/* -LICENSE-START- ** Copyright (c) 2012 Blackmagic Design ** ** Permission is hereby granted, free of charge, to any person or organization ** obtaining a copy of the software and accompanying documentation (the ** "Software") to use, reproduce, display, distribute, sub-license, execute, ** and transmit the Software, and to prepare derivative works of the Software, ** and to permit third-parties to whom the Software is furnished to do so, in ** accordance with: ** ** (1) if the Software is obtained from Blackmagic Design, the End User License ** Agreement for the Software Development Kit ("EULA") available at ** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or ** ** (2) if the Software is obtained from any third party, such licensing terms ** as notified by that third party, ** ** and all subject to the following: ** ** (3) the copyright notices in the Software and this entire statement, ** including the above license grant, this restriction and the following ** disclaimer, must be included in all copies of the Software, in whole or in ** part, and all derivative works of the Software, unless such copies or ** derivative works are solely in the form of machine-executable object code ** generated by a source language processor. ** ** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, ** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT ** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE ** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER ** DEALINGS IN THE SOFTWARE. ** ** A copy of the Software is available free of charge at ** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA. ** ** -LICENSE-END- */ #ifndef __VIDEO_FRAME_TRANSFER_H__ #define __VIDEO_FRAME_TRANSFER_H__ #include "GLExtensions.h" #include #include // NVIDIA GPU Direct For Video with OpenGL requires the following two headers. // See the NVIDIA website to check if your graphics card is supported. #include #include struct SyncInfo; // Class for performing efficient frame memory transfers between the CPU and GPU, // using NVIDIA and AMD extensions. class VideoFrameTransfer { public: enum Direction { CPUtoGPU, GPUtoCPU }; VideoFrameTransfer(unsigned long memSize, void* address, Direction direction); ~VideoFrameTransfer(); static bool checkFastMemoryTransferAvailable(); static bool initialize(unsigned width, unsigned height, GLuint captureTexture, GLuint playbackTexture); static void beginTextureInUse(Direction direction); static void endTextureInUse(Direction direction); bool performFrameTransfer(); void waitForTransferComplete(); private: static bool isNvidiaDvpAvailable(); static bool isAMDPinnedMemoryAvailable(); static bool initializeMemoryLocking(unsigned memSize); void* mBuffer; unsigned long mMemSize; Direction mDirection; static bool mInitialized; static bool mUseDvp; static unsigned mWidth; static unsigned mHeight; static GLuint mCaptureTexture; // NVIDIA GPU Direct for Video support SyncInfo* mExtSync; SyncInfo* mGpuSync; DVPBufferHandle mDvpSysMemHandle; static DVPBufferHandle mDvpCaptureTextureHandle; static DVPBufferHandle mDvpPlaybackTextureHandle; static uint32_t mBufferAddrAlignment; static uint32_t mBufferGpuStrideAlignment; static uint32_t mSemaphoreAddrAlignment; static uint32_t mSemaphoreAllocSize; static uint32_t mSemaphorePayloadOffset; static uint32_t mSemaphorePayloadSize; // GPU buffer bound to the target GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD for pinned memory GLuint mBufferHandle; }; #endif