/* GStreamer * Copyright (C) 2023 Seungha Yang * * 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 #include #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