/* * GStreamer * Copyright (C) 2019 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. */ #ifndef __GST_D3D11_MEMORY_H__ #define __GST_D3D11_MEMORY_H__ #include #include #include "gstd3d11_fwd.h" #include "gstd3d11format.h" G_BEGIN_DECLS #define GST_TYPE_D3D11_ALLOCATION_PARAMS (gst_d3d11_allocation_params_get_type()) #define GST_TYPE_D3D11_ALLOCATOR (gst_d3d11_allocator_get_type()) #define GST_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11Allocator)) #define GST_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS((klass), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass)) #define GST_IS_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D11_ALLOCATOR)) #define GST_IS_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D11_ALLOCATOR)) #define GST_D3D11_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass)) #define GST_D3D11_MEMORY_NAME "D3D11Memory" /** * GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY: * * Name of the caps feature for indicating the use of #GstD3D11Memory */ #define GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY "memory:D3D11Memory" /** * GST_MAP_D3D11: * * Flag indicating that we should map the D3D11 resource instead of to system memory. */ #define GST_MAP_D3D11 (GST_MAP_FLAG_LAST << 1) /** * GstD3D11AllocationFlags: * GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY: Indicates each allocated texture should be array type */ typedef enum { GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY = (1 << 0), } GstD3D11AllocationFlags; /** * GstD3D11MemoryTransfer: * @GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD: the texture needs downloading * to the staging texture memory * @GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD: the staging texture needs uploading * to the texture */ typedef enum { GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD = (GST_MEMORY_FLAG_LAST << 0), GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD = (GST_MEMORY_FLAG_LAST << 1) } GstD3D11MemoryTransfer; struct _GstD3D11AllocationParams { /* Texture description per plane */ D3D11_TEXTURE2D_DESC desc[GST_VIDEO_MAX_PLANES]; GstVideoInfo info; GstVideoInfo aligned_info; const GstD3D11Format *d3d11_format; GstD3D11AllocationFlags flags; /*< private >*/ gpointer _gst_reserved[GST_PADDING_LARGE]; }; typedef enum { GST_D3D11_MEMORY_TYPE_TEXTURE = 0, GST_D3D11_MEMORY_TYPE_ARRAY = 1, GST_D3D11_MEMORY_TYPE_STAGING = 2, } GstD3D11MemoryType; struct _GstD3D11Memory { GstMemory mem; /*< public > */ GstD3D11Device *device; ID3D11Texture2D *texture; ID3D11Texture2D *staging; ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES]; guint num_shader_resource_views; ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES]; guint num_render_target_views; GstD3D11MemoryType type; /* > 0 if this is Array typed memory */ guint subresource_index; D3D11_TEXTURE2D_DESC desc; D3D11_MAPPED_SUBRESOURCE map; /*< private >*/ GMutex lock; gint cpu_map_count; }; struct _GstD3D11Allocator { GstAllocator parent; GstD3D11Device *device; /*< private >*/ GstD3D11AllocatorPrivate *priv; gpointer _gst_reserved[GST_PADDING]; }; struct _GstD3D11AllocatorClass { GstAllocatorClass allocator_class; /*< private >*/ gpointer _gst_reserved[GST_PADDING]; }; GType gst_d3d11_allocation_params_get_type (void); GstD3D11AllocationParams * gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info, GstD3D11AllocationFlags flags, gint bind_flags); GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src); void gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params); gboolean gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * parms, GstVideoAlignment * align); GType gst_d3d11_allocator_get_type (void); GstD3D11Allocator * gst_d3d11_allocator_new (GstD3D11Device *device); GstMemory * gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator, const D3D11_TEXTURE2D_DESC * desc, GstD3D11AllocationFlags flags, gsize size); GstMemory * gst_d3d11_allocator_alloc_staging (GstD3D11Allocator * allocator, const D3D11_TEXTURE2D_DESC * desc, GstD3D11AllocationFlags flags, gint * stride); void gst_d3d11_allocator_set_flushing (GstD3D11Allocator * allocator, gboolean flushing); gboolean gst_is_d3d11_memory (GstMemory * mem); gboolean gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem); gboolean gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem); G_END_DECLS #endif /* __GST_D3D11_MEMORY_H__ */