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f90506e33b
There are a few places which require deep copy (basesink on drain for example). Also this implementation can be useful for future use case. One probable future use case is that copying DPB texture to another texture for in-place transform since our DPB texture is never writable, and therefore copying is unavoidable. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2308>
279 lines
10 KiB
C
279 lines
10 KiB
C
/*
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* 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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#ifndef __GST_D3D11_MEMORY_H__
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#define __GST_D3D11_MEMORY_H__
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#include <gst/gst.h>
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#include <gst/video/video.h>
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#include <gst/d3d11/gstd3d11_fwd.h>
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#include <gst/d3d11/gstd3d11format.h>
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G_BEGIN_DECLS
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#define GST_TYPE_D3D11_ALLOCATION_PARAMS (gst_d3d11_allocation_params_get_type())
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#define GST_TYPE_D3D11_MEMORY (gst_d3d11_memory_get_type())
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#define GST_D3D11_MEMORY_CAST(obj) ((GstD3D11Memory *)obj)
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#define GST_TYPE_D3D11_ALLOCATOR (gst_d3d11_allocator_get_type())
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#define GST_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11Allocator))
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#define GST_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass))
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#define GST_IS_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D11_ALLOCATOR))
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#define GST_IS_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D11_ALLOCATOR))
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#define GST_D3D11_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass))
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#define GST_D3D11_ALLOCATOR_CAST(obj) ((GstD3D11Allocator *)obj)
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#define GST_TYPE_D3D11_POOL_ALLOCATOR (gst_d3d11_pool_allocator_get_type())
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#define GST_D3D11_POOL_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D11_POOL_ALLOCATOR, GstD3D11PoolAllocator))
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#define GST_D3D11_POOL_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D11_POOL_ALLOCATOR, GstD3D11PoolAllocatorClass))
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#define GST_IS_D3D11_POOL_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D11_POOL_ALLOCATOR))
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#define GST_IS_D3D11_POOL_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D11_POOL_ALLOCATOR))
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#define GST_D3D11_POOL_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D11_POOL_ALLOCATOR, GstD3D11PoolAllocatorClass))
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#define GST_D3D11_POOL_ALLOCATOR_CAST(obj) ((GstD3D11PoolAllocator *)obj)
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/**
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* GST_D3D11_MEMORY_NAME:
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*
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* The name of the Direct3D11 memory
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*
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* Since: 1.20
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*/
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#define GST_D3D11_MEMORY_NAME "D3D11Memory"
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/**
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* GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY:
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*
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* Name of the caps feature for indicating the use of #GstD3D11Memory
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*
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* Since: 1.20
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*/
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#define GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY "memory:D3D11Memory"
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/**
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* GST_MAP_D3D11:
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*
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* Flag indicating that we should map the D3D11 resource instead of to system memory.
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*
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* Since: 1.20
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*/
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#define GST_MAP_D3D11 (GST_MAP_FLAG_LAST << 1)
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/**
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* GstD3D11AllocationFlags:
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* @GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY: Indicates each allocated texture
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* should be array type. This type of
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* is used for D3D11/DXVA decoders
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* in general.
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*
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* Since: 1.20
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*/
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typedef enum
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{
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GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY = (1 << 0),
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} GstD3D11AllocationFlags;
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/**
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* GstD3D11MemoryTransfer:
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* @GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD: the texture needs downloading
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* to the staging texture memory
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* @GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD: the staging texture needs uploading
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* to the texture
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*
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* Since: 1.20
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*/
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typedef enum
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{
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GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD = (GST_MEMORY_FLAG_LAST << 0),
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GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD = (GST_MEMORY_FLAG_LAST << 1)
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} GstD3D11MemoryTransfer;
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struct _GstD3D11AllocationParams
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{
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/* Texture description per plane */
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D3D11_TEXTURE2D_DESC desc[GST_VIDEO_MAX_PLANES];
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GstVideoInfo info;
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GstVideoInfo aligned_info;
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const GstD3D11Format *d3d11_format;
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GstD3D11AllocationFlags flags;
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/*< private >*/
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gpointer _gst_reserved[GST_PADDING_LARGE];
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};
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GST_D3D11_API
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GType gst_d3d11_allocation_params_get_type (void);
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GST_D3D11_API
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GstD3D11AllocationParams * gst_d3d11_allocation_params_new (GstD3D11Device * device,
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GstVideoInfo * info,
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GstD3D11AllocationFlags flags,
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guint bind_flags);
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GST_D3D11_API
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GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src);
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GST_D3D11_API
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void gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params);
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GST_D3D11_API
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gboolean gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * parms,
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GstVideoAlignment * align);
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struct _GstD3D11Memory
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{
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GstMemory mem;
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/*< public >*/
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GstD3D11Device *device;
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/*< private >*/
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GstD3D11MemoryPrivate *priv;
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gpointer _gst_reserved[GST_PADDING];
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};
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GST_D3D11_API
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GType gst_d3d11_memory_get_type (void);
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GST_D3D11_API
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void gst_d3d11_memory_init_once (void);
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GST_D3D11_API
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gboolean gst_is_d3d11_memory (GstMemory * mem);
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GST_D3D11_API
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ID3D11Texture2D * gst_d3d11_memory_get_texture_handle (GstD3D11Memory * mem);
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GST_D3D11_API
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gboolean gst_d3d11_memory_get_texture_desc (GstD3D11Memory * mem,
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D3D11_TEXTURE2D_DESC * desc);
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GST_D3D11_API
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gboolean gst_d3d11_memory_get_texture_stride (GstD3D11Memory * mem,
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guint * stride);
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GST_D3D11_API
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guint gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem);
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GST_D3D11_API
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guint gst_d3d11_memory_get_shader_resource_view_size (GstD3D11Memory * mem);
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GST_D3D11_API
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ID3D11ShaderResourceView * gst_d3d11_memory_get_shader_resource_view (GstD3D11Memory * mem,
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guint index);
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GST_D3D11_API
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guint gst_d3d11_memory_get_render_target_view_size (GstD3D11Memory * mem);
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GST_D3D11_API
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ID3D11RenderTargetView * gst_d3d11_memory_get_render_target_view (GstD3D11Memory * mem,
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guint index);
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GST_D3D11_API
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ID3D11VideoDecoderOutputView * gst_d3d11_memory_get_decoder_output_view (GstD3D11Memory * mem,
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ID3D11VideoDevice * video_device,
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GUID * decoder_profile);
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GST_D3D11_API
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ID3D11VideoProcessorInputView * gst_d3d11_memory_get_processor_input_view (GstD3D11Memory * mem,
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ID3D11VideoDevice * video_device,
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ID3D11VideoProcessorEnumerator * enumerator);
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GST_D3D11_API
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ID3D11VideoProcessorOutputView * gst_d3d11_memory_get_processor_output_view (GstD3D11Memory * mem,
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ID3D11VideoDevice * video_device,
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ID3D11VideoProcessorEnumerator * enumerator);
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struct _GstD3D11Allocator
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{
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GstAllocator allocator;
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/*< private >*/
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GstD3D11AllocatorPrivate *priv;
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gpointer _gst_reserved[GST_PADDING];
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};
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struct _GstD3D11AllocatorClass
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{
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GstAllocatorClass allocator_class;
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gboolean (*set_actvie) (GstD3D11Allocator * allocator,
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gboolean active);
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/*< private >*/
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gpointer _gst_reserved[GST_PADDING_LARGE];
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};
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GST_D3D11_API
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GType gst_d3d11_allocator_get_type (void);
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GST_D3D11_API
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GstMemory * gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
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GstD3D11Device * device,
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const D3D11_TEXTURE2D_DESC * desc);
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GST_D3D11_API
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gboolean gst_d3d11_allocator_set_active (GstD3D11Allocator * allocator,
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gboolean active);
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struct _GstD3D11PoolAllocator
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{
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GstD3D11Allocator allocator;
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/*< public >*/
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GstD3D11Device *device;
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/*< private >*/
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GstD3D11PoolAllocatorPrivate *priv;
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gpointer _gst_reserved[GST_PADDING];
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};
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struct _GstD3D11PoolAllocatorClass
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{
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GstD3D11AllocatorClass allocator_class;
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/*< private >*/
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gpointer _gst_reserved[GST_PADDING];
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};
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GST_D3D11_API
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GType gst_d3d11_pool_allocator_get_type (void);
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GST_D3D11_API
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GstD3D11PoolAllocator * gst_d3d11_pool_allocator_new (GstD3D11Device * device,
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const D3D11_TEXTURE2D_DESC * desc);
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GST_D3D11_API
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GstFlowReturn gst_d3d11_pool_allocator_acquire_memory (GstD3D11PoolAllocator * allocator,
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GstMemory ** memory);
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GST_D3D11_API
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gboolean gst_d3d11_pool_allocator_get_pool_size (GstD3D11PoolAllocator * allocator,
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guint * max_size,
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guint * outstanding_size);
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G_END_DECLS
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#endif /* __GST_D3D11_MEMORY_H__ */
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