/* 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 "gstd3d12_fwd.h" #include "gstd3d12device.h" G_BEGIN_DECLS gboolean gst_d3d12_handle_set_context (GstElement * element, GstContext * context, gint adapter_index, GstD3D12Device ** device); gboolean gst_d3d12_handle_set_context_for_adapter_luid (GstElement * element, GstContext * context, gint64 adapter_luid, GstD3D12Device ** device); gboolean gst_d3d12_handle_context_query (GstElement * element, GstQuery * query, GstD3D12Device * device); gboolean gst_d3d12_ensure_element_data (GstElement * element, gint adapter_index, GstD3D12Device ** device); gboolean gst_d3d12_ensure_element_data_for_adapter_luid (GstElement * element, gint64 adapter_luid, GstD3D12Device ** device); gint64 gst_d3d12_luid_to_int64 (const LUID * luid); GstContext * gst_d3d12_context_new (GstD3D12Device * device); gboolean _gst_d3d12_result (HRESULT hr, GstD3D12Device * device, GstDebugCategory * cat, const gchar * file, const gchar * function, gint line, GstDebugLevel level); /** * gst_d3d12_result: * @result: HRESULT D3D12 API return code * @device: (nullable): Associated #GstD3D12Device * * Returns: %TRUE if D3D12 API call result is SUCCESS */ #define gst_d3d12_result(result,device) \ _gst_d3d12_result (result, device, GST_CAT_DEFAULT, __FILE__, GST_FUNCTION, __LINE__, GST_LEVEL_ERROR) guint gst_d3d12_calculate_subresource (guint mip_slice, guint array_slice, guint plane_slice, guint mip_level, guint array_size); #define GST_D3D12_CLEAR_COM(obj) G_STMT_START { \ if (obj) { \ (obj)->Release (); \ (obj) = NULL; \ } \ } G_STMT_END G_END_DECLS struct CD3D12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES { CD3D12_HEAP_PROPERTIES ( D3D12_HEAP_TYPE type, D3D12_CPU_PAGE_PROPERTY cpu_page_property = D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL memory_pool_preference = D3D12_MEMORY_POOL_UNKNOWN, UINT creation_node_mask = 1, UINT visible_node_mask = 1) { Type = type; CPUPageProperty = cpu_page_property; MemoryPoolPreference = memory_pool_preference; CreationNodeMask = creation_node_mask; VisibleNodeMask = visible_node_mask; } }; struct CD3D12_RESOURCE_DESC : public D3D12_RESOURCE_DESC { CD3D12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION dimension, UINT64 alignment, UINT64 width, UINT height, UINT16 depth_or_array_size, UINT16 mip_levels, DXGI_FORMAT format, UINT sample_count, UINT sample_quality, D3D12_TEXTURE_LAYOUT layout, D3D12_RESOURCE_FLAGS flags) { Dimension = dimension; Alignment = alignment; Width = width; Height = height; DepthOrArraySize = depth_or_array_size; MipLevels = mip_levels; Format = format; SampleDesc.Count = sample_count; SampleDesc.Quality = sample_quality; Layout = layout; Flags = flags; } static inline CD3D12_RESOURCE_DESC Buffer ( UINT64 width, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE, UINT64 alignment = 0) { return CD3D12_RESOURCE_DESC (D3D12_RESOURCE_DIMENSION_BUFFER, alignment, width, 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags); } static inline CD3D12_RESOURCE_DESC Tex2D ( DXGI_FORMAT format, UINT64 width, UINT height, D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE, UINT16 array_size = 1, UINT16 mip_levels = 1, UINT sample_count = 1, UINT sample_quality = 0, D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, UINT64 alignment = 0) { return CD3D12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment, width, height, array_size, mip_levels, format, sample_count, sample_quality, layout, flags); } }; struct CD3D12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER { static inline CD3D12_RESOURCE_BARRIER Transition ( ID3D12Resource * resource, D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after, UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE) { CD3D12_RESOURCE_BARRIER result; D3D12_RESOURCE_BARRIER &barrier = result; result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; result.Flags = flags; barrier.Transition.pResource = resource; barrier.Transition.StateBefore = before; barrier.Transition.StateAfter = after; barrier.Transition.Subresource = subresource; return result; } }; struct CD3D12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION { CD3D12_TEXTURE_COPY_LOCATION (ID3D12Resource * resource) { pResource = resource; Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; PlacedFootprint = {}; } CD3D12_TEXTURE_COPY_LOCATION ( ID3D12Resource * resource, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const & foot_print) { pResource = resource; Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; PlacedFootprint = foot_print; } CD3D12_TEXTURE_COPY_LOCATION ( ID3D12Resource * resource, UINT subresource) { pResource = resource; Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; PlacedFootprint = {}; SubresourceIndex = subresource; } }; #include #define GST_D3D12_CALL_ONCE_BEGIN \ static std::once_flag __once_flag; \ std::call_once (__once_flag, [&]() #define GST_D3D12_CALL_ONCE_END )