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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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bb040ce571
Store device at helper object Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5356>
237 lines
7.4 KiB
C++
237 lines
7.4 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 "gstd3d12_fwd.h"
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#include "gstd3d12device.h"
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G_BEGIN_DECLS
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gboolean gst_d3d12_handle_set_context (GstElement * element,
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GstContext * context,
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gint adapter_index,
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GstD3D12Device ** device);
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gboolean gst_d3d12_handle_set_context_for_adapter_luid (GstElement * element,
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GstContext * context,
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gint64 adapter_luid,
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GstD3D12Device ** device);
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gboolean gst_d3d12_handle_context_query (GstElement * element,
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GstQuery * query,
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GstD3D12Device * device);
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gboolean gst_d3d12_ensure_element_data (GstElement * element,
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gint adapter_index,
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GstD3D12Device ** device);
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gboolean gst_d3d12_ensure_element_data_for_adapter_luid (GstElement * element,
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gint64 adapter_luid,
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GstD3D12Device ** device);
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gint64 gst_d3d12_luid_to_int64 (const LUID * luid);
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GstContext * gst_d3d12_context_new (GstD3D12Device * device);
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gboolean _gst_d3d12_result (HRESULT hr,
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GstD3D12Device * device,
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GstDebugCategory * cat,
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const gchar * file,
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const gchar * function,
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gint line,
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GstDebugLevel level);
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/**
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* gst_d3d12_result:
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* @result: HRESULT D3D12 API return code
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* @device: (nullable): Associated #GstD3D12Device
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*
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* Returns: %TRUE if D3D12 API call result is SUCCESS
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*/
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#define gst_d3d12_result(result,device) \
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_gst_d3d12_result (result, device, GST_CAT_DEFAULT, __FILE__, GST_FUNCTION, __LINE__, GST_LEVEL_ERROR)
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guint gst_d3d12_calculate_subresource (guint mip_slice,
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guint array_slice,
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guint plane_slice,
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guint mip_level,
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guint array_size);
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#define GST_D3D12_CLEAR_COM(obj) G_STMT_START { \
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if (obj) { \
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(obj)->Release (); \
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(obj) = NULL; \
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} \
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} G_STMT_END
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G_END_DECLS
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struct CD3D12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
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{
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CD3D12_HEAP_PROPERTIES (
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D3D12_HEAP_TYPE type,
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D3D12_CPU_PAGE_PROPERTY cpu_page_property = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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D3D12_MEMORY_POOL memory_pool_preference = D3D12_MEMORY_POOL_UNKNOWN,
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UINT creation_node_mask = 1,
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UINT visible_node_mask = 1)
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{
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Type = type;
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CPUPageProperty = cpu_page_property;
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MemoryPoolPreference = memory_pool_preference;
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CreationNodeMask = creation_node_mask;
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VisibleNodeMask = visible_node_mask;
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}
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};
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struct CD3D12_RESOURCE_DESC : public D3D12_RESOURCE_DESC
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{
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CD3D12_RESOURCE_DESC(
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D3D12_RESOURCE_DIMENSION dimension,
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UINT64 alignment,
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UINT64 width,
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UINT height,
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UINT16 depth_or_array_size,
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UINT16 mip_levels,
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DXGI_FORMAT format,
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UINT sample_count,
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UINT sample_quality,
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D3D12_TEXTURE_LAYOUT layout,
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D3D12_RESOURCE_FLAGS flags)
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{
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Dimension = dimension;
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Alignment = alignment;
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Width = width;
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Height = height;
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DepthOrArraySize = depth_or_array_size;
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MipLevels = mip_levels;
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Format = format;
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SampleDesc.Count = sample_count;
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SampleDesc.Quality = sample_quality;
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Layout = layout;
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Flags = flags;
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}
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static inline CD3D12_RESOURCE_DESC Buffer (
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UINT64 width,
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D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
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UINT64 alignment = 0)
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{
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return CD3D12_RESOURCE_DESC (D3D12_RESOURCE_DIMENSION_BUFFER, alignment,
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width, 1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0,
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D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags);
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}
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static inline CD3D12_RESOURCE_DESC Tex2D (
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DXGI_FORMAT format,
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UINT64 width,
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UINT height,
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D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
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UINT16 array_size = 1,
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UINT16 mip_levels = 1,
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UINT sample_count = 1,
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UINT sample_quality = 0,
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D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
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UINT64 alignment = 0)
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{
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return CD3D12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment,
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width, height, array_size, mip_levels, format, sample_count,
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sample_quality, layout, flags);
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}
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};
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struct CD3D12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
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{
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static inline CD3D12_RESOURCE_BARRIER Transition (
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ID3D12Resource * resource,
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D3D12_RESOURCE_STATES before,
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D3D12_RESOURCE_STATES after,
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UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
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{
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CD3D12_RESOURCE_BARRIER result;
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D3D12_RESOURCE_BARRIER &barrier = result;
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result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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result.Flags = flags;
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barrier.Transition.pResource = resource;
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barrier.Transition.StateBefore = before;
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barrier.Transition.StateAfter = after;
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barrier.Transition.Subresource = subresource;
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return result;
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}
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};
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struct CD3D12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
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{
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CD3D12_TEXTURE_COPY_LOCATION (ID3D12Resource * resource)
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{
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pResource = resource;
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Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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PlacedFootprint = {};
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}
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CD3D12_TEXTURE_COPY_LOCATION (
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ID3D12Resource * resource,
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT const & foot_print)
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{
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pResource = resource;
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Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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PlacedFootprint = foot_print;
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}
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CD3D12_TEXTURE_COPY_LOCATION (
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ID3D12Resource * resource,
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UINT subresource)
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{
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pResource = resource;
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Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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PlacedFootprint = {};
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SubresourceIndex = subresource;
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}
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};
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#include <mutex>
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class GstD3D12CSLockGuard
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{
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public:
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explicit GstD3D12CSLockGuard(CRITICAL_SECTION * cs) : cs_ (cs)
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{
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EnterCriticalSection (cs_);
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}
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~GstD3D12CSLockGuard()
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{
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LeaveCriticalSection (cs_);
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}
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GstD3D12CSLockGuard(const GstD3D12CSLockGuard&) = delete;
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GstD3D12CSLockGuard& operator=(const GstD3D12CSLockGuard&) = delete;
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private:
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CRITICAL_SECTION *cs_;
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};
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#define GST_D3D12_CALL_ONCE_BEGIN \
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static std::once_flag __once_flag; \
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std::call_once (__once_flag, [&]()
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#define GST_D3D12_CALL_ONCE_END )
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