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And only support color formats that are actually supported by the driver, this allows proper zero-copy handling later and simplifies the code a lot. Also simplify some other places, like the format mapping code.
90 lines
3 KiB
C
90 lines
3 KiB
C
/* GStreamer
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* Copyright (C) 2012 Roland Krikava <info@bluedigits.com>
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* Copyright (C) 2010-2011 David Hoyt <dhoyt@hoytsoft.org>
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* Copyright (C) 2010 Andoni Morales <ylatuya@gmail.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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef _D3DHELPERS_H_
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#define _D3DHELPERS_H_
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#include <gst/gst.h>
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#include <gst/video/video.h>
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#include <windows.h>
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#include <d3d9.h>
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#include <d3dx9tex.h>
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typedef struct _GstD3DVideoSink GstD3DVideoSink;
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typedef struct _GstD3DVideoSinkClass GstD3DVideoSinkClass;
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typedef struct _GstD3DDisplayDevice {
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UINT adapter;
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D3DFORMAT format;
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D3DTEXTUREFILTERTYPE filter_type;
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LPDIRECT3DDEVICE9 d3d_device;
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D3DPRESENT_PARAMETERS present_params;
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} GstD3DDisplayDevice;
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typedef struct _GstD3DDataClass {
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guint refs;
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LPDIRECT3D9 d3d;
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GstD3DDisplayDevice device;
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/* Track individual sink instances */
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GList * sink_list;
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gboolean device_lost;
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/* Window class for internal windows */
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WNDCLASS wnd_class;
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/* Windows Message Handling */
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GThread * thread;
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HWND hidden_window;
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gboolean running;
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gboolean error_exit;
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} GstD3DDataClass;
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typedef struct _GstD3DData {
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/* Window Proc Stuff */
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HWND window_handle;
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gboolean window_is_internal;
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WNDPROC orig_wnd_proc;
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/* Render Constructs */
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LPDIRECT3DSWAPCHAIN9 swapchain;
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LPDIRECT3DSURFACE9 surface;
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D3DTEXTUREFILTERTYPE filtertype;
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D3DFORMAT format;
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GstVideoRectangle * render_rect;
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gboolean renderable;
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gboolean device_lost;
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} GstD3DData;
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gboolean d3d_class_init(GstD3DVideoSink * class);
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void d3d_class_destroy(GstD3DVideoSink * class);
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gboolean d3d_prepare_window(GstD3DVideoSink * sink);
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gboolean d3d_stop(GstD3DVideoSink * sink);
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void d3d_set_window_handle(GstD3DVideoSink * sink, guintptr window_id, gboolean internal);
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void d3d_set_render_rectangle(GstD3DVideoSink * sink);
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void d3d_expose_window(GstD3DVideoSink * sink);
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GstFlowReturn d3d_render_buffer(GstD3DVideoSink * sink, GstBuffer * buf);
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GstCaps * d3d_supported_caps(GstD3DVideoSink * sink);
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gboolean d3d_set_render_format(GstD3DVideoSink * sink);
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#endif /* _D3DHELPERS_H_ */
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