gstreamer/tests/examples/d3d11videosink/d3d11device.h
Seungha Yang 657370a91c examples: Add d3d11videosink examples for shared-texture use cases
Add two examples to demonstrate "draw-on-shared-texture" use cases.

d3d11videosink will draw application's own texture without copy
by using:
- Enable "draw-on-shared-texture" property
- make use of "begin-draw" and "draw" signals

And then, application will render the shared application's texture
to swapchain's backbuffer by using
1) Direct3D11 APIs
2) Or, Direct3D9Ex + interop APIs

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2021-01-26 18:14:37 +00:00

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C

/*
* GStreamer
* 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.
*/
#include <gst/gst.h>
#include <windows.h>
#include <d3d11.h>
#include <dxgi1_2.h>
typedef struct
{
struct {
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct {
FLOAT x;
FLOAT y;
} texture;
} VertexData;
HRESULT
prepare_d3d11_device (ID3D11Device ** d3d11_device,
ID3D11DeviceContext ** d3d11_context,
IDXGIFactory2 ** dxgi_factory);
HRESULT
prepare_shared_texture (ID3D11Device * d3d11_device,
guint width,
guint height,
DXGI_FORMAT format,
UINT misc_flags,
ID3D11Texture2D ** texture,
ID3D11ShaderResourceView ** srv,
IDXGIKeyedMutex ** keyed_mutex,
HANDLE * shared_handle);
HRESULT
prepare_shader (ID3D11Device * d3d11_device,
ID3D11DeviceContext * context,
ID3D11SamplerState ** sampler,
ID3D11PixelShader ** ps,
ID3D11VertexShader ** vs,
ID3D11InputLayout ** layout,
ID3D11Buffer ** vertex,
ID3D11Buffer ** index);