gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11pluginutils.h
Seungha Yang cf1286b0e9 d3d11: Add support for HLSL precompile and shader caching
Compile HLSL at build time in case of MSVC, and use it if device
supports shader model 5. Also cache/reuse pixel shader and vertex
shader objects.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5426>
2023-10-03 09:42:03 +00:00

142 lines
6.4 KiB
C

/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) 2020 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.
*/
#ifndef __GST_D3D11_PLUGIN_UTILS_H__
#define __GST_D3D11_PLUGIN_UTILS_H__
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/d3d11/gstd3d11.h>
#include <gst/d3d11/gstd3d11-private.h>
#include <gst/d3d11/gstd3d11device-private.h>
G_BEGIN_DECLS
typedef enum
{
GST_D3D11_DEVICE_VENDOR_UNKNOWN = 0,
GST_D3D11_DEVICE_VENDOR_AMD,
GST_D3D11_DEVICE_VENDOR_INTEL,
GST_D3D11_DEVICE_VENDOR_NVIDIA,
GST_D3D11_DEVICE_VENDOR_QUALCOMM,
GST_D3D11_DEVICE_VENDOR_XBOX,
} GstD3D11DeviceVendor;
typedef enum
{
GST_D3D11_ALPHA_MODE_UNSPECIFIED = 0,
GST_D3D11_ALPHA_MODE_PREMULTIPLIED,
GST_D3D11_ALPHA_MODE_STRAIGHT,
} GstD3D11AlphaMode;
#define GST_TYPE_D3D11_ALPHA_MODE (gst_d3d11_alpha_mode_get_type())
GType gst_d3d11_alpha_mode_get_type (void);
void gst_d3d11_plugin_utils_init (D3D_FEATURE_LEVEL feature_level);
GstCaps * gst_d3d11_get_updated_template_caps (GstStaticCaps * template_caps);
gboolean gst_d3d11_is_windows_8_or_greater (void);
GstD3D11DeviceVendor gst_d3d11_get_device_vendor (GstD3D11Device * device);
GstD3D11DeviceVendor gst_d3d11_get_device_vendor_from_id (guint vendor_id);
gboolean gst_d3d11_hdr_meta_data_to_dxgi (GstVideoMasteringDisplayInfo * minfo,
GstVideoContentLightLevel * cll,
DXGI_HDR_METADATA_HDR10 * dxgi_hdr10);
gboolean gst_d3d11_find_swap_chain_color_space (const GstVideoInfo * info,
IDXGISwapChain3 * swapchain,
DXGI_COLOR_SPACE_TYPE * color_space);
GstBuffer * gst_d3d11_allocate_staging_buffer_for (GstBuffer * buffer,
const GstVideoInfo * info,
gboolean add_videometa);
gboolean gst_d3d11_buffer_copy_into (GstBuffer * dst,
GstBuffer * src,
const GstVideoInfo * info);
gboolean gst_is_d3d11_buffer (GstBuffer * buffer);
gboolean gst_d3d11_buffer_can_access_device (GstBuffer * buffer,
ID3D11Device * device);
gboolean gst_d3d11_buffer_map (GstBuffer * buffer,
ID3D11Device * device,
GstMapInfo info[GST_VIDEO_MAX_PLANES],
GstMapFlags flags);
gboolean gst_d3d11_buffer_unmap (GstBuffer * buffer,
GstMapInfo info[GST_VIDEO_MAX_PLANES]);
guint gst_d3d11_buffer_get_shader_resource_view (GstBuffer * buffer,
ID3D11ShaderResourceView * view[GST_VIDEO_MAX_PLANES]);
guint gst_d3d11_buffer_get_render_target_view (GstBuffer * buffer,
ID3D11RenderTargetView * view[GST_VIDEO_MAX_PLANES]);
GstBufferPool * gst_d3d11_buffer_pool_new_with_options (GstD3D11Device * device,
GstCaps * caps,
GstD3D11AllocationParams * alloc_params,
guint min_buffers,
guint max_buffers);
HRESULT gst_d3d11_get_pixel_shader_checker_luma (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_checker_rgb (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_checker_vuya (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_checker (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_color (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_sample_premul (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_sample (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_pixel_shader_snow (GstD3D11Device * device,
ID3D11PixelShader ** ps);
HRESULT gst_d3d11_get_vertex_shader_color (GstD3D11Device * device,
ID3D11VertexShader ** vs,
ID3D11InputLayout ** layout);
HRESULT gst_d3d11_get_vertex_shader_coord (GstD3D11Device * device,
ID3D11VertexShader ** vs,
ID3D11InputLayout ** layout);
HRESULT gst_d3d11_get_vertex_shader_pos (GstD3D11Device * device,
ID3D11VertexShader ** vs,
ID3D11InputLayout ** layout);
G_END_DECLS
#endif /* __GST_D3D11_PLUGIN_UTILS_H__ */