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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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818c95e8c3
Sync up with d3d11 implementation Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5812>
230 lines
9.4 KiB
C
230 lines
9.4 KiB
C
/* GStreamer
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* Copyright (C) 2023 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/gst.h>
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#include <gst/video/video.h>
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#include "gstd3d12_fwd.h"
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#include "gstd3d12format.h"
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G_BEGIN_DECLS
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#define GST_TYPE_D3D12_ALLOCATION_PARAMS (gst_d3d12_allocation_params_get_type())
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#define GST_TYPE_D3D12_MEMORY (gst_d3d12_memory_get_type())
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#define GST_D3D12_MEMORY_CAST(obj) ((GstD3D12Memory *)obj)
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#define GST_TYPE_D3D12_ALLOCATOR (gst_d3d12_allocator_get_type())
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#define GST_D3D12_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D12_ALLOCATOR, GstD3D12Allocator))
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#define GST_D3D12_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D12_ALLOCATOR, GstD3D12AllocatorClass))
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#define GST_IS_D3D12_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D12_ALLOCATOR))
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#define GST_IS_D3D12_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D12_ALLOCATOR))
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#define GST_D3D12_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D12_ALLOCATOR, GstD3D12AllocatorClass))
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#define GST_D3D12_ALLOCATOR_CAST(obj) ((GstD3D12Allocator *)obj)
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#define GST_TYPE_D3D12_POOL_ALLOCATOR (gst_d3d12_pool_allocator_get_type())
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#define GST_D3D12_POOL_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D12_POOL_ALLOCATOR, GstD3D12PoolAllocator))
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#define GST_D3D12_POOL_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D12_POOL_ALLOCATOR, GstD3D12PoolAllocatorClass))
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#define GST_IS_D3D12_POOL_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D12_POOL_ALLOCATOR))
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#define GST_IS_D3D12_POOL_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D12_POOL_ALLOCATOR))
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#define GST_D3D12_POOL_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D12_POOL_ALLOCATOR, GstD3D12PoolAllocatorClass))
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#define GST_D3D12_POOL_ALLOCATOR_CAST(obj) ((GstD3D12PoolAllocator *)obj)
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/**
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* GST_D3D12_MEMORY_NAME:
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*
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* The name of the Direct3D12 memory
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*/
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#define GST_D3D12_MEMORY_NAME "D3D12Memory"
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/**
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* GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY:
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*
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* Name of the caps feature for indicating the use of #GstD3D12Memory
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*/
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#define GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY "memory:D3D12Memory"
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/**
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* GST_MAP_D3D12:
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*
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* Flag indicating that we should map the D3D12 resource instead of to system memory.
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*/
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#define GST_MAP_D3D12 (GST_MAP_FLAG_LAST << 1)
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/**
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* GstD3D12MemoryTransfer:
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*
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* Pending memory transfer operation
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*/
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typedef enum
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{
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GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD = (GST_MEMORY_FLAG_LAST << 0),
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GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD = (GST_MEMORY_FLAG_LAST << 1)
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} GstD3D12MemoryTransfer;
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typedef enum
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{
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GST_D3D12_ALLOCATION_FLAG_DEFAULT = 0,
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} GstD3D12AllocationFlags;
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GType gst_d3d12_allocation_params_get_type (void);
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GstD3D12AllocationParams * gst_d3d12_allocation_params_new (GstD3D12Device * device,
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const GstVideoInfo * info,
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GstD3D12AllocationFlags flags,
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D3D12_RESOURCE_FLAGS resource_flags);
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GstD3D12AllocationParams * gst_d3d12_allocation_params_copy (GstD3D12AllocationParams * src);
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void gst_d3d12_allocation_params_free (GstD3D12AllocationParams * params);
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gboolean gst_d3d12_allocation_params_alignment (GstD3D12AllocationParams * parms,
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const GstVideoAlignment * align);
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gboolean gst_d3d12_allocation_params_set_resource_flags (GstD3D12AllocationParams * params,
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D3D12_RESOURCE_FLAGS resource_flags);
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gboolean gst_d3d12_allocation_params_set_array_size (GstD3D12AllocationParams * params,
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guint size);
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struct _GstD3D12Memory
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{
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GstMemory mem;
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/*< public >*/
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GstD3D12Device *device;
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GstD3D12Fence *fence;
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/*< private >*/
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GstD3D12MemoryPrivate *priv;
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gpointer _gst_reserved[GST_PADDING];
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};
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GType gst_d3d12_memory_get_type (void);
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void gst_d3d12_memory_init_once (void);
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gboolean gst_is_d3d12_memory (GstMemory * mem);
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ID3D12Resource * gst_d3d12_memory_get_resource_handle (GstD3D12Memory * mem);
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gboolean gst_d3d12_memory_get_state (GstD3D12Memory * mem,
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D3D12_RESOURCE_STATES * state);
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gboolean gst_d3d12_memory_set_state (GstD3D12Memory * mem,
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D3D12_RESOURCE_STATES state);
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gboolean gst_d3d12_memory_get_subresource_index (GstD3D12Memory * mem,
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guint plane,
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guint * index);
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guint gst_d3d12_memory_get_plane_count (GstD3D12Memory * mem);
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gboolean gst_d3d12_memory_get_plane_size (GstD3D12Memory * mem,
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guint plane,
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gint * width,
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gint * height,
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gint * stride,
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gsize * offset);
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guint gst_d3d12_memory_get_shader_resource_view_size (GstD3D12Memory * mem);
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gboolean gst_d3d12_memory_get_shader_resource_view (GstD3D12Memory * mem,
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guint index,
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D3D12_CPU_DESCRIPTOR_HANDLE * srv);
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guint gst_d3d12_memory_get_render_target_view_size (GstD3D12Memory * mem);
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gboolean gst_d3d12_memory_get_render_target_view (GstD3D12Memory * mem,
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guint index,
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D3D12_CPU_DESCRIPTOR_HANDLE * rtv);
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struct _GstD3D12Allocator
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{
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GstAllocator allocator;
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/*< private >*/
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GstD3D12AllocatorPrivate *priv;
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gpointer _gst_reserved[GST_PADDING];
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};
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struct _GstD3D12AllocatorClass
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{
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GstAllocatorClass allocator_class;
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gboolean (*set_actvie) (GstD3D12Allocator * allocator,
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gboolean active);
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/*< private >*/
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gpointer _gst_reserved[GST_PADDING_LARGE];
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};
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GType gst_d3d12_allocator_get_type (void);
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GstMemory * gst_d3d12_allocator_alloc (GstD3D12Allocator * allocator,
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GstD3D12Device * device,
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const D3D12_HEAP_PROPERTIES * heap_props,
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D3D12_HEAP_FLAGS heap_flags,
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const D3D12_RESOURCE_DESC * desc,
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D3D12_RESOURCE_STATES initial_state,
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const D3D12_CLEAR_VALUE * optimized_clear_value);
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gboolean gst_d3d12_allocator_set_active (GstD3D12Allocator * allocator,
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gboolean active);
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struct _GstD3D12PoolAllocator
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{
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GstD3D12Allocator allocator;
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/*< public >*/
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GstD3D12Device *device;
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/*< private >*/
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GstD3D12PoolAllocatorPrivate *priv;
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gpointer _gst_reserved[GST_PADDING];
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};
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struct _GstD3D12PoolAllocatorClass
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{
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GstD3D12AllocatorClass 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_d3d12_pool_allocator_get_type (void);
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GstD3D12PoolAllocator * gst_d3d12_pool_allocator_new (GstD3D12Device * device,
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const D3D12_HEAP_PROPERTIES * heap_props,
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D3D12_HEAP_FLAGS heap_flags,
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const D3D12_RESOURCE_DESC * desc,
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D3D12_RESOURCE_STATES initial_state,
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const D3D12_CLEAR_VALUE * optimized_clear_value);
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GstFlowReturn gst_d3d12_pool_allocator_acquire_memory (GstD3D12PoolAllocator * allocator,
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GstMemory ** memory);
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gboolean gst_d3d12_pool_allocator_get_pool_size (GstD3D12PoolAllocator * allocator,
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guint * max_size, guint * outstanding_size);
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G_END_DECLS
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