mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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37e1847464
A large refactoring commit for adding features and improve performance * Reuse internal converter and overlay compositor: Converter can be reused as long as input and display formats are not changed. Also overlay compositor reconstruction is required only if display format is changed * Don't wait for full GPU flush on resize or close: D3D12 swapchain requires GPU idle in order to resize backbuffer. Thus CPU side waiting is required for swapchain related commands to be finished. However, don't need to wait for full GPU flushing. * Support multiple sink on a single external window Keep installed subclass window procedure even if there's no associated our internal HWND. This will make window procedure hooking less racy. Then parent HWND's message will be transferred to our internal HWNDs if needed. * Adding support for window handle update Application can change target HWND even when videosink is playing or paused state. So, users can call gst_video_overlay_set_window_handle() against d3d12videosink anytime. The videosink will be able to update internal state and setup resource upon requested. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7013>
78 lines
2.6 KiB
C++
78 lines
2.6 KiB
C++
/* GStreamer
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* Copyright (C) 2024 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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#pragma once
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#include <gst/d3d12/gstd3d12.h>
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#include "gstd3d12pluginutils.h"
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#include "gstd3d12overlaycompositor.h"
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#include <mutex>
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#include <vector>
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#include <queue>
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#include <memory>
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#include <d3d11on12.h>
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#include <d2d1_3.h>
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#include <wrl.h>
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struct SwapChainBuffer
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{
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SwapChainBuffer (GstBuffer * buffer, ID3D12Resource * backbuf_resource);
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SwapChainBuffer () = delete;
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~SwapChainBuffer();
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Microsoft::WRL::ComPtr<ID2D1Bitmap1> d2d_target;
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Microsoft::WRL::ComPtr<ID3D11Texture2D> wrapped_resource;
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Microsoft::WRL::ComPtr<ID3D12Resource> resource;
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GstBuffer *backbuf = nullptr;
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bool is_first = true;
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};
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struct SwapChainResource
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{
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SwapChainResource (GstD3D12Device * device);
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SwapChainResource () = delete;
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~SwapChainResource();
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void clear_resource ();
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bool ensure_d3d11_target (SwapChainBuffer * swapbuf);
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bool ensure_d2d_target (SwapChainBuffer * swapbuf);
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Microsoft::WRL::ComPtr<IDXGISwapChain4> swapchain;
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Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cl;
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Microsoft::WRL::ComPtr<ID3D11On12Device> device11on12;
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Microsoft::WRL::ComPtr<ID3D11Device> device11;
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Microsoft::WRL::ComPtr<ID3D11DeviceContext> context11;
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Microsoft::WRL::ComPtr<ID2D1Factory3> factory2d;
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Microsoft::WRL::ComPtr<ID2D1Device2> device2d;
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Microsoft::WRL::ComPtr<ID2D1DeviceContext2> context2d;
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std::vector<std::shared_ptr<SwapChainBuffer>> buffers;
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GstBuffer *msaa_buf = nullptr;
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GstBuffer *cached_buf = nullptr;
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GstD3D12Converter *conv = nullptr;
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GstD3D12OverlayCompositor *comp = nullptr;
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GstD3D12Device *device = nullptr;
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GstD3D12CommandAllocatorPool *ca_pool = nullptr;
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HANDLE event_handle = nullptr;
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UINT64 fence_val = 0;
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std::queue<UINT64> prev_fence_val;
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DXGI_FORMAT render_format = DXGI_FORMAT_UNKNOWN;
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D3D12_RESOURCE_DESC buffer_desc;
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};
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