Commit graph

8 commits

Author SHA1 Message Date
Seungha Yang
0d34a0233b d3d11converter: Introduce config to be extensible
Add a config argument like that of GstVideoConverter so that
we can add more options without modifying existing methods

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2276>
2021-05-28 21:44:10 +09:00
Seungha Yang
f3331652f2 d3d11shader: Don't hold state object in GstD3D11Quad
We might want to update state object

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2276>
2021-05-28 21:44:07 +09:00
Seungha Yang
0f7af4b143 d3d11: Move core methods to gst-libs
Move d3d11 device, memory, buffer pool and minimal method
to gst-libs so that other plugins can access d3d11 resource.
Since Direct3D is primary graphics API on Windows, we need
this infrastructure for various plugins can share GPU resource
without downloading GPU memory.
Note that this implementation is public only for -bad scope
for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
2021-01-13 15:01:20 +00:00
Seungha Yang
ca87289e56 d3d11colorconverter: Add support conversion with blending
This is pre-work for d3d11compositor support

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1323>
2020-10-16 17:02:15 +00:00
Seungha Yang
8fe1aae96c d3d11: Load HLSL compiler library using g_module_open
Depending on OS version, available d3dcompiler library name is different.
But for UWP, we can still use the current way

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1355>
2020-06-22 14:36:16 +00:00
Seungha Yang
487a41d312 d3d11videosink: Add support for overlay composition
Add d3d11overlaycompositor object to draw overlay image
on render target using Blend method.
2019-12-24 19:00:45 +09:00
Seungha Yang
0788492461 d3d11: Use GRecMutex to protect immediate context and dxgi API call
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
42ca123f0f d3d11: Split shader to reuse code 2019-12-05 02:29:18 +00:00