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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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59a1897c39
Hide most of symbols of GstD3D11Memory object. GstD3D11Memory is one of primary resource for imcoming d3d11 library and it's expected to be a extensible feature. Hiding implementation detail would be helpful for later use case. Summary of this commit: * Now all native Direct3D11 resources are private of GstD3D11Memory. To access native resources, getter methods need to be used or generic map (e.g., gst_memory_map) API should be called apart from some exceptional case such as d3d11decoder case. * Various helper methods are added for GstBuffer related operations and in order to remove duplicated code. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
192 lines
7.4 KiB
C
192 lines
7.4 KiB
C
/*
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* GStreamer
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* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.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 "gstd3d11_fwd.h"
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#include "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_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((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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typedef struct _GstD3D11MemoryPrivate GstD3D11MemoryPrivate;
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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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#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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#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 should be array type
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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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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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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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struct _GstD3D11Allocator
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{
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GstAllocator parent;
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GstD3D11Device *device;
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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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/*< private >*/
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gpointer _gst_reserved[GST_PADDING];
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};
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GType gst_d3d11_allocation_params_get_type (void);
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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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gint bind_flags);
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GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src);
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void gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params);
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gboolean gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * parms,
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GstVideoAlignment * align);
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GType gst_d3d11_allocator_get_type (void);
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GstD3D11Allocator * gst_d3d11_allocator_new (GstD3D11Device *device);
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GstMemory * gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
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const D3D11_TEXTURE2D_DESC * desc,
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GstD3D11AllocationFlags flags,
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gsize size);
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GstMemory * gst_d3d11_allocator_alloc_staging (GstD3D11Allocator * allocator,
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const D3D11_TEXTURE2D_DESC * desc,
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GstD3D11AllocationFlags flags,
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gint * stride);
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void gst_d3d11_allocator_set_flushing (GstD3D11Allocator * allocator,
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gboolean flushing);
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gboolean gst_is_d3d11_memory (GstMemory * mem);
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ID3D11Texture2D * gst_d3d11_memory_get_texture_handle (GstD3D11Memory * mem);
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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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guint gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem);
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guint gst_d3d11_memory_get_shader_resource_view_size (GstD3D11Memory * mem);
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ID3D11ShaderResourceView * gst_d3d11_memory_get_shader_resource_view (GstD3D11Memory * mem,
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guint index);
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guint gst_d3d11_memory_get_render_target_view_size (GstD3D11Memory * mem);
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ID3D11RenderTargetView * gst_d3d11_memory_get_render_target_view (GstD3D11Memory * mem,
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guint index);
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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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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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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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G_END_DECLS
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#endif /* __GST_D3D11_MEMORY_H__ */
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