mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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0f7af4b143
Move d3d11 device, memory, buffer pool and minimal method to gst-libs so that other plugins can access d3d11 resource. Since Direct3D is primary graphics API on Windows, we need this infrastructure for various plugins can share GPU resource without downloading GPU memory. Note that this implementation is public only for -bad scope for now. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
86 lines
3.9 KiB
C
86 lines
3.9 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 <gst/video/video.h>
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#include <gst/d3d11/gstd3d11.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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ID3D11BlendState *blend,
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gfloat blend_factor[4]);
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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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ID3D11BlendState *blend,
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gfloat blend_factor[4]);
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G_END_DECLS
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#endif /* __GST_D3D11_SHADER_H__ */
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