mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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b023e0923e
Add missing condition check in for loop Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/4258>
566 lines
17 KiB
C++
566 lines
17 KiB
C++
/* GStreamer
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* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
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* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d11bufferpool.h"
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#include "gstd3d11memory.h"
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#include "gstd3d11device.h"
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#include "gstd3d11utils.h"
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#include "gstd3d11-private.h"
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#include <string.h>
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/**
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* SECTION:gstd3d11bufferpool
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* @title: GstD3D11BufferPool
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* @short_description: buffer pool for GstD3D11Memory object
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* @see_also: #GstBufferPool, #GstD3D11Memory
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*
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* This GstD3D11BufferPool is an object that allocates buffers
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* with #GstD3D11Memory
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*
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* Since: 1.22
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*/
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GST_DEBUG_CATEGORY_STATIC (gst_d3d11_buffer_pool_debug);
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#define GST_CAT_DEFAULT gst_d3d11_buffer_pool_debug
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struct _GstD3D11BufferPoolPrivate
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{
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GstD3D11Allocator *alloc[GST_VIDEO_MAX_PLANES];
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GstD3D11AllocationParams *d3d11_params;
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gboolean texture_array_pool;
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gint stride[GST_VIDEO_MAX_PLANES];
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gsize offset[GST_VIDEO_MAX_PLANES];
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};
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#define gst_d3d11_buffer_pool_parent_class parent_class
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G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11BufferPool,
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gst_d3d11_buffer_pool, GST_TYPE_BUFFER_POOL);
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static void gst_d3d11_buffer_pool_dispose (GObject * object);
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static const gchar **gst_d3d11_buffer_pool_get_options (GstBufferPool * pool);
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static gboolean gst_d3d11_buffer_pool_set_config (GstBufferPool * pool,
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GstStructure * config);
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static GstFlowReturn gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool,
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GstBuffer ** buffer, GstBufferPoolAcquireParams * params);
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static GstFlowReturn gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool,
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GstBuffer ** buffer, GstBufferPoolAcquireParams * params);
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static void gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool,
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GstBuffer * buffer);
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static gboolean gst_d3d11_buffer_pool_start (GstBufferPool * pool);
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static gboolean gst_d3d11_buffer_pool_stop (GstBufferPool * pool);
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static void
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gst_d3d11_buffer_pool_class_init (GstD3D11BufferPoolClass * klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GstBufferPoolClass *bufferpool_class = GST_BUFFER_POOL_CLASS (klass);
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gobject_class->dispose = gst_d3d11_buffer_pool_dispose;
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bufferpool_class->get_options = gst_d3d11_buffer_pool_get_options;
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bufferpool_class->set_config = gst_d3d11_buffer_pool_set_config;
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bufferpool_class->alloc_buffer = gst_d3d11_buffer_pool_alloc_buffer;
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bufferpool_class->acquire_buffer = gst_d3d11_buffer_pool_acquire_buffer;
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bufferpool_class->reset_buffer = gst_d3d11_buffer_pool_reset_buffer;
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bufferpool_class->start = gst_d3d11_buffer_pool_start;
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bufferpool_class->stop = gst_d3d11_buffer_pool_stop;
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GST_DEBUG_CATEGORY_INIT (gst_d3d11_buffer_pool_debug, "d3d11bufferpool", 0,
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"d3d11bufferpool object");
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}
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static void
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gst_d3d11_buffer_pool_init (GstD3D11BufferPool * self)
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{
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self->priv = (GstD3D11BufferPoolPrivate *)
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gst_d3d11_buffer_pool_get_instance_private (self);
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}
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static void
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gst_d3d11_buffer_pool_clear_allocator (GstD3D11BufferPool * self)
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{
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GstD3D11BufferPoolPrivate *priv = self->priv;
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guint i;
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for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
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if (priv->alloc[i]) {
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gst_d3d11_allocator_set_active (priv->alloc[i], FALSE);
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gst_clear_object (&priv->alloc[i]);
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}
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}
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}
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static void
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gst_d3d11_buffer_pool_dispose (GObject * object)
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{
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (object);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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g_clear_pointer (&priv->d3d11_params, gst_d3d11_allocation_params_free);
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gst_clear_object (&self->device);
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gst_d3d11_buffer_pool_clear_allocator (self);
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G_OBJECT_CLASS (parent_class)->dispose (object);
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}
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static const gchar **
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gst_d3d11_buffer_pool_get_options (GstBufferPool * pool)
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{
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/* NOTE: d3d11 memory does not support alignment */
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static const gchar *options[] = { GST_BUFFER_POOL_OPTION_VIDEO_META, NULL };
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return options;
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}
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static gboolean
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gst_d3d11_buffer_pool_set_config (GstBufferPool * pool, GstStructure * config)
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{
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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GstVideoInfo info;
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GstCaps *caps = NULL;
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guint min_buffers, max_buffers;
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gboolean ret = TRUE;
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D3D11_TEXTURE2D_DESC *desc;
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const GstD3D11Format *format;
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gsize offset = 0;
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guint align = 0;
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gint i;
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if (!gst_buffer_pool_config_get_params (config, &caps, NULL, &min_buffers,
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&max_buffers))
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goto wrong_config;
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if (caps == NULL)
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goto no_caps;
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/* now parse the caps from the config */
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if (!gst_video_info_from_caps (&info, caps))
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goto wrong_caps;
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GST_LOG_OBJECT (pool, "%dx%d, caps %" GST_PTR_FORMAT, info.width, info.height,
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caps);
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gst_d3d11_buffer_pool_clear_allocator (self);
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memset (priv->stride, 0, sizeof (priv->stride));
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memset (priv->offset, 0, sizeof (priv->offset));
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if (priv->d3d11_params)
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gst_d3d11_allocation_params_free (priv->d3d11_params);
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priv->d3d11_params =
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gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (!priv->d3d11_params) {
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/* allocate memory with resource format by default */
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priv->d3d11_params =
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gst_d3d11_allocation_params_new (self->device,
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&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
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}
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desc = priv->d3d11_params->desc;
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align = gst_d3d11_dxgi_format_get_alignment (desc[0].Format);
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/* resolution of semi-planar formats must be multiple of 2 */
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if (align != 0 && (desc[0].Width % align || desc[0].Height % align)) {
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gint width, height;
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GstVideoAlignment video_align;
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GST_WARNING_OBJECT (self, "Resolution %dx%d is not mutiple of %d, fixing",
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desc[0].Width, desc[0].Height, align);
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width = GST_ROUND_UP_N (desc[0].Width, align);
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height = GST_ROUND_UP_N (desc[0].Height, align);
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gst_video_alignment_reset (&video_align);
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video_align.padding_right = width - desc[0].Width;
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video_align.padding_bottom = height - desc[0].Height;
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gst_d3d11_allocation_params_alignment (priv->d3d11_params, &video_align);
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}
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#ifndef GST_DISABLE_GST_DEBUG
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{
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GST_LOG_OBJECT (self, "Direct3D11 Allocation params");
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GST_LOG_OBJECT (self, "\tD3D11AllocationFlags: 0x%x",
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priv->d3d11_params->flags);
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for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
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if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
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break;
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GST_LOG_OBJECT (self, "\t[plane %d] %dx%d, DXGI format %d",
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i, desc[i].Width, desc[i].Height, desc[i].Format);
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GST_LOG_OBJECT (self, "\t[plane %d] MipLevel %d, ArraySize %d",
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i, desc[i].MipLevels, desc[i].ArraySize);
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GST_LOG_OBJECT (self,
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"\t[plane %d] SampleDesc.Count %d, SampleDesc.Quality %d",
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i, desc[i].SampleDesc.Count, desc[i].SampleDesc.Quality);
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GST_LOG_OBJECT (self, "\t[plane %d] Usage %d", i, desc[i].Usage);
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GST_LOG_OBJECT (self,
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"\t[plane %d] BindFlags 0x%x", i, desc[i].BindFlags);
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GST_LOG_OBJECT (self,
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"\t[plane %d] CPUAccessFlags 0x%x", i, desc[i].CPUAccessFlags);
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GST_LOG_OBJECT (self,
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"\t[plane %d] MiscFlags 0x%x", i, desc[i].MiscFlags);
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}
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}
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#endif
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if ((priv->d3d11_params->flags & GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY)) {
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guint max_array_size = 0;
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for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
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if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
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break;
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if (desc[i].ArraySize > max_array_size)
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max_array_size = desc[i].ArraySize;
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}
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if (max_buffers == 0 || max_buffers > max_array_size) {
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GST_WARNING_OBJECT (pool,
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"Array pool is requested but allowed pool size %d > ArraySize %d",
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max_buffers, max_array_size);
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max_buffers = max_array_size;
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}
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priv->texture_array_pool = TRUE;
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} else {
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priv->texture_array_pool = FALSE;
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}
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offset = 0;
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for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
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GstD3D11Allocator *alloc;
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GstD3D11PoolAllocator *pool_alloc;
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GstFlowReturn flow_ret;
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GstMemory *mem = NULL;
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guint stride = 0;
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if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
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break;
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alloc =
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(GstD3D11Allocator *) gst_d3d11_pool_allocator_new (self->device,
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&desc[i]);
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if (!gst_d3d11_allocator_set_active (alloc, TRUE)) {
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GST_ERROR_OBJECT (self, "Failed to activate allocator");
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gst_object_unref (alloc);
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return FALSE;
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}
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pool_alloc = GST_D3D11_POOL_ALLOCATOR (alloc);
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flow_ret = gst_d3d11_pool_allocator_acquire_memory (pool_alloc, &mem);
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if (flow_ret != GST_FLOW_OK) {
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GST_ERROR_OBJECT (self, "Failed to allocate initial memory");
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gst_d3d11_allocator_set_active (alloc, FALSE);
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gst_object_unref (alloc);
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return FALSE;
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}
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if (!gst_d3d11_memory_get_resource_stride (GST_D3D11_MEMORY_CAST (mem),
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&stride) || stride < desc[i].Width) {
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GST_ERROR_OBJECT (self, "Failed to calculate stride");
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gst_d3d11_allocator_set_active (alloc, FALSE);
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gst_object_unref (alloc);
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gst_memory_unref (mem);
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return FALSE;
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}
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priv->stride[i] = stride;
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priv->offset[i] = offset;
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offset += mem->size;
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priv->alloc[i] = alloc;
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gst_memory_unref (mem);
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}
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format = &priv->d3d11_params->d3d11_format;
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/* single texture semi-planar formats */
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if (format->dxgi_format != DXGI_FORMAT_UNKNOWN &&
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GST_VIDEO_INFO_N_PLANES (&info) == 2) {
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priv->stride[1] = priv->stride[0];
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priv->offset[1] = priv->stride[0] * desc[0].Height;
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}
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gst_buffer_pool_config_set_params (config,
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caps, offset, min_buffers, max_buffers);
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return GST_BUFFER_POOL_CLASS (parent_class)->set_config (pool, config) && ret;
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/* ERRORS */
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wrong_config:
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{
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GST_WARNING_OBJECT (pool, "invalid config");
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return FALSE;
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}
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no_caps:
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{
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GST_WARNING_OBJECT (pool, "no caps in config");
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return FALSE;
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}
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wrong_caps:
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{
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GST_WARNING_OBJECT (pool,
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"failed getting geometry from caps %" GST_PTR_FORMAT, caps);
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return FALSE;
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}
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}
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static GstFlowReturn
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gst_d3d11_buffer_pool_fill_buffer (GstD3D11BufferPool * self, GstBuffer * buf)
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{
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GstD3D11BufferPoolPrivate *priv = self->priv;
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GstFlowReturn ret = GST_FLOW_OK;
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guint i;
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for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
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GstMemory *mem = NULL;
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GstD3D11PoolAllocator *alloc = GST_D3D11_POOL_ALLOCATOR (priv->alloc[i]);
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if (!alloc)
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break;
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ret = gst_d3d11_pool_allocator_acquire_memory (alloc, &mem);
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if (ret != GST_FLOW_OK) {
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GST_WARNING_OBJECT (self, "Failed to acquire memory, ret %s",
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gst_flow_get_name (ret));
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return ret;
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}
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gst_buffer_append_memory (buf, mem);
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}
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return GST_FLOW_OK;
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}
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static GstFlowReturn
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gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool, GstBuffer ** buffer,
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GstBufferPoolAcquireParams * params)
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{
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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GstD3D11AllocationParams *d3d11_params = priv->d3d11_params;
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GstVideoInfo *info = &d3d11_params->info;
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GstBuffer *buf;
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GstFlowReturn ret = GST_FLOW_OK;
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buf = gst_buffer_new ();
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/* In case of texture-array, we are releasing memory objects in
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* the GstBufferPool::reset_buffer() so that GstD3D11Memory objects can be
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* returned to the GstD3D11PoolAllocator. So, underlying GstD3D11Memory
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* will be filled in the later GstBufferPool::acquire_buffer() call.
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* Don't fill memory here for non-texture-array therefore */
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if (!priv->texture_array_pool) {
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ret = gst_d3d11_buffer_pool_fill_buffer (self, buf);
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if (ret != GST_FLOW_OK) {
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gst_buffer_unref (buf);
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return ret;
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}
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}
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gst_buffer_add_video_meta_full (buf, GST_VIDEO_FRAME_FLAG_NONE,
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GST_VIDEO_INFO_FORMAT (info), GST_VIDEO_INFO_WIDTH (info),
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GST_VIDEO_INFO_HEIGHT (info), GST_VIDEO_INFO_N_PLANES (info),
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priv->offset, priv->stride);
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*buffer = buf;
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return GST_FLOW_OK;
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}
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static GstFlowReturn
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gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool,
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GstBuffer ** buffer, GstBufferPoolAcquireParams * params)
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{
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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GstFlowReturn ret;
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ret = GST_BUFFER_POOL_CLASS (parent_class)->acquire_buffer (pool,
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buffer, params);
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if (ret != GST_FLOW_OK)
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return ret;
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/* Don't need special handling for non-texture-array case */
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if (!priv->texture_array_pool)
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return ret;
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/* Baseclass will hold empty buffer in this case, fill GstMemory */
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g_assert (gst_buffer_n_memory (*buffer) == 0);
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return gst_d3d11_buffer_pool_fill_buffer (self, *buffer);
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}
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static void
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gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool, GstBuffer * buffer)
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{
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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/* If we are using texture array, we should return GstD3D11Memory to
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* to the GstD3D11PoolAllocator, so that the allocator can wake up
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* if it's waiting for available memory object */
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if (priv->texture_array_pool) {
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GST_LOG_OBJECT (self, "Returning memory to allocator");
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gst_buffer_remove_all_memory (buffer);
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}
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GST_BUFFER_POOL_CLASS (parent_class)->reset_buffer (pool, buffer);
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GST_BUFFER_FLAGS (buffer) = 0;
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}
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static gboolean
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gst_d3d11_buffer_pool_start (GstBufferPool * pool)
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{
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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guint i;
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gboolean ret;
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GST_DEBUG_OBJECT (self, "Start");
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|
|
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
|
|
GstD3D11Allocator *alloc = priv->alloc[i];
|
|
|
|
if (!alloc)
|
|
break;
|
|
|
|
if (!gst_d3d11_allocator_set_active (alloc, TRUE)) {
|
|
GST_ERROR_OBJECT (self, "Failed to activate allocator");
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
ret = GST_BUFFER_POOL_CLASS (parent_class)->start (pool);
|
|
if (!ret) {
|
|
GST_ERROR_OBJECT (self, "Failed to start");
|
|
|
|
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
|
|
GstD3D11Allocator *alloc = priv->alloc[i];
|
|
|
|
if (!alloc)
|
|
break;
|
|
|
|
gst_d3d11_allocator_set_active (alloc, FALSE);
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
gst_d3d11_buffer_pool_stop (GstBufferPool * pool)
|
|
{
|
|
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
|
|
GstD3D11BufferPoolPrivate *priv = self->priv;
|
|
guint i;
|
|
|
|
GST_DEBUG_OBJECT (self, "Stop");
|
|
|
|
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
|
|
GstD3D11Allocator *alloc = priv->alloc[i];
|
|
|
|
if (!alloc)
|
|
break;
|
|
|
|
if (!gst_d3d11_allocator_set_active (alloc, FALSE)) {
|
|
GST_ERROR_OBJECT (self, "Failed to deactivate allocator");
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return GST_BUFFER_POOL_CLASS (parent_class)->stop (pool);
|
|
}
|
|
|
|
/**
|
|
* gst_d3d11_buffer_pool_new:
|
|
* @device: a #GstD3D11Device to use
|
|
*
|
|
* Returns: a #GstBufferPool that allocates buffers with #GstD3D11Memory
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
GstBufferPool *
|
|
gst_d3d11_buffer_pool_new (GstD3D11Device * device)
|
|
{
|
|
GstD3D11BufferPool *pool;
|
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
|
|
|
|
pool = (GstD3D11BufferPool *) g_object_new (GST_TYPE_D3D11_BUFFER_POOL, NULL);
|
|
gst_object_ref_sink (pool);
|
|
|
|
pool->device = (GstD3D11Device *) gst_object_ref (device);
|
|
|
|
return GST_BUFFER_POOL_CAST (pool);
|
|
}
|
|
|
|
/**
|
|
* gst_buffer_pool_config_get_d3d11_allocation_params:
|
|
* @config: a buffer pool config
|
|
*
|
|
* Returns: (transfer full) (nullable): the currently configured
|
|
* #GstD3D11AllocationParams on @config or %NULL if @config doesn't contain
|
|
* #GstD3D11AllocationParams
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
GstD3D11AllocationParams *
|
|
gst_buffer_pool_config_get_d3d11_allocation_params (GstStructure * config)
|
|
{
|
|
GstD3D11AllocationParams *ret;
|
|
|
|
if (!gst_structure_get (config, "d3d11-allocation-params",
|
|
GST_TYPE_D3D11_ALLOCATION_PARAMS, &ret, NULL))
|
|
ret = NULL;
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* gst_buffer_pool_config_set_d3d11_allocation_params:
|
|
* @config: a buffer pool config
|
|
* @params: (transfer none): a #GstD3D11AllocationParams
|
|
*
|
|
* Sets @params on @config
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
void
|
|
gst_buffer_pool_config_set_d3d11_allocation_params (GstStructure * config,
|
|
GstD3D11AllocationParams * params)
|
|
{
|
|
g_return_if_fail (config != NULL);
|
|
g_return_if_fail (params != NULL);
|
|
|
|
gst_structure_set (config, "d3d11-allocation-params",
|
|
GST_TYPE_D3D11_ALLOCATION_PARAMS, params, NULL);
|
|
}
|