gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12window.h
Seungha Yang 7d0e90b7bc d3d12: Move core part to gst-libs
Move buffer pool, converter, and device abstraction layer to
public library

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6494>
2024-04-01 10:37:50 +00:00

100 lines
4.1 KiB
C

/* GStreamer
* Copyright (C) 2023 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.
*/
#pragma once
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/d3d12/gstd3d12.h>
#include "gstd3d12pluginutils.h"
G_BEGIN_DECLS
#define GST_D3D12_WINDOW_FLOW_CLOSED GST_FLOW_CUSTOM_ERROR
#define GST_TYPE_D3D12_WINDOW (gst_d3d12_window_get_type())
G_DECLARE_FINAL_TYPE (GstD3D12Window, gst_d3d12_window,
GST, D3D12_WINDOW, GstObject)
enum GstD3D12WindowState
{
GST_D3D12_WINDOW_STATE_INIT,
GST_D3D12_WINDOW_STATE_OPENED,
GST_D3D12_WINDOW_STATE_CLOSED,
};
GstD3D12Window * gst_d3d12_window_new (void);
guintptr gst_d3d12_window_get_window_handle (GstD3D12Window * window);
GstD3D12WindowState gst_d3d12_window_get_state (GstD3D12Window * window);
GstFlowReturn gst_d3d12_window_prepare (GstD3D12Window * window,
GstD3D12Device * device,
guintptr window_handle,
guint display_width,
guint display_height,
GstCaps * caps,
GstStructure * config);
void gst_d3d12_window_unprepare (GstD3D12Window * window);
void gst_d3d12_window_unlock (GstD3D12Window * window);
void gst_d3d12_window_unlock_stop (GstD3D12Window * window);
GstFlowReturn gst_d3d12_window_set_buffer (GstD3D12Window * window,
GstBuffer * buffer);
GstFlowReturn gst_d3d12_window_present (GstD3D12Window * window);
void gst_d3d12_window_set_render_rect (GstD3D12Window * window,
const GstVideoRectangle * rect);
void gst_d3d12_window_set_force_aspect_ratio (GstD3D12Window * window,
gboolean force_aspect_ratio);
void gst_d3d12_window_set_enable_navigation_events (GstD3D12Window * window,
gboolean enable);
void gst_d3d12_window_set_orientation (GstD3D12Window * window,
gboolean immediate,
GstVideoOrientationMethod orientation,
gfloat fov,
gboolean ortho,
gfloat rotation_x,
gfloat rotation_y,
gfloat rotation_z,
gfloat scale_x,
gfloat scale_y);
void gst_d3d12_window_set_title (GstD3D12Window * window,
const gchar * title);
void gst_d3d12_window_enable_fullscreen_on_alt_enter (GstD3D12Window * window,
gboolean enable);
void gst_d3d12_window_set_fullscreen (GstD3D12Window * window,
gboolean enable);
void gst_d3d12_window_set_msaa (GstD3D12Window * window,
GstD3D12MSAAMode msaa);
G_END_DECLS