gstreamer/sys/d3d11/gstd3d11shader.h
Seungha Yang 8fe1aae96c d3d11: Load HLSL compiler library using g_module_open
Depending on OS version, available d3dcompiler library name is different.
But for UWP, we can still use the current way

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1355>
2020-06-22 14:36:16 +00:00

82 lines
3.6 KiB
C

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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.
*/
#ifndef __GST_D3D11_SHADER_H__
#define __GST_D3D11_SHADER_H__
#include <gst/gst.h>
#include "gstd3d11_fwd.h"
#include <gst/video/video.h>
#include <d3dcompiler.h>
G_BEGIN_DECLS
typedef struct _GstD3D11Quad GstD3D11Quad;
gboolean gst_d3d11_shader_init (void);
gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device,
const gchar * source,
ID3D11PixelShader ** shader);
gboolean gst_d3d11_create_vertex_shader (GstD3D11Device * device,
const gchar * source,
const D3D11_INPUT_ELEMENT_DESC * input_desc,
guint desc_len,
ID3D11VertexShader ** shader,
ID3D11InputLayout ** layout);
GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device,
ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader,
ID3D11InputLayout * layout,
ID3D11SamplerState * sampler,
ID3D11BlendState * blend,
ID3D11DepthStencilState *depth_stencil,
ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer,
guint vertex_stride,
ID3D11Buffer * index_buffer,
DXGI_FORMAT index_format,
guint index_count);
void gst_d3d11_quad_free (GstD3D11Quad * quad);
gboolean gst_d3d11_draw_quad (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES],
guint num_viewport,
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
guint num_srv,
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
guint num_rtv,
ID3D11DepthStencilView *dsv);
gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES],
guint num_viewport,
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
guint num_srv,
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
guint num_rtv,
ID3D11DepthStencilView *dsv);
G_END_DECLS
#endif /* __GST_D3D11_SHADER_H__ */