/* spoutDirectX.h DirectX functions to manage DirectX 11 texture sharing Copyright (c) 2014 - 2015, Lynn Jarvis. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #ifndef __spoutDirectX__ #define __spoutDirectX__ #include "SpoutCommon.h" #include #include #include #include // LJ DEBUG #include #include #pragma comment (lib, "d3d9.lib") #pragma comment (lib, "d3d11.lib") #pragma comment (lib, "DXGI.lib") using namespace std; class SPOUT_DLLEXP spoutDirectX { public: spoutDirectX(); ~spoutDirectX(); // DX9 IDirect3D9Ex* CreateDX9object(); // Create a DirectX9 object IDirect3DDevice9Ex* CreateDX9device(IDirect3D9Ex* pD3D, HWND hWnd); // Create a DirectX9 device bool CreateSharedDX9Texture(IDirect3DDevice9Ex* pDevice, unsigned int width, unsigned int height, D3DFORMAT format, LPDIRECT3DTEXTURE9 &dxTexture, HANDLE &dxShareHandle); // LJ DEBUG : TODO // bool ReadSharedDX9texture(IDirect3DDevice9Ex* pDevice, LPDIRECT3DTEXTURE9 &dxTexture, HANDLE &dxShareHandle, unsigned char *pixels, unsigned int width, unsigned int height); // DX11 ID3D11Device* CreateDX11device(); // Create a DX11 device bool CreateSharedDX11Texture(ID3D11Device* pDevice, unsigned int width, unsigned int height, DXGI_FORMAT format, ID3D11Texture2D** pSharedTexture, HANDLE &dxShareHandle); bool OpenDX11shareHandle(ID3D11Device* pDevice, ID3D11Texture2D** ppSharedTexture, HANDLE dxShareHandle); void CloseDX11(); // Output adapter selection int GetNumAdapters(); // Get the number of graphics adapters in the system bool GetAdapterName(int index, char *adaptername, int maxchars); // Get an adapter name bool SetAdapter(int index); // Set required graphics adapter for output int GetAdapter(); // Get the current adapter index bool GetAdapterInfo(char *renderdescription, char *displaydescription, int maxchars); // Registry read/write // 20.11.15 - moved from interop class bool ReadDwordFromRegistry(DWORD *pValue, const char *subkey, const char *valuename); bool WriteDwordToRegistry(DWORD dwValue, const char *subkey, const char *valuename); // Mutex locks for DirectX 9 shared texture access bool CreateAccessMutex(const char *name, HANDLE &hAccessMutex); void CloseAccessMutex(HANDLE &hAccessMutex); bool CheckAccess(HANDLE hAccessMutex, ID3D11Texture2D* pSharedTexture = NULL); void AllowAccess(HANDLE hAccessMutex, ID3D11Texture2D* pSharedTexture = NULL); // LJ DEBUG // Receiver access mutex - created by a receiver // // Sender : // o CheckReceiverAccess // o write texture // o AllowReceiverAcess // // Receiver : // o CheckSenderAccess (CheckAccess) // o read texture // o AllowSenderAccess (AllowAccess) // // Common : // CreateAccessMutex // CloseAccessMutex // CreateReceiverAccessMutex // CloseRecieverAccessMutex // bool CreateReceiverAccessMutex(const char *name, HANDLE &hAccessMutex); void CloseReceiverAccessMutex(HANDLE &hAccessMutex); bool CheckReceiverAccess(HANDLE hAccessMutex); void AllowReceiverAccess(HANDLE hAccessMutex); // For debugging only - to toggle texture access locks disable/enable bool bUseAccessLocks; protected: IDXGIAdapter* GetAdapterPointer(int index); // Get adapter pointer for DirectX 11 int g_AdapterIndex; // Used for DX9 IDXGIAdapter* g_pAdapterDX11; ID3D11DeviceContext* g_pImmediateContext; D3D_DRIVER_TYPE g_driverType; D3D_FEATURE_LEVEL g_featureLevel; }; #endif