gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12window-swapchain-resource.h
Seungha Yang b37bfc02f5 d3d12: Remove unnecessary event handles
null event NT handle to ID3D12Fence::SetEventOnCompletion()
will block the calling CPU thread already, thus it has no point that
creating an event NT handle in order to immediate wait for fence at CPU-side.
Note that passing a valid event NT handle to the fence API might be useful
when we need to wait for the fence value later (or timeout is required),
or want to wait for multiple fences at once via WaitForMultipleObjects().
But it's not a considered use case for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7176>
2024-07-16 19:17:15 +00:00

77 lines
2.5 KiB
C++

/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* 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.
*/
#pragma once
#include <gst/d3d12/gstd3d12.h>
#include "gstd3d12pluginutils.h"
#include "gstd3d12overlaycompositor.h"
#include <mutex>
#include <vector>
#include <queue>
#include <memory>
#include <d3d11on12.h>
#include <d2d1_3.h>
#include <wrl.h>
struct SwapChainBuffer
{
SwapChainBuffer (GstBuffer * buffer, ID3D12Resource * backbuf_resource);
SwapChainBuffer () = delete;
~SwapChainBuffer();
Microsoft::WRL::ComPtr<ID2D1Bitmap1> d2d_target;
Microsoft::WRL::ComPtr<ID3D11Texture2D> wrapped_resource;
Microsoft::WRL::ComPtr<ID3D12Resource> resource;
GstBuffer *backbuf = nullptr;
bool is_first = true;
};
struct SwapChainResource
{
SwapChainResource (GstD3D12Device * device);
SwapChainResource () = delete;
~SwapChainResource();
void clear_resource ();
bool ensure_d3d11_target (SwapChainBuffer * swapbuf);
bool ensure_d2d_target (SwapChainBuffer * swapbuf);
Microsoft::WRL::ComPtr<IDXGISwapChain4> swapchain;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cl;
Microsoft::WRL::ComPtr<ID3D11On12Device> device11on12;
Microsoft::WRL::ComPtr<ID3D11Device> device11;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context11;
Microsoft::WRL::ComPtr<ID2D1Factory3> factory2d;
Microsoft::WRL::ComPtr<ID2D1Device2> device2d;
Microsoft::WRL::ComPtr<ID2D1DeviceContext2> context2d;
std::vector<std::shared_ptr<SwapChainBuffer>> buffers;
GstBuffer *msaa_buf = nullptr;
GstBuffer *cached_buf = nullptr;
GstD3D12Converter *conv = nullptr;
GstD3D12OverlayCompositor *comp = nullptr;
GstD3D12Device *device = nullptr;
GstD3D12CommandAllocatorPool *ca_pool = nullptr;
UINT64 fence_val = 0;
std::queue<UINT64> prev_fence_val;
DXGI_FORMAT render_format = DXGI_FORMAT_UNKNOWN;
D3D12_RESOURCE_DESC buffer_desc;
};