mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-20 23:36:38 +00:00
824b0ce0f4
This reverts commit 872b7f503c
.
Native multi-thread protection layer seems to be consuming more CPU
resource than application side protection approach in some cases
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2095>
542 lines
17 KiB
C++
542 lines
17 KiB
C++
/*
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* GStreamer
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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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d11window_dummy.h"
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#include "gstd3d11pluginutils.h"
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#include <wrl.h>
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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G_BEGIN_DECLS
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_window_debug);
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#define GST_CAT_DEFAULT gst_d3d11_window_debug
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G_END_DECLS
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/* *INDENT-ON* */
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struct _GstD3D11WindowDummy
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{
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GstD3D11Window parent;
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ID3D11Texture2D *fallback_texture;
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ID3D11VideoProcessorOutputView *fallback_pov;
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ID3D11RenderTargetView *fallback_rtv;
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};
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#define gst_d3d11_window_dummy_parent_class parent_class
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G_DEFINE_TYPE (GstD3D11WindowDummy, gst_d3d11_window_dummy,
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GST_TYPE_D3D11_WINDOW);
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static void gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
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guint width, guint height);
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static gboolean gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
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guint display_width, guint display_height, GstCaps * caps,
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gboolean * video_processor_available, GError ** error);
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static void gst_d3d11_window_dummy_unprepare (GstD3D11Window * window);
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static gboolean
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gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data);
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static gboolean
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gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data);
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static void
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gst_d3d11_window_dummy_class_init (GstD3D11WindowDummyClass * klass)
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{
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GstD3D11WindowClass *window_class = GST_D3D11_WINDOW_CLASS (klass);
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window_class->on_resize =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_on_resize);
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window_class->prepare = GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_prepare);
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window_class->unprepare =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_unprepare);
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window_class->open_shared_handle =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_open_shared_handle);
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window_class->release_shared_handle =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_release_shared_handle);
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}
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static void
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gst_d3d11_window_dummy_init (GstD3D11WindowDummy * self)
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{
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}
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static gboolean
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gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
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guint display_width, guint display_height, GstCaps * caps,
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gboolean * video_processor_available, GError ** error)
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{
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g_clear_pointer (&window->processor, gst_d3d11_video_processor_free);
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g_clear_pointer (&window->converter, gst_d3d11_converter_free);
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g_clear_pointer (&window->compositor, gst_d3d11_overlay_compositor_free);
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/* We are supporting only RGBA, BGRA or RGB10A2_LE formats but we don't know
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* which format texture will be used at this moment */
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gst_video_info_from_caps (&window->info, caps);
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window->render_rect.left = 0;
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window->render_rect.top = 0;
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window->render_rect.right = display_width;
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window->render_rect.bottom = display_height;
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window->input_rect.left = 0;
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window->input_rect.top = 0;
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window->input_rect.right = GST_VIDEO_INFO_WIDTH (&window->info);
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window->input_rect.bottom = GST_VIDEO_INFO_HEIGHT (&window->info);
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gst_video_info_set_format (&window->render_info,
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GST_VIDEO_FORMAT_BGRA, display_width, display_height);
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/* TODO: not sure which colorspace should be used, let's use BT709 since
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* it's default and most common one */
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window->render_info.colorimetry.primaries = GST_VIDEO_COLOR_PRIMARIES_BT709;
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window->render_info.colorimetry.transfer = GST_VIDEO_TRANSFER_BT709;
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window->render_info.colorimetry.range = GST_VIDEO_COLOR_RANGE_0_255;
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gst_d3d11_device_lock (window->device);
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#if (GST_D3D11_DXGI_HEADER_VERSION >= 4)
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{
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const GstDxgiColorSpace *in_color_space =
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gst_d3d11_video_info_to_dxgi_color_space (&window->info);
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const GstD3D11Format *in_format =
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gst_d3d11_device_format_from_gst (window->device,
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GST_VIDEO_INFO_FORMAT (&window->info));
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gboolean hardware = FALSE;
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GstD3D11VideoProcessor *processor = NULL;
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guint i;
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DXGI_FORMAT formats_to_check[] = {
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_B8G8R8A8_UNORM,
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DXGI_FORMAT_R10G10B10A2_UNORM
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};
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if (in_color_space && in_format &&
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in_format->dxgi_format != DXGI_FORMAT_UNKNOWN) {
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g_object_get (window->device, "hardware", &hardware, NULL);
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}
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if (hardware) {
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processor =
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gst_d3d11_video_processor_new (window->device,
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GST_VIDEO_INFO_WIDTH (&window->info),
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GST_VIDEO_INFO_HEIGHT (&window->info), display_width, display_height);
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}
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/* Check if video processor can support all possible output dxgi formats */
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for (i = 0; i < G_N_ELEMENTS (formats_to_check) && processor; i++) {
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DXGI_FORMAT in_dxgi_format = in_format->dxgi_format;
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DXGI_FORMAT out_dxgi_format = formats_to_check[i];
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DXGI_COLOR_SPACE_TYPE in_dxgi_color_space =
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(DXGI_COLOR_SPACE_TYPE) in_color_space->dxgi_color_space_type;
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if (!gst_d3d11_video_processor_check_format_conversion (processor,
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in_dxgi_format, in_dxgi_color_space, out_dxgi_format,
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DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709)) {
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GST_DEBUG_OBJECT (window, "Conversion is not supported by device");
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g_clear_pointer (&processor, gst_d3d11_video_processor_free);
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break;
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}
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}
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if (processor) {
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gst_d3d11_video_processor_set_input_dxgi_color_space (processor,
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(DXGI_COLOR_SPACE_TYPE) in_color_space->dxgi_color_space_type);
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gst_d3d11_video_processor_set_output_dxgi_color_space (processor,
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DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
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}
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window->processor = processor;
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}
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#endif
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*video_processor_available = !!window->processor;
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window->converter =
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gst_d3d11_converter_new (window->device, &window->info,
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&window->render_info);
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if (!window->converter) {
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GST_ERROR_OBJECT (window, "Cannot create converter");
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g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
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"Cannot create converter");
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goto error;
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}
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window->compositor =
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gst_d3d11_overlay_compositor_new (window->device, &window->render_info);
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if (!window->compositor) {
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GST_ERROR_OBJECT (window, "Cannot create overlay compositor");
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g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
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"Cannot create overlay compositor");
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goto error;
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}
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gst_d3d11_device_unlock (window->device);
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return TRUE;
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error:
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gst_d3d11_device_unlock (window->device);
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return FALSE;
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}
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static void
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gst_d3d11_window_dummy_clear_resources (GstD3D11WindowDummy * self)
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{
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GST_D3D11_CLEAR_COM (self->fallback_pov);
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GST_D3D11_CLEAR_COM (self->fallback_rtv);
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GST_D3D11_CLEAR_COM (self->fallback_texture);
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}
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static void
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gst_d3d11_window_dummy_unprepare (GstD3D11Window * window)
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{
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GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
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gst_d3d11_window_dummy_clear_resources (self);
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}
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static void
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gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
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guint width, guint height)
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{
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GstVideoRectangle src_rect, dst_rect, rst_rect;
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dst_rect.x = 0;
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dst_rect.y = 0;
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dst_rect.w = width;
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dst_rect.h = height;
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if (window->force_aspect_ratio) {
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src_rect.x = 0;
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src_rect.y = 0;
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src_rect.w = GST_VIDEO_INFO_WIDTH (&window->render_info);
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src_rect.h = GST_VIDEO_INFO_HEIGHT (&window->render_info);
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gst_video_sink_center_rect (src_rect, dst_rect, &rst_rect, TRUE);
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} else {
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rst_rect = dst_rect;
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}
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window->render_rect.left = rst_rect.x;
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window->render_rect.top = rst_rect.y;
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window->render_rect.right = rst_rect.x + rst_rect.w;
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window->render_rect.bottom = rst_rect.y + rst_rect.h;
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window->first_present = TRUE;
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}
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static gboolean
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gst_d3d11_window_dummy_setup_fallback_texture (GstD3D11Window * window,
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D3D11_TEXTURE2D_DESC * shared_desc)
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{
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GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
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D3D11_TEXTURE2D_DESC desc = { 0, };
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
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ID3D11Device *device_handle =
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gst_d3d11_device_get_device_handle (window->device);
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gboolean need_new_texture = FALSE;
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HRESULT hr;
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if (!self->fallback_texture) {
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GST_DEBUG_OBJECT (self,
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"We have no configured fallback texture, create new one");
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need_new_texture = TRUE;
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} else {
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self->fallback_texture->GetDesc (&desc);
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if (shared_desc->Format != desc.Format) {
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GST_DEBUG_OBJECT (self, "Texture formats are different, create new one");
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need_new_texture = TRUE;
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} else if (shared_desc->Width > desc.Width ||
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shared_desc->Height > desc.Height) {
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GST_DEBUG_OBJECT (self, "Needs larger size of fallback texture");
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need_new_texture = TRUE;
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}
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}
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if (!need_new_texture)
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return TRUE;
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gst_d3d11_window_dummy_clear_resources (self);
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desc.Width = shared_desc->Width;
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desc.Height = shared_desc->Height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = shared_desc->Format;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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hr = device_handle->CreateTexture2D (&desc, NULL, &self->fallback_texture);
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if (!gst_d3d11_result (hr, window->device)) {
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GST_ERROR_OBJECT (self, "Couldn't create fallback texture");
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return FALSE;
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}
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rtv_desc.Format = DXGI_FORMAT_UNKNOWN;
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rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtv_desc.Texture2D.MipSlice = 0;
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hr = device_handle->CreateRenderTargetView (self->fallback_texture, &rtv_desc,
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&self->fallback_rtv);
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if (!gst_d3d11_result (hr, window->device)) {
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GST_ERROR_OBJECT (self,
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"Couldn't get render target view from fallback texture");
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gst_d3d11_window_dummy_clear_resources (self);
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return FALSE;
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}
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if (window->processor) {
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D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC pov_desc;
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pov_desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
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pov_desc.Texture2D.MipSlice = 0;
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if (!gst_d3d11_video_processor_create_output_view (window->processor,
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&pov_desc, (ID3D11Resource *) self->fallback_texture,
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&self->fallback_pov)) {
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GST_ERROR_OBJECT (window,
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"ID3D11VideoProcessorOutputView is unavailable");
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gst_d3d11_window_dummy_clear_resources (self);
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return FALSE;
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}
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}
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return TRUE;
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}
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/* *INDENT-OFF* */
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static gboolean
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gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data)
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{
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GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
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GstD3D11Device *device = window->device;
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ID3D11Device *device_handle;
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HRESULT hr;
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ID3D11Texture2D *texture = NULL;
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IDXGIKeyedMutex *keyed_mutex = NULL;
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ID3D11VideoProcessorOutputView *pov = NULL;
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ID3D11RenderTargetView *rtv = NULL;
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D3D11_TEXTURE2D_DESC desc;
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gboolean use_keyed_mutex = FALSE;
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gboolean need_fallback_texture = FALSE;
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device_handle = gst_d3d11_device_get_device_handle (device);
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if ((data->texture_misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) ==
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D3D11_RESOURCE_MISC_SHARED_NTHANDLE) {
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ComPtr<ID3D11Device1> device1_handle;
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hr = device_handle->QueryInterface (IID_PPV_ARGS (&device1_handle));
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if (!gst_d3d11_result (hr, device))
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return FALSE;
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hr = device1_handle->OpenSharedResource1 (data->shared_handle,
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IID_PPV_ARGS (&texture));
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} else {
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hr = device_handle->OpenSharedResource (data->shared_handle,
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IID_PPV_ARGS (&texture));
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}
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if (!gst_d3d11_result (hr, device))
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return FALSE;
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texture->GetDesc (&desc);
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use_keyed_mutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) ==
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D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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if (use_keyed_mutex) {
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hr = texture->QueryInterface (IID_PPV_ARGS (&keyed_mutex));
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if (!gst_d3d11_result (hr, device))
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goto out;
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}
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if (window->processor) {
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if (use_keyed_mutex) {
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D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC pov_desc;
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pov_desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
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pov_desc.Texture2D.MipSlice = 0;
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if (!gst_d3d11_video_processor_create_output_view (window->processor,
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&pov_desc, (ID3D11Resource *) texture, &pov)) {
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GST_WARNING_OBJECT (window,
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"ID3D11VideoProcessorOutputView is unavailable");
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}
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} else {
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/* HACK: If external texture was created without keyed mutext
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* and we need to used videoprocessor to convert decoder output texture
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* to external texture, converted texture by videoprocessor seems to be broken
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* Probably that's because of missing flush/sync API around videoprocessor.
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* (e.g., ID3D11VideoContext and ID3D11VideoProcessor have no
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* flushing api such as ID3D11DeviceContext::Flush).
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* To workaround the case, we need to use fallback texture and copy back
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* to external texture
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*/
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need_fallback_texture = TRUE;
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GST_TRACE_OBJECT (window,
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"We are using video processor but keyed mutex is unavailable");
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if (!gst_d3d11_window_dummy_setup_fallback_texture (window, &desc)) {
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goto out;
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}
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}
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}
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hr = device_handle->CreateRenderTargetView ((ID3D11Resource *) texture,
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NULL, &rtv);
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if (!gst_d3d11_result (hr, device))
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goto out;
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if (keyed_mutex) {
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hr = keyed_mutex->AcquireSync(data->acquire_key, INFINITE);
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if (!gst_d3d11_result (hr, device))
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goto out;
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}
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/* Everything is prepared now */
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gst_d3d11_window_dummy_on_resize (window, desc.Width, desc.Height);
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/* Move owned resources */
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data->texture = texture;
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data->keyed_mutex = keyed_mutex;
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data->pov = pov;
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data->rtv = rtv;
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if (need_fallback_texture) {
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data->fallback_pov = self->fallback_pov;
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data->fallback_rtv = self->fallback_rtv;
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} else {
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data->fallback_pov = nullptr;
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data->fallback_rtv = nullptr;
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}
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return TRUE;
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out:
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GST_D3D11_CLEAR_COM (texture);
|
|
GST_D3D11_CLEAR_COM (keyed_mutex);
|
|
GST_D3D11_CLEAR_COM (pov);
|
|
GST_D3D11_CLEAR_COM (rtv);
|
|
|
|
return FALSE;
|
|
}
|
|
/* *INDENT-ON* */
|
|
|
|
static gboolean
|
|
gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
|
|
GstD3D11WindowSharedHandleData * data)
|
|
{
|
|
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
|
|
GstD3D11Device *device = window->device;
|
|
HRESULT hr;
|
|
|
|
/* TODO: cache owned resource for the later reuse? */
|
|
if (data->keyed_mutex) {
|
|
hr = data->keyed_mutex->ReleaseSync (data->release_key);
|
|
gst_d3d11_result (hr, device);
|
|
|
|
data->keyed_mutex->Release ();
|
|
} else {
|
|
/* *INDENT-OFF* */
|
|
ComPtr<ID3D11Query> query;
|
|
/* *INDENT-ON* */
|
|
D3D11_QUERY_DESC query_desc;
|
|
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
|
|
ID3D11DeviceContext *context_handle =
|
|
gst_d3d11_device_get_device_context_handle (device);
|
|
BOOL sync_done = FALSE;
|
|
|
|
/* If keyed mutex is not used, let's handle sync manually by using
|
|
* ID3D11Query. Issued GPU commands might not be finished yet */
|
|
query_desc.Query = D3D11_QUERY_EVENT;
|
|
query_desc.MiscFlags = 0;
|
|
|
|
hr = device_handle->CreateQuery (&query_desc, &query);
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR_OBJECT (self, "Couldn't Create event query");
|
|
return FALSE;
|
|
}
|
|
|
|
/* Copy from fallback texture to user's texture */
|
|
if (data->fallback_rtv) {
|
|
D3D11_BOX src_box;
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ID3D11DeviceContext *context_handle =
|
|
gst_d3d11_device_get_device_context_handle (device);
|
|
|
|
data->texture->GetDesc (&desc);
|
|
|
|
src_box.left = 0;
|
|
src_box.top = 0;
|
|
src_box.front = 0;
|
|
src_box.back = 1;
|
|
src_box.right = desc.Width;
|
|
src_box.bottom = desc.Height;
|
|
|
|
context_handle->CopySubresourceRegion (data->texture, 0, 0, 0, 0,
|
|
self->fallback_texture, 0, &src_box);
|
|
}
|
|
context_handle->End (query.Get ());
|
|
|
|
/* Wait until all issued GPU commands are finished */
|
|
do {
|
|
context_handle->GetData (query.Get (), &sync_done, sizeof (BOOL), 0);
|
|
} while (!sync_done && (hr == S_OK || hr == S_FALSE));
|
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR_OBJECT (self, "Couldn't sync GPU operation");
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
GST_D3D11_CLEAR_COM (data->rtv);
|
|
GST_D3D11_CLEAR_COM (data->pov);
|
|
GST_D3D11_CLEAR_COM (data->texture);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
GstD3D11Window *
|
|
gst_d3d11_window_dummy_new (GstD3D11Device * device)
|
|
{
|
|
GstD3D11Window *window;
|
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
|
|
|
|
window = (GstD3D11Window *)
|
|
g_object_new (GST_TYPE_D3D11_WINDOW_DUMMY, "d3d11device", device, NULL);
|
|
|
|
window->initialized = TRUE;
|
|
g_object_ref_sink (window);
|
|
|
|
return window;
|
|
}
|