Make them consistent with cuda context utils functions.
Put in-only parameter before all in-out parameters, and add _handle()
suffix to native handle getter functions.
}
/**
- * gst_d3d11_device_get_device:
+ * gst_d3d11_device_get_device_handle:
* @device: a #GstD3D11Device
*
* Used for various D3D11 APIs directly.
* Returns: (transfer none): the ID3D11Device
*/
ID3D11Device *
-gst_d3d11_device_get_device (GstD3D11Device * device)
+gst_d3d11_device_get_device_handle (GstD3D11Device * device)
{
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
}
/**
- * gst_d3d11_device_get_device_context:
+ * gst_d3d11_device_get_device_context_handle:
* @device: a #GstD3D11Device
*
* Used for various D3D11 APIs directly.
* Returns: (transfer none): the ID3D11DeviceContext
*/
ID3D11DeviceContext *
-gst_d3d11_device_get_device_context (GstD3D11Device * device)
+gst_d3d11_device_get_device_context_handle (GstD3D11Device * device)
{
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
GstD3D11Device * gst_d3d11_device_new (gint adapter);
-ID3D11Device * gst_d3d11_device_get_device (GstD3D11Device * device);
+ID3D11Device * gst_d3d11_device_get_device_handle (GstD3D11Device * device);
-ID3D11DeviceContext * gst_d3d11_device_get_device_context (GstD3D11Device * device);
+ID3D11DeviceContext * gst_d3d11_device_get_device_context_handle (GstD3D11Device * device);
GstD3D11DXGIFactoryVersion gst_d3d11_device_get_chosen_dxgi_factory_version (GstD3D11Device * device);
ID3D11Resource *texture = (ID3D11Resource *) dmem->texture;
ID3D11Resource *staging = (ID3D11Resource *) dmem->staging;
ID3D11DeviceContext *device_context =
- gst_d3d11_device_get_device_context (device);
+ gst_d3d11_device_get_device_context_handle (device);
ID3D11DeviceContext_CopySubresourceRegion (device_context,
staging, 0, 0, 0, 0, texture, 0, NULL);
ID3D11Resource *texture = (ID3D11Resource *) dmem->texture;
ID3D11Resource *staging = (ID3D11Resource *) dmem->staging;
ID3D11DeviceContext *device_context =
- gst_d3d11_device_get_device_context (device);
+ gst_d3d11_device_get_device_context_handle (device);
ID3D11DeviceContext_Unmap (device_context, staging, 0);
HRESULT hr;
D3D11_MAPPED_SUBRESOURCE map;
ID3D11DeviceContext *device_context =
- gst_d3d11_device_get_device_context (device);
+ gst_d3d11_device_get_device_context_handle (device);
hr = ID3D11DeviceContext_Map (device_context,
(ID3D11Resource *) data->staging, 0, GST_MAP_READWRITE, 0, &map);
GValue v_list = G_VALUE_INIT;
GstCaps *supported_caps;
- d3d11_device = gst_d3d11_device_get_device (device);
+ d3d11_device = gst_d3d11_device_get_device_handle (device);
g_value_init (&v_list, GST_TYPE_LIST);
for (i = 0; i < G_N_ELEMENTS (gst_dxgi_format_map); i++) {
self = upload_data->sink;
- device_context = gst_d3d11_device_get_device_context (device);
+ device_context = gst_d3d11_device_get_device_context_handle (device);
hr = ID3D11DeviceContext_Map (device_context,
upload_data->resource, 0, D3D11_MAP_WRITE, 0, &d3d11_map);
if (!window->swap_chain)
return;
- d3d11_dev = gst_d3d11_device_get_device (device);
- d3d11_context = gst_d3d11_device_get_device_context (device);
+ d3d11_dev = gst_d3d11_device_get_device_handle (device);
+ d3d11_context = gst_d3d11_device_get_device_context_handle (device);
if (window->backbuffer) {
ID3D11Texture2D_Release (window->backbuffer);
src_box.front = 0;
src_box.back = 1;
- device_context = gst_d3d11_device_get_device_context (device);
+ device_context = gst_d3d11_device_get_device_context_handle (device);
if (data->resource) {
ID3D11DeviceContext_ClearRenderTargetView (device_context, self->rtv,