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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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84aecab150
Conceptually identical to the present signal of d3d11videosink. This signal will be emitted with current render target (i.e., swapchain backbuffer) and command queue. Signal handler can record GPU commands for an overlay image or to blend an image to the render target. In addition to d3d12 resources, videosink will send d3d11 and d2d resources depending on "overlay-mode" property, so that signal handler can render by using preferred/required DirectX API. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6838>
118 lines
4.8 KiB
C
118 lines
4.8 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 <gst/video/video.h>
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#include <gst/d3d12/gstd3d12.h>
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#include "gstd3d12pluginutils.h"
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G_BEGIN_DECLS
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#define GST_D3D12_WINDOW_FLOW_CLOSED GST_FLOW_CUSTOM_ERROR
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#define GST_TYPE_D3D12_WINDOW (gst_d3d12_window_get_type())
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G_DECLARE_FINAL_TYPE (GstD3D12Window, gst_d3d12_window,
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GST, D3D12_WINDOW, GstObject)
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enum GstD3D12WindowState
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{
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GST_D3D12_WINDOW_STATE_INIT,
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GST_D3D12_WINDOW_STATE_OPENED,
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GST_D3D12_WINDOW_STATE_CLOSED,
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};
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enum GstD3D12WindowOverlayMode
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{
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GST_D3D12_WINDOW_OVERLAY_NONE = 0,
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GST_D3D12_WINDOW_OVERLAY_D3D12 = 0x1,
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GST_D3D12_WINDOW_OVERLAY_D3D11 = 0x3,
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GST_D3D12_WINDOW_OVERLAY_D2D = 0x7,
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};
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DEFINE_ENUM_FLAG_OPERATORS (GstD3D12WindowOverlayMode);
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#define GST_TYPE_D3D12_WINDOW_OVERLAY_MODE (gst_d3d12_window_overlay_mode_get_type())
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GType gst_d3d12_window_overlay_mode_get_type (void);
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GstD3D12Window * gst_d3d12_window_new (void);
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guintptr gst_d3d12_window_get_window_handle (GstD3D12Window * window);
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GstD3D12WindowState gst_d3d12_window_get_state (GstD3D12Window * window);
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GstFlowReturn gst_d3d12_window_prepare (GstD3D12Window * window,
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GstD3D12Device * device,
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guintptr window_handle,
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guint display_width,
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guint display_height,
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GstCaps * caps,
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GstStructure * config,
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DXGI_FORMAT display_format);
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void gst_d3d12_window_unprepare (GstD3D12Window * window);
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void gst_d3d12_window_unlock (GstD3D12Window * window);
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void gst_d3d12_window_unlock_stop (GstD3D12Window * window);
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GstFlowReturn gst_d3d12_window_set_buffer (GstD3D12Window * window,
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GstBuffer * buffer);
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GstFlowReturn gst_d3d12_window_present (GstD3D12Window * window,
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gboolean sync);
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void gst_d3d12_window_set_render_rect (GstD3D12Window * window,
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const GstVideoRectangle * rect);
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void gst_d3d12_window_set_force_aspect_ratio (GstD3D12Window * window,
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gboolean force_aspect_ratio);
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void gst_d3d12_window_set_enable_navigation_events (GstD3D12Window * window,
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gboolean enable);
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void gst_d3d12_window_set_orientation (GstD3D12Window * window,
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gboolean immediate,
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GstVideoOrientationMethod orientation,
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gfloat fov,
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gboolean ortho,
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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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void gst_d3d12_window_set_title (GstD3D12Window * window,
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const gchar * title);
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void gst_d3d12_window_enable_fullscreen_on_alt_enter (GstD3D12Window * window,
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gboolean enable);
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void gst_d3d12_window_set_fullscreen (GstD3D12Window * window,
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gboolean enable);
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void gst_d3d12_window_set_msaa (GstD3D12Window * window,
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GstD3D12MSAAMode msaa);
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void gst_d3d12_window_set_overlay_mode (GstD3D12Window * window,
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GstD3D12WindowOverlayMode mode);
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G_END_DECLS
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