gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/gstd3d11converter-builder.cpp

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/* GStreamer
* Copyright (C) 2023 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 "gstd3d11converter-builder.h"
#include "gstd3d11device-private.h"
#include "gstd3d11-private.h"
#include "gstd3d11utils.h"
#include <gst/d3dshader/gstd3dshader.h>
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_converter_debug);
#define GST_CAT_DEFAULT gst_d3d11_converter_debug
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
PixelShaderList
gst_d3d11_get_converter_pixel_shader (GstD3D11Device * device,
GstVideoFormat in_format, GstVideoFormat out_format, gboolean in_premul,
gboolean out_premul, CONVERT_TYPE type)
{
GstD3DConverterType conv_type;
GstD3DShaderModel sm;
PixelShaderList ret;
switch (type) {
case CONVERT_TYPE::IDENTITY:
conv_type = GST_D3D_CONVERTER_IDENTITY;
break;
case CONVERT_TYPE::SIMPLE:
conv_type = GST_D3D_CONVERTER_SIMPLE;
break;
case CONVERT_TYPE::RANGE:
conv_type = GST_D3D_CONVERTER_RANGE;
break;
case CONVERT_TYPE::GAMMA:
conv_type = GST_D3D_CONVERTER_GAMMA;
break;
case CONVERT_TYPE::PRIMARY:
conv_type = GST_D3D_CONVERTER_PRIMARY;
break;
default:
g_assert_not_reached ();
return ret;
}
auto handle = gst_d3d11_device_get_device_handle (device);
auto level = handle->GetFeatureLevel ();
if (level >= D3D_FEATURE_LEVEL_11_0)
sm = GST_D3D_SM_5_0;
else
sm = GST_D3D_SM_4_0;
GstD3DConverterPSByteCode blobs[4];
auto num_blobs = gst_d3d_converter_shader_get_ps_blob (in_format, out_format,
in_premul, out_premul, conv_type, sm, blobs);
if (!num_blobs) {
GST_ERROR_OBJECT (device, "Couldn't get compiled bytecode");
return ret;
}
for (guint i = 0; i < num_blobs; i++) {
ComPtr < ID3D11PixelShader > shader;
auto blob = &blobs[i];
auto hr = handle->CreatePixelShader (blob->byte_code.byte_code,
blob->byte_code.byte_code_len, nullptr, &shader);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create pixel shader");
ret.clear ();
return ret;
}
auto ps = std::make_shared < PixelShader > ();
ps->shader = shader;
ps->num_rtv = blob->num_rtv;
ret.push_back (ps);
}
return ret;
}
HRESULT
gst_d3d11_get_converter_vertex_shader (GstD3D11Device * device,
ID3D11VertexShader ** vs, ID3D11InputLayout ** layout)
{
static gint64 token = 0;
GST_D3D11_CALL_ONCE_BEGIN {
token = gst_d3d11_vertex_shader_token_new ();
} GST_D3D11_CALL_ONCE_END;
auto handle = gst_d3d11_device_get_device_handle (device);
auto level = handle->GetFeatureLevel ();
GstD3DShaderModel sm;
if (level >= D3D_FEATURE_LEVEL_11_0)
sm = GST_D3D_SM_5_0;
else
sm = GST_D3D_SM_4_0;
GstD3DShaderByteCode bytecode = { };
if (!gst_d3d_converter_shader_get_vs_blob (sm, &bytecode)) {
GST_ERROR_OBJECT (device, "Couldn't get compiled bytecode");
return E_FAIL;
}
D3D11_INPUT_ELEMENT_DESC input_desc[2];
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "TEXCOORD";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
return gst_d3d11_device_get_vertex_shader (device, token, "VSMain_converter",
&bytecode, input_desc, G_N_ELEMENTS (input_desc), vs, layout);
}