2019-12-02 11:24:05 +00:00
|
|
|
/* GStreamer
|
|
|
|
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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.
|
|
|
|
*/
|
|
|
|
|
2020-06-19 11:40:24 +00:00
|
|
|
#ifdef HAVE_CONFIG_H
|
|
|
|
#include "config.h"
|
|
|
|
#endif
|
|
|
|
|
2019-12-02 11:24:05 +00:00
|
|
|
#include "gstd3d11shader.h"
|
|
|
|
#include "gstd3d11device.h"
|
2019-12-06 04:06:41 +00:00
|
|
|
#include "gstd3d11utils.h"
|
2020-06-19 12:24:59 +00:00
|
|
|
#include <gmodule.h>
|
2019-12-02 11:24:05 +00:00
|
|
|
|
|
|
|
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
|
|
|
|
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
|
|
|
|
|
2020-06-19 12:24:59 +00:00
|
|
|
static GModule *d3d_compiler_module = NULL;
|
|
|
|
static pD3DCompile GstD3DCompileFunc = NULL;
|
|
|
|
|
|
|
|
gboolean
|
|
|
|
gst_d3d11_shader_init (void)
|
|
|
|
{
|
|
|
|
static volatile gsize _init = 0;
|
|
|
|
|
|
|
|
if (g_once_init_enter (&_init)) {
|
|
|
|
#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",
|
|
|
|
};
|
|
|
|
gint i;
|
|
|
|
for (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 = NULL;
|
|
|
|
GstD3DCompileFunc = NULL;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!GstD3DCompileFunc)
|
|
|
|
GST_WARNING ("D3D11 compiler library is unavailable");
|
|
|
|
#endif
|
|
|
|
|
|
|
|
g_once_init_leave (&_init, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
return ! !GstD3DCompileFunc;
|
|
|
|
}
|
|
|
|
|
2019-12-02 11:24:05 +00:00
|
|
|
static ID3DBlob *
|
|
|
|
compile_shader (GstD3D11Device * device, const gchar * shader_source,
|
|
|
|
gboolean is_pixel_shader)
|
|
|
|
{
|
|
|
|
ID3DBlob *ret;
|
|
|
|
ID3DBlob *error = NULL;
|
|
|
|
const gchar *shader_target;
|
|
|
|
D3D_FEATURE_LEVEL feature_level;
|
|
|
|
HRESULT hr;
|
|
|
|
|
2020-06-19 12:24:59 +00:00
|
|
|
if (!gst_d3d11_shader_init ()) {
|
|
|
|
GST_ERROR ("D3DCompiler is unavailable");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2019-12-02 11:24:05 +00:00
|
|
|
feature_level = gst_d3d11_device_get_chosen_feature_level (device);
|
|
|
|
|
|
|
|
if (is_pixel_shader) {
|
|
|
|
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
|
|
|
|
shader_target = "ps_4_0";
|
|
|
|
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
|
|
|
|
shader_target = "ps_4_0_level_9_3";
|
|
|
|
else
|
|
|
|
shader_target = "ps_4_0_level_9_1";
|
|
|
|
} else {
|
|
|
|
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
|
|
|
|
shader_target = "vs_4_0";
|
|
|
|
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
|
|
|
|
shader_target = "vs_4_0_level_9_3";
|
|
|
|
else
|
|
|
|
shader_target = "vs_4_0_level_9_1";
|
|
|
|
}
|
|
|
|
|
2020-06-19 12:24:59 +00:00
|
|
|
g_assert (GstD3DCompileFunc);
|
|
|
|
|
2020-09-17 16:41:35 +00:00
|
|
|
GST_TRACE ("Compile code \n%s", shader_source);
|
|
|
|
|
2020-06-19 12:24:59 +00:00
|
|
|
hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
|
|
|
|
NULL, "main", shader_target, 0, 0, &ret, &error);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-20 09:56:08 +00:00
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
2019-12-02 11:24:05 +00:00
|
|
|
const gchar *err = NULL;
|
|
|
|
|
|
|
|
if (error)
|
|
|
|
err = ID3D10Blob_GetBufferPointer (error);
|
|
|
|
|
|
|
|
GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
|
|
|
|
(guint) hr, GST_STR_NULL (err));
|
|
|
|
|
|
|
|
if (error)
|
|
|
|
ID3D10Blob_Release (error);
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gboolean
|
|
|
|
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
|
|
|
|
const gchar * source, ID3D11PixelShader ** shader)
|
2019-12-02 11:24:05 +00:00
|
|
|
{
|
|
|
|
ID3DBlob *ps_blob;
|
|
|
|
ID3D11Device *device_handle;
|
|
|
|
HRESULT hr;
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
|
|
|
|
g_return_val_if_fail (source != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (shader != NULL, FALSE);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_lock (device);
|
|
|
|
ps_blob = compile_shader (device, source, TRUE);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
|
|
|
if (!ps_blob) {
|
|
|
|
GST_ERROR ("Failed to compile pixel shader");
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_unlock (device);
|
|
|
|
return FALSE;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
|
|
hr = ID3D11Device_CreatePixelShader (device_handle,
|
|
|
|
(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
|
2019-12-19 15:17:33 +00:00
|
|
|
ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-20 09:56:08 +00:00
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
2019-12-02 11:24:05 +00:00
|
|
|
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_unlock (device);
|
|
|
|
return FALSE;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ID3D10Blob_Release (ps_blob);
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_unlock (device);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
return TRUE;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gboolean
|
|
|
|
gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
|
|
|
|
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
|
|
|
|
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
|
2019-12-02 11:24:05 +00:00
|
|
|
{
|
|
|
|
ID3DBlob *vs_blob;
|
|
|
|
ID3D11Device *device_handle;
|
|
|
|
HRESULT hr;
|
|
|
|
ID3D11VertexShader *vshader = NULL;
|
|
|
|
ID3D11InputLayout *in_layout = NULL;
|
2019-12-19 15:17:33 +00:00
|
|
|
gboolean ret = FALSE;
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
|
|
|
|
g_return_val_if_fail (source != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (input_desc != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (desc_len > 0, FALSE);
|
|
|
|
g_return_val_if_fail (shader != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (layout != NULL, FALSE);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_lock (device);
|
|
|
|
vs_blob = compile_shader (device, source, FALSE);
|
2019-12-02 11:24:05 +00:00
|
|
|
if (!vs_blob) {
|
|
|
|
GST_ERROR ("Failed to compile shader code");
|
2019-12-19 15:17:33 +00:00
|
|
|
goto done;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
|
|
|
|
|
|
hr = ID3D11Device_CreateVertexShader (device_handle,
|
|
|
|
(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
|
|
|
|
ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
|
|
|
|
|
2019-12-20 09:56:08 +00:00
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
2019-12-02 11:24:05 +00:00
|
|
|
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
|
|
|
|
ID3D10Blob_Release (vs_blob);
|
2019-12-19 15:17:33 +00:00
|
|
|
goto done;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
|
|
|
|
desc_len, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
|
2019-12-02 11:24:05 +00:00
|
|
|
ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
|
|
|
|
|
2019-12-20 09:56:08 +00:00
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
2019-12-02 11:24:05 +00:00
|
|
|
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
|
|
|
|
ID3D10Blob_Release (vs_blob);
|
|
|
|
ID3D11VertexShader_Release (vshader);
|
2019-12-19 15:17:33 +00:00
|
|
|
goto done;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
ID3D10Blob_Release (vs_blob);
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
*shader = vshader;
|
|
|
|
*layout = in_layout;
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
ret = TRUE;
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
done:
|
|
|
|
gst_d3d11_device_unlock (device);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
return ret;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
struct _GstD3D11Quad
|
|
|
|
{
|
|
|
|
GstD3D11Device *device;
|
|
|
|
ID3D11PixelShader *ps;
|
|
|
|
ID3D11VertexShader *vs;
|
|
|
|
ID3D11InputLayout *layout;
|
|
|
|
ID3D11SamplerState *sampler;
|
2019-12-24 06:54:57 +00:00
|
|
|
ID3D11BlendState *blend;
|
|
|
|
ID3D11DepthStencilState *depth_stencil;
|
2019-12-02 11:24:05 +00:00
|
|
|
ID3D11Buffer *const_buffer;
|
|
|
|
ID3D11Buffer *vertex_buffer;
|
|
|
|
guint vertex_stride;
|
|
|
|
ID3D11Buffer *index_buffer;
|
|
|
|
DXGI_FORMAT index_format;
|
|
|
|
guint index_count;
|
|
|
|
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
|
|
|
|
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
|
|
|
|
guint num_srv;
|
|
|
|
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
|
|
|
|
guint num_rtv;
|
|
|
|
};
|
|
|
|
|
|
|
|
GstD3D11Quad *
|
|
|
|
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
|
|
|
|
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
|
2019-12-24 06:54:57 +00:00
|
|
|
ID3D11SamplerState * sampler, ID3D11BlendState * blend,
|
|
|
|
ID3D11DepthStencilState * depth_stencil,
|
|
|
|
ID3D11Buffer * const_buffer,
|
2019-12-02 11:24:05 +00:00
|
|
|
ID3D11Buffer * vertex_buffer, guint vertex_stride,
|
|
|
|
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
|
|
|
|
{
|
|
|
|
GstD3D11Quad *quad;
|
|
|
|
|
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
|
|
|
|
g_return_val_if_fail (pixel_shader != NULL, NULL);
|
|
|
|
g_return_val_if_fail (vertex_shader != NULL, NULL);
|
|
|
|
g_return_val_if_fail (layout != NULL, NULL);
|
|
|
|
g_return_val_if_fail (sampler != NULL, NULL);
|
|
|
|
g_return_val_if_fail (vertex_buffer != NULL, NULL);
|
|
|
|
g_return_val_if_fail (vertex_stride > 0, NULL);
|
|
|
|
g_return_val_if_fail (index_buffer != NULL, NULL);
|
|
|
|
g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
|
|
|
|
|
|
|
|
quad = g_new0 (GstD3D11Quad, 1);
|
|
|
|
|
|
|
|
quad->device = gst_object_ref (device);
|
|
|
|
quad->ps = pixel_shader;
|
|
|
|
quad->vs = vertex_shader;
|
|
|
|
quad->layout = layout;
|
|
|
|
quad->sampler = sampler;
|
2019-12-24 06:54:57 +00:00
|
|
|
quad->blend = blend;
|
|
|
|
quad->depth_stencil = depth_stencil;
|
2019-12-02 11:24:05 +00:00
|
|
|
quad->vertex_buffer = vertex_buffer;
|
|
|
|
quad->vertex_stride = vertex_stride;
|
|
|
|
quad->index_buffer = index_buffer;
|
|
|
|
quad->index_format = index_format;
|
|
|
|
quad->index_count = index_count;
|
|
|
|
|
|
|
|
ID3D11PixelShader_AddRef (pixel_shader);
|
|
|
|
ID3D11VertexShader_AddRef (vertex_shader);
|
|
|
|
ID3D11InputLayout_AddRef (layout);
|
|
|
|
ID3D11SamplerState_AddRef (sampler);
|
|
|
|
|
2019-12-24 06:54:57 +00:00
|
|
|
if (blend)
|
|
|
|
ID3D11BlendState_AddRef (blend);
|
|
|
|
|
|
|
|
if (depth_stencil)
|
|
|
|
ID3D11DepthStencilState_AddRef (depth_stencil);
|
|
|
|
|
2019-12-02 11:24:05 +00:00
|
|
|
if (const_buffer) {
|
|
|
|
quad->const_buffer = const_buffer;
|
|
|
|
ID3D11Buffer_AddRef (const_buffer);
|
|
|
|
}
|
|
|
|
ID3D11Buffer_AddRef (vertex_buffer);
|
|
|
|
ID3D11Buffer_AddRef (index_buffer);
|
|
|
|
|
|
|
|
return quad;
|
|
|
|
}
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
void
|
|
|
|
gst_d3d11_quad_free (GstD3D11Quad * quad)
|
2019-12-02 11:24:05 +00:00
|
|
|
{
|
2019-12-19 15:17:33 +00:00
|
|
|
g_return_if_fail (quad != NULL);
|
|
|
|
|
2019-12-02 11:24:05 +00:00
|
|
|
if (quad->ps)
|
|
|
|
ID3D11PixelShader_Release (quad->ps);
|
|
|
|
if (quad->vs)
|
|
|
|
ID3D11VertexShader_Release (quad->vs);
|
|
|
|
if (quad->layout)
|
|
|
|
ID3D11InputLayout_Release (quad->layout);
|
|
|
|
if (quad->sampler)
|
2019-12-11 11:19:45 +00:00
|
|
|
ID3D11SamplerState_Release (quad->sampler);
|
2019-12-24 06:54:57 +00:00
|
|
|
if (quad->blend)
|
|
|
|
ID3D11BlendState_Release (quad->blend);
|
|
|
|
if (quad->depth_stencil)
|
|
|
|
ID3D11DepthStencilState_Release (quad->depth_stencil);
|
2019-12-02 11:24:05 +00:00
|
|
|
if (quad->const_buffer)
|
|
|
|
ID3D11Buffer_Release (quad->const_buffer);
|
|
|
|
if (quad->vertex_buffer)
|
|
|
|
ID3D11Buffer_Release (quad->vertex_buffer);
|
|
|
|
if (quad->index_buffer)
|
|
|
|
ID3D11Buffer_Release (quad->index_buffer);
|
2019-12-19 15:17:33 +00:00
|
|
|
|
|
|
|
gst_clear_object (&quad->device);
|
|
|
|
g_free (quad);
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gboolean
|
|
|
|
gst_d3d11_draw_quad (GstD3D11Quad * quad,
|
|
|
|
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
|
|
|
|
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
|
2019-12-24 06:54:57 +00:00
|
|
|
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
|
|
|
|
ID3D11DepthStencilView * dsv)
|
2019-12-02 11:24:05 +00:00
|
|
|
{
|
2019-12-19 15:17:33 +00:00
|
|
|
gboolean ret;
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
g_return_val_if_fail (quad != NULL, FALSE);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_lock (quad->device);
|
|
|
|
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
|
2019-12-24 06:54:57 +00:00
|
|
|
srv, num_srv, rtv, num_viewport, dsv);
|
2019-12-19 15:17:33 +00:00
|
|
|
gst_d3d11_device_unlock (quad->device);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
return ret;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
gboolean
|
|
|
|
gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
|
|
|
|
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
|
|
|
|
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
|
2019-12-24 06:54:57 +00:00
|
|
|
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
|
|
|
|
ID3D11DepthStencilView * dsv)
|
2019-12-02 11:24:05 +00:00
|
|
|
{
|
|
|
|
ID3D11DeviceContext *context_handle;
|
|
|
|
UINT offsets = 0;
|
|
|
|
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
|
2019-12-19 15:17:33 +00:00
|
|
|
|
|
|
|
g_return_val_if_fail (quad != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (viewport != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
|
|
|
|
g_return_val_if_fail (srv != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (num_srv <= GST_VIDEO_MAX_PLANES, FALSE);
|
|
|
|
g_return_val_if_fail (rtv != NULL, FALSE);
|
|
|
|
g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
|
|
|
context_handle = gst_d3d11_device_get_device_context_handle (quad->device);
|
|
|
|
|
|
|
|
ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
|
|
|
|
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
ID3D11DeviceContext_IASetInputLayout (context_handle, quad->layout);
|
|
|
|
ID3D11DeviceContext_IASetVertexBuffers (context_handle,
|
|
|
|
0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets);
|
|
|
|
ID3D11DeviceContext_IASetIndexBuffer (context_handle,
|
|
|
|
quad->index_buffer, quad->index_format, 0);
|
|
|
|
|
|
|
|
ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &quad->sampler);
|
|
|
|
ID3D11DeviceContext_VSSetShader (context_handle, quad->vs, NULL, 0);
|
|
|
|
ID3D11DeviceContext_PSSetShader (context_handle, quad->ps, NULL, 0);
|
2019-12-19 15:17:33 +00:00
|
|
|
ID3D11DeviceContext_RSSetViewports (context_handle, num_viewport, viewport);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
|
|
|
if (quad->const_buffer)
|
|
|
|
ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
|
|
|
|
0, 1, &quad->const_buffer);
|
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, srv);
|
2019-12-24 06:54:57 +00:00
|
|
|
ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, dsv);
|
|
|
|
ID3D11DeviceContext_OMSetBlendState (context_handle,
|
|
|
|
quad->blend, NULL, 0xffffffff);
|
|
|
|
ID3D11DeviceContext_OMSetDepthStencilState (context_handle,
|
|
|
|
quad->depth_stencil, 1);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
|
|
|
ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0);
|
|
|
|
|
|
|
|
ID3D11DeviceContext_PSSetShaderResources (context_handle,
|
2019-12-19 15:17:33 +00:00
|
|
|
0, num_srv, clear_view);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets (context_handle, 0, NULL, NULL);
|
2019-12-02 11:24:05 +00:00
|
|
|
|
2019-12-19 15:17:33 +00:00
|
|
|
return TRUE;
|
2019-12-02 11:24:05 +00:00
|
|
|
}
|