VTrain_BothSides/tools/jetson_multimedia/include/Argus/EGLSync.h

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/*
* Copyright (c) 2017, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``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 OWNER 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.
*/
/**
* @file
* <b>Libargus API: EGLSync API</b>
*
* @b Description: Defines a SyncType that uses EGLSync objects.
*/
#ifndef _ARGUS_EGL_SYNC_H
#define _ARGUS_EGL_SYNC_H
namespace Argus
{
/**
* @defgroup ArgusBufferEGLSync EGLSync
* @ingroup ArgusBufferSync
* Sync type that uses EGLSync objects (SYNC_TYPE_EGL_SYNC).
*/
/**
* Sync type that uses EGLSync objects (SYNC_TYPE_EGL_SYNC).
* @ingroup ArgusBufferSync
*/
DEFINE_UUID(SyncType, SYNC_TYPE_EGL_SYNC, 5df77c90,5d1b,11e7,9598,08,00,20,0c,9a,66);
/**
* @class IEGLSync
*
* Interface that provides EGLSync input and output methods for a Buffer.
*
* @ingroup ArgusBufferEGLSync
*/
DEFINE_UUID(InterfaceID, IID_EGL_SYNC, 5df77c91,5d1b,11e7,9598,08,00,20,0c,9a,66);
class IEGLSync : public Interface
{
public:
static const InterfaceID& id() { return IID_EGL_SYNC; }
/**
* Creates and returns a new EGLSync object that is signalled when all operations on the
* Buffer from the previous libargus capture request have completed.
*
* When sync support is enabled for a Stream, libargus may output Buffers to that stream
* even if hardware operations are still pending on the Buffer's image data. In this case,
* libargus will attach sync information to the Buffer when it is acquired by the client
* that must be used to block any client operations on the image data until all preceeding
* libargus operations have completed. Failure to block on this sync information may lead
* to undefined buffer contents.
*
* This method will create and output a new EGLSync object that will be signalled once all
* libargus operations on the Buffer have completed. Ownership of this EGLSync object is
* given to the caller, who must then wait on the sync object as needed before destroying
* it using eglDestroySyncKHR. Calling this method more than once is allowed, and each call
* will create and return a new EGLSync object.
*
* This method should only ever be called while the Buffer is in an acquired state; ie. the
* time between when the Buffer was acquired by IBufferOutputStream::acquireBuffer and when
* it was released by IBufferOutputStream::releaseBuffer. If called outside of the acquired
* state, STATUS_UNAVAILABLE will be returned.
*
* When successful, STATUS_OK will be returned and 'eglSync' will be written with the new
* EGLSync object. Note that EGL_NO_SYNC_KHR is still a valid output for the 'eglSync' even
* when STATUS_OK is returned; this implies that libargus does not have any pending
* operations to the Buffer and so the client need not take any sync precautions before
* accessing the image data. Thus, the returned Status code should be used for detecting
* failures rather than checking for an EGL_NO_SYNC_KHR output.
*
* @param[in] eglDisplay The EGLDisplay that shall own the returned EGLSync object.
* @param[out] eglSync Output for the newly created EGLSync object. Ownership of this object
* is given to the client.
*
* @returns success/status of this call.
*/
virtual Status getAcquireSync(EGLDisplay eglDisplay, EGLSyncKHR* eglSync) = 0;
/**
* Sets the client-provided EGLSync for a Buffer prior to its release.
*
* When sync support is enabled for a Stream, the client may release Buffers back to
* libargus for future capture use even if the client has hardware operations pending on
* the Buffer's image data. In this case, the client must provide an EGLSync object to
* libargus that will be signalled by the completion of the client's pending operations.
* This sync object will then be waited on by libargus to prevent any buffer operations
* from occuring before the client sync has been signalled.
*
* This method should only ever be called while the Buffer is in an acquired state; ie. the
* time between when the Buffer was acquired by IBufferOutputStream::acquireBuffer and when
* it was released by IBufferOutputStream::releaseBuffer. If called outside of this period,
* STATUS_UNAVAILBLE will be returned and no object updates will be made. Otherwise, when
* called in the acquired state, this method will set the EGLSync that will be provided to
* libargus at the time that the Buffer is released by IBufferOutputStream::releaseBuffer
* and STATUS_OK will be returned. On success, ownership of the EGLSync object will be passed
* to libargus; further use of the EGLSync by the client after this point may lead to
* undefined results or abnormal termination. If called more than once when in the acquired
* state, any previously set EGLSync will be replaced; only the last set EGLSync before
* calling releaseBuffer will be waited on by libargus.
*
* If the client does not have any pending operations on the Buffer at the time that
* releaseBuffer is called, it is allowed for the client to either skip calling this method
* or to call it using EGL_NO_DISPLAY and EGL_NO_SYNC_KHR such that libargus will not have
* to consider any sync requirements and may use the Buffer immediately.
*
* @param[in] eglDisplay The EGLDisplay that created the EGLSync object being provided.
* @param[in] eglSync The EGLSync that libargus must wait on before accessing the buffer.
*
* @returns success/status of this call.
*/
virtual Status setReleaseSync(EGLDisplay eglDisplay, EGLSyncKHR eglSync) = 0;
protected:
~IEGLSync() {}
};
} // namespace Argus
#endif // _ARGUS_EGL_SYNC_H