/* GStreamer * Copyright (C) 2024 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 "gstd3d12pluginutils.h" #include "gstd3d12overlaycompositor.h" #include #include #include #include #include #include #include struct SwapChainBuffer { SwapChainBuffer (GstBuffer * buffer, ID3D12Resource * backbuf_resource); SwapChainBuffer () = delete; ~SwapChainBuffer(); Microsoft::WRL::ComPtr d2d_target; Microsoft::WRL::ComPtr wrapped_resource; Microsoft::WRL::ComPtr resource; GstBuffer *backbuf = nullptr; bool is_first = true; }; struct SwapChainResource { SwapChainResource (GstD3D12Device * device); SwapChainResource () = delete; ~SwapChainResource(); void clear_resource (); bool ensure_d3d11_target (SwapChainBuffer * swapbuf); bool ensure_d2d_target (SwapChainBuffer * swapbuf); Microsoft::WRL::ComPtr swapchain; Microsoft::WRL::ComPtr cl; Microsoft::WRL::ComPtr device11on12; Microsoft::WRL::ComPtr device11; Microsoft::WRL::ComPtr context11; Microsoft::WRL::ComPtr factory2d; Microsoft::WRL::ComPtr device2d; Microsoft::WRL::ComPtr context2d; std::vector> buffers; GstBuffer *msaa_buf = nullptr; GstBuffer *cached_buf = nullptr; GstD3D12Converter *conv = nullptr; GstD3D12OverlayCompositor *comp = nullptr; GstD3D12Device *device = nullptr; GstD3D12CommandAllocatorPool *ca_pool = nullptr; UINT64 fence_val = 0; std::queue prev_fence_val; DXGI_FORMAT render_format = DXGI_FORMAT_UNKNOWN; D3D12_RESOURCE_DESC buffer_desc; };