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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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0bcddfc894
* Enable SIMD except for x86 target * Use aligned matrix struct * Remove unnecessary matrix copy operations Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5602>
173 lines
7.5 KiB
C
173 lines
7.5 KiB
C
/* GStreamer
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* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
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* Copyright (C) 2020 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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#ifndef __GST_D3D11_PLUGIN_UTILS_H__
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#define __GST_D3D11_PLUGIN_UTILS_H__
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#include <gst/gst.h>
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#include <gst/video/video.h>
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#include <gst/d3d11/gstd3d11.h>
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#include <gst/d3d11/gstd3d11-private.h>
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#include <gst/d3d11/gstd3d11device-private.h>
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#include <gst/d3d11/gstd3d11converter-private.h>
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G_BEGIN_DECLS
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typedef enum
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{
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GST_D3D11_DEVICE_VENDOR_UNKNOWN = 0,
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GST_D3D11_DEVICE_VENDOR_AMD,
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GST_D3D11_DEVICE_VENDOR_INTEL,
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GST_D3D11_DEVICE_VENDOR_NVIDIA,
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GST_D3D11_DEVICE_VENDOR_QUALCOMM,
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GST_D3D11_DEVICE_VENDOR_XBOX,
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} GstD3D11DeviceVendor;
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typedef enum
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{
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GST_D3D11_ALPHA_MODE_UNSPECIFIED = 0,
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GST_D3D11_ALPHA_MODE_PREMULTIPLIED,
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GST_D3D11_ALPHA_MODE_STRAIGHT,
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} GstD3D11AlphaMode;
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#define GST_TYPE_D3D11_ALPHA_MODE (gst_d3d11_alpha_mode_get_type())
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GType gst_d3d11_alpha_mode_get_type (void);
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typedef enum
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{
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GST_D3D11_MSAA_DISABLED,
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GST_D3D11_MSAA_2X,
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GST_D3D11_MSAA_4X,
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GST_D3D11_MSAA_8X,
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} GstD3D11MSAAMode;
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#define GST_TYPE_D3D11_MSAA_MODE (gst_d3d11_msaa_mode_get_type())
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GType gst_d3d11_msaa_mode_get_type (void);
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typedef enum
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{
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GST_D3D11_SAMPLING_METHOD_NEAREST,
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GST_D3D11_SAMPLING_METHOD_BILINEAR,
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GST_D3D11_SAMPLING_METHOD_LINEAR_MINIFICATION,
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GST_D3D11_SAMPLING_METHOD_ANISOTROPIC,
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} GstD3D11SamplingMethod;
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#define GST_TYPE_D3D11_SAMPLING_METHOD (gst_d3d11_sampling_method_get_type())
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GType gst_d3d11_sampling_method_get_type (void);
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void gst_d3d11_plugin_utils_init (D3D_FEATURE_LEVEL feature_level);
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GstCaps * gst_d3d11_get_updated_template_caps (GstStaticCaps * template_caps);
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gboolean gst_d3d11_is_windows_8_or_greater (void);
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GstD3D11DeviceVendor gst_d3d11_get_device_vendor (GstD3D11Device * device);
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GstD3D11DeviceVendor gst_d3d11_get_device_vendor_from_id (guint vendor_id);
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gboolean gst_d3d11_hdr_meta_data_to_dxgi (GstVideoMasteringDisplayInfo * minfo,
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GstVideoContentLightLevel * cll,
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DXGI_HDR_METADATA_HDR10 * dxgi_hdr10);
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gboolean gst_d3d11_find_swap_chain_color_space (const GstVideoInfo * info,
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IDXGISwapChain3 * swapchain,
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DXGI_COLOR_SPACE_TYPE * color_space);
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GstBuffer * gst_d3d11_allocate_staging_buffer_for (GstBuffer * buffer,
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const GstVideoInfo * info,
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gboolean add_videometa);
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gboolean gst_d3d11_buffer_copy_into (GstBuffer * dst,
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GstBuffer * src,
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const GstVideoInfo * info);
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gboolean gst_is_d3d11_buffer (GstBuffer * buffer);
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gboolean gst_d3d11_buffer_can_access_device (GstBuffer * buffer,
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ID3D11Device * device);
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gboolean gst_d3d11_buffer_map (GstBuffer * buffer,
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ID3D11Device * device,
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GstMapInfo info[GST_VIDEO_MAX_PLANES],
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GstMapFlags flags);
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gboolean gst_d3d11_buffer_unmap (GstBuffer * buffer,
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GstMapInfo info[GST_VIDEO_MAX_PLANES]);
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guint gst_d3d11_buffer_get_shader_resource_view (GstBuffer * buffer,
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ID3D11ShaderResourceView * view[GST_VIDEO_MAX_PLANES]);
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guint gst_d3d11_buffer_get_render_target_view (GstBuffer * buffer,
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ID3D11RenderTargetView * view[GST_VIDEO_MAX_PLANES]);
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GstBufferPool * gst_d3d11_buffer_pool_new_with_options (GstD3D11Device * device,
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GstCaps * caps,
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GstD3D11AllocationParams * alloc_params,
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guint min_buffers,
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guint max_buffers);
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HRESULT gst_d3d11_get_pixel_shader_checker_luma (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_checker_rgb (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_checker_vuya (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_checker (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_color (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_sample_premul (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_sample (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_pixel_shader_snow (GstD3D11Device * device,
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ID3D11PixelShader ** ps);
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HRESULT gst_d3d11_get_vertex_shader_color (GstD3D11Device * device,
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ID3D11VertexShader ** vs,
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ID3D11InputLayout ** layout);
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HRESULT gst_d3d11_get_vertex_shader_coord (GstD3D11Device * device,
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ID3D11VertexShader ** vs,
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ID3D11InputLayout ** layout);
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HRESULT gst_d3d11_get_vertex_shader_pos (GstD3D11Device * device,
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ID3D11VertexShader ** vs,
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ID3D11InputLayout ** layout);
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gboolean gst_d3d11_need_transform (gfloat rotation_x,
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gfloat rotation_y,
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gfloat rotation_z,
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gfloat scale_x,
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gfloat scale_y);
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D3D11_FILTER gst_d3d11_sampling_method_to_native (GstD3D11SamplingMethod method);
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G_END_DECLS
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#endif /* __GST_D3D11_PLUGIN_UTILS_H__ */
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