gstreamer/sys/d3d11/gstd3d11memory.h
Seungha Yang ddd13fc7c0 d3d11: Add support for D3D11_USAGE_DYNAMIC
D3D11 dynamic texture is a special memory type, which is mainly used for
frequent CPU write access to the texture. For now, this texture type
does not support gst_memory_{map,unmap}
2019-12-05 02:29:18 +00:00

172 lines
5.3 KiB
C

/*
* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.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.
*/
#ifndef __GST_D3D11_MEMORY_H__
#define __GST_D3D11_MEMORY_H__
#include <gst/gst.h>
#include <gst/video/video.h>
#include "gstd3d11_fwd.h"
#include "gstd3d11format.h"
G_BEGIN_DECLS
#define GST_TYPE_D3D11_ALLOCATION_PARAMS (gst_d3d11_allocation_params_get_type())
#define GST_TYPE_D3D11_ALLOCATOR (gst_d3d11_allocator_get_type())
#define GST_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11Allocator))
#define GST_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS((klass), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass))
#define GST_IS_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D11_ALLOCATOR))
#define GST_IS_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D11_ALLOCATOR))
#define GST_D3D11_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass))
#define GST_D3D11_MEMORY_NAME "D3D11Memory"
/**
* GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY:
*
* Name of the caps feature for indicating the use of #GstD3D11Memory
*/
#define GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY "memory:D3D11Memory"
/**
* GST_MAP_D3D11:
*
* Flag indicating that we should map the D3D11 resource instead of to system memory.
*/
#define GST_MAP_D3D11 (GST_MAP_FLAG_LAST << 1)
/**
* GstD3D11AllocationFlags:
* GST_D3D11_ALLOCATION_FLAG_USE_RESOURCE_FORMAT: Allocate texture with resource format
* per planes instead of the direct use of DXGI format
*/
typedef enum
{
GST_D3D11_ALLOCATION_FLAG_USE_RESOURCE_FORMAT = (1 << 0),
} GstD3D11AllocationFlags;
/**
* GstD3D11MemoryTransfer:
* @GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD: the texture needs downloading
* to the staging texture memory
* @GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD: the staging texture needs uploading
* to the texture
*/
typedef enum
{
GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD = (GST_MEMORY_FLAG_LAST << 0),
GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD = (GST_MEMORY_FLAG_LAST << 1)
} GstD3D11MemoryTransfer;
struct _GstD3D11AllocationParams
{
/* Texture description per plane */
D3D11_TEXTURE2D_DESC desc[GST_VIDEO_MAX_PLANES];
GstVideoInfo info;
const GstD3D11Format *d3d11_format;
/* size and stride of staging texture, set by allocator */
gint stride[GST_VIDEO_MAX_PLANES];
gsize size[GST_VIDEO_MAX_PLANES];
/* Current target plane for allocation */
guint plane;
GstD3D11AllocationFlags flags;
/*< private >*/
gpointer _gst_reserved[GST_PADDING_LARGE];
};
struct _GstD3D11Memory
{
GstMemory mem;
/*< public > */
GstD3D11Device *device;
ID3D11Texture2D *texture;
ID3D11Texture2D *staging;
ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
guint num_shader_resource_views;
ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES];
guint num_render_target_views;
GstVideoInfo info;
guint plane;
D3D11_TEXTURE2D_DESC desc;
D3D11_MAPPED_SUBRESOURCE map;
/*< private >*/
GMutex lock;
gint cpu_map_count;
};
struct _GstD3D11Allocator
{
GstAllocator parent;
GstD3D11Device *device;
/*< private >*/
gpointer _gst_reserved[GST_PADDING];
};
struct _GstD3D11AllocatorClass
{
GstAllocatorClass allocator_class;
/*< private >*/
gpointer _gst_reserved[GST_PADDING];
};
GType gst_d3d11_allocation_params_get_type (void);
GstD3D11AllocationParams * gst_d3d11_allocation_params_new (GstVideoInfo * info,
GstD3D11AllocationFlags flags,
D3D11_USAGE usage,
gint bind_flags);
GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src);
void gst_d3d11_allocation_params_free (GstD3D11AllocationParams * parms);
GType gst_d3d11_allocator_get_type (void);
GstD3D11Allocator * gst_d3d11_allocator_new (GstD3D11Device *device);
GstMemory * gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
GstD3D11AllocationParams * params);
gboolean gst_is_d3d11_memory (GstMemory * mem);
gboolean gst_d3d11_memory_ensure_shader_resource_view (GstMemory * mem);
gboolean gst_d3d11_memory_ensure_render_target_view (GstMemory * mem);
G_END_DECLS
#endif /* __GST_D3D11_MEMORY_H__ */