/* 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_SHADER_H__ #define __GST_D3D11_SHADER_H__ #include #include "gstd3d11_fwd.h" #include #include G_BEGIN_DECLS typedef struct _GstD3D11Quad GstD3D11Quad; gboolean gst_d3d11_shader_init (void); gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device, const gchar * source, ID3D11PixelShader ** shader); gboolean gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source, const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout); GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader, ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout, ID3D11SamplerState * sampler, ID3D11BlendState * blend, ID3D11DepthStencilState *depth_stencil, ID3D11Buffer * const_buffer, ID3D11Buffer * vertex_buffer, guint vertex_stride, ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count); void gst_d3d11_quad_free (GstD3D11Quad * quad); gboolean gst_d3d11_draw_quad (GstD3D11Quad * quad, D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport, ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES], guint num_srv, ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES], guint num_rtv, ID3D11DepthStencilView *dsv, ID3D11BlendState *blend, gfloat blend_factor[4]); gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad, D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport, ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES], guint num_srv, ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES], guint num_rtv, ID3D11DepthStencilView *dsv, ID3D11BlendState *blend, gfloat blend_factor[4]); G_END_DECLS #endif /* __GST_D3D11_SHADER_H__ */