gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/gstd3d11compile.cpp

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/* GStreamer
* Copyright (C) 2022 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d11compile.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
#include "gstd3d11-private.h"
#include <gmodule.h>
#include <wrl.h>
#include <string.h>
/**
* SECTION:gstd3d11compile
* @title: GstD3D11Compile
* @short_description: HLSL compiler and utility
*
* A set of HLSL compile helper methods
*
* Since: 1.22
*/
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
#ifndef GST_DISABLE_GST_DEBUG
#define GST_CAT_DEFAULT ensure_debug_category()
static GstDebugCategory *
ensure_debug_category (void)
{
static GstDebugCategory *cat = nullptr;
GST_D3D11_CALL_ONCE_BEGIN {
cat = _gst_debug_category_new ("d3d11compile", 0, "d3d11compile");
} GST_D3D11_CALL_ONCE_END;
return cat;
}
#else
#define ensure_debug_category() /* NOOP */
#endif /* GST_DISABLE_GST_DEBUG */
static GModule *d3d_compiler_module = nullptr;
static pD3DCompile GstD3DCompileFunc = nullptr;
/**
* gst_d3d11_compile_init:
*
* Loads HLSL compiler library
*
* Returns: %TRUE if HLSL compiler library is available
*
* Since: 1.22
*/
gboolean
gst_d3d11_compile_init (void)
{
GST_D3D11_CALL_ONCE_BEGIN {
#if GST_D3D11_WINAPI_ONLY_APP
/* Assuming that d3d compiler library is available */
GstD3DCompileFunc = D3DCompile;
#else
static const gchar *d3d_compiler_names[] = {
"d3dcompiler_47.dll",
"d3dcompiler_46.dll",
"d3dcompiler_45.dll",
"d3dcompiler_44.dll",
"d3dcompiler_43.dll",
};
for (guint i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
d3d_compiler_module =
g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
if (d3d_compiler_module) {
GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
(gpointer *) & GstD3DCompileFunc)) {
GST_ERROR ("Cannot load D3DCompile symbol from %s",
d3d_compiler_names[i]);
g_module_close (d3d_compiler_module);
d3d_compiler_module = nullptr;
GstD3DCompileFunc = nullptr;
} else {
break;
}
}
}
if (!GstD3DCompileFunc)
GST_WARNING ("D3D11 compiler library is unavailable");
#endif
}
GST_D3D11_CALL_ONCE_END;
if (!GstD3DCompileFunc)
return FALSE;
return TRUE;
}
/**
* gst_d3d11_compile:
* @src_data: source data to compile
* @src_data_size: length of src_data
* @source_name: (nullable): used for strings that specify error messages
* @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros
* @include: (nullable): a ID3DInclude
* @entry_point: (nullable): the name of entry point function
* @target: a string specifies the shader target
* @flags1: flags defined by D3DCOMPILE constants
* @flags2: flags defined by D3DCOMPILE_EFFECT constants
* @code: (out) (optional): a compiled code
* @error_msgs: (out) (optional) (nullable): compiler error messages
*
* Compiles HLSL code or an effect file into bytecode for a given target
*
* Returns: HRESULT return code
*
* Since: 1.22
*/
HRESULT
gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name,
CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point,
LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code,
ID3DBlob ** error_msgs)
{
if (!gst_d3d11_compile_init ())
return E_FAIL;
return GstD3DCompileFunc (src_data, src_data_size, source_name, defines,
include, entry_point, target, flags1, flags2, code, error_msgs);
}
/**
* gst_d3d11_create_pixel_shader_simple:
* @device: a #GstD3D11Device
* @source: a pixel shader code to compile
* @entry_point: the name of entry point function
* @shader: (out): a ID3D11PixelShader
* Compiles pixel shader code and creates ID3D11PixelShader
*
* Returns: HRESULT return code
*
* Since: 1.22
*/
HRESULT
gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device,
const gchar * source, const gchar * entry_point,
ID3D11PixelShader ** shader)
{
ID3D11Device *device_handle;
HRESULT hr;
ComPtr < ID3DBlob > ps_blob;
ComPtr < ID3DBlob > error_msg;
D3D_FEATURE_LEVEL feature_level;
const gchar *target;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
g_return_val_if_fail (source != nullptr, E_INVALIDARG);
g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (feature_level >= D3D_FEATURE_LEVEL_11_0)
target = "ps_5_0";
else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
target = "ps_4_0_level_9_3";
else
target = "ps_4_0_level_9_1";
GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
entry_point, target, 0, 0, &ps_blob, &error_msg);
if (!gst_d3d11_result (hr, device)) {
const gchar *err = nullptr;
if (error_msg)
err = (const gchar *) error_msg->GetBufferPointer ();
GST_ERROR_OBJECT (device,
"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
(guint) hr, GST_STR_NULL (err), source);
return hr;
}
if (error_msg) {
const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
GST_STR_NULL (err), source);
}
return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
ps_blob->GetBufferSize (), nullptr, shader);
}
/**
* gst_d3d11_create_vertex_shader_simple:
* @device: a #GstD3D11Device
* @source: a vertex shader code to compile
* @entry_point: the name of entry point function
* @input_desc: an array of D3D11_INPUT_ELEMENT_DESC
* @desc_len: length of input_desc
* @shader: (out): a ID3D11VertexShader
* @layout: (out): a ID3D11InputLayout
* Compiles vertex shader code and creates ID3D11VertexShader and
* ID3D11InputLayout
*
* Returns: HRESULT return code
*
* Since: 1.22
*/
HRESULT
gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device,
const gchar * source, const gchar * entry_point,
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
ID3D11Device *device_handle;
HRESULT hr;
ComPtr < ID3DBlob > vs_blob;
ComPtr < ID3DBlob > error_msg;
ComPtr < ID3D11VertexShader > vs;
ComPtr < ID3D11InputLayout > input_layout;
D3D_FEATURE_LEVEL feature_level;
const gchar *target;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
g_return_val_if_fail (source != nullptr, E_INVALIDARG);
g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG);
g_return_val_if_fail (desc_len > 0, E_INVALIDARG);
g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
g_return_val_if_fail (layout != nullptr, E_INVALIDARG);
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (feature_level >= D3D_FEATURE_LEVEL_11_0)
target = "vs_5_0";
else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
target = "vs_4_0_level_9_3";
else
target = "vs_4_0_level_9_1";
GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
entry_point, target, 0, 0, &vs_blob, &error_msg);
if (!gst_d3d11_result (hr, device)) {
const gchar *err = nullptr;
if (error_msg)
err = (const gchar *) error_msg->GetBufferPointer ();
GST_ERROR_OBJECT (device,
"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
(guint) hr, GST_STR_NULL (err), source);
return hr;
}
if (error_msg) {
const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
GST_STR_NULL (err), source);
}
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), nullptr, &vs);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create vertex shader");
return hr;
}
hr = device_handle->CreateInputLayout (input_desc, desc_len,
vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create input layout");
return hr;
}
*shader = vs.Detach ();
*layout = input_layout.Detach ();
return hr;
}