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Depending on OS version, available d3dcompiler library name is different. But for UWP, we can still use the current way Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1355>
82 lines
3.6 KiB
C
82 lines
3.6 KiB
C
/* GStreamer
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* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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_SHADER_H__
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#define __GST_D3D11_SHADER_H__
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#include <gst/gst.h>
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#include "gstd3d11_fwd.h"
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#include <gst/video/video.h>
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#include <d3dcompiler.h>
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G_BEGIN_DECLS
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typedef struct _GstD3D11Quad GstD3D11Quad;
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gboolean gst_d3d11_shader_init (void);
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gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device,
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const gchar * source,
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ID3D11PixelShader ** shader);
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gboolean gst_d3d11_create_vertex_shader (GstD3D11Device * device,
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const gchar * source,
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const D3D11_INPUT_ELEMENT_DESC * input_desc,
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guint desc_len,
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ID3D11VertexShader ** shader,
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ID3D11InputLayout ** layout);
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GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device,
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ID3D11PixelShader * pixel_shader,
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ID3D11VertexShader * vertex_shader,
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ID3D11InputLayout * layout,
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ID3D11SamplerState * sampler,
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ID3D11BlendState * blend,
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ID3D11DepthStencilState *depth_stencil,
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ID3D11Buffer * const_buffer,
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ID3D11Buffer * vertex_buffer,
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guint vertex_stride,
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ID3D11Buffer * index_buffer,
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DXGI_FORMAT index_format,
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guint index_count);
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void gst_d3d11_quad_free (GstD3D11Quad * quad);
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gboolean gst_d3d11_draw_quad (GstD3D11Quad * quad,
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D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES],
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guint num_viewport,
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ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
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guint num_srv,
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ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
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guint num_rtv,
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ID3D11DepthStencilView *dsv);
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gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
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D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES],
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guint num_viewport,
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ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
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guint num_srv,
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ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
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guint num_rtv,
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ID3D11DepthStencilView *dsv);
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G_END_DECLS
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#endif /* __GST_D3D11_SHADER_H__ */
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