conversion element using shader
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Add d3d11colorconvert element for color space conversion.
Currently {RGB, YUV} to RGB conversion is supported.
2019-12-05 02:29:18 +00:00