mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-18 14:26:43 +00:00
d3d11: Move HLSL compiler to gst-libs
We should move this functionality to gst-libs so that GstD3D11Converter can be moved to gst-libs. Another advantage is that applications can call our HLSL compiler wrapper method without any worry about OS version dependent system installed HLSL library. Note that there are multiple HLSL compiler library versions on Windows and system installed one would be OS version dependent. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2760>
This commit is contained in:
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390518a296
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14 changed files with 444 additions and 328 deletions
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@ -28,9 +28,10 @@
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#include <gst/d3d11/gstd3d11config.h>
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#include <gst/d3d11/gstd3d11config.h>
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#include <gst/d3d11/gstd3d11_fwd.h>
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#include <gst/d3d11/gstd3d11_fwd.h>
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#include <gst/d3d11/gstd3d11-enumtypes.h>
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#include <gst/d3d11/gstd3d11-enumtypes.h>
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#include <gst/d3d11/gstd3d11device.h>
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#include <gst/d3d11/gstd3d11memory.h>
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#include <gst/d3d11/gstd3d11bufferpool.h>
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#include <gst/d3d11/gstd3d11bufferpool.h>
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#include <gst/d3d11/gstd3d11utils.h>
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#include <gst/d3d11/gstd3d11compile.h>
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#include <gst/d3d11/gstd3d11device.h>
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#include <gst/d3d11/gstd3d11format.h>
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#include <gst/d3d11/gstd3d11format.h>
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#include <gst/d3d11/gstd3d11memory.h>
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#include <gst/d3d11/gstd3d11utils.h>
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@ -0,0 +1,309 @@
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/* GStreamer
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* Copyright (C) 2022 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d11compile.h"
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#include "gstd3d11device.h"
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#include "gstd3d11utils.h"
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#include <gmodule.h>
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#include <wrl.h>
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#include <string.h>
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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/* *INDENT-ON* */
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#ifndef GST_DISABLE_GST_DEBUG
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#define GST_CAT_DEFAULT ensure_debug_category()
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static GstDebugCategory *
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ensure_debug_category (void)
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{
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static gsize cat_gonce = 0;
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if (g_once_init_enter (&cat_gonce)) {
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gsize cat_done;
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cat_done = (gsize) _gst_debug_category_new ("d3d11compile", 0,
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"d3d11compile");
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g_once_init_leave (&cat_gonce, cat_done);
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}
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return (GstDebugCategory *) cat_gonce;
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}
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#else
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#define ensure_debug_category() /* NOOP */
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#endif /* GST_DISABLE_GST_DEBUG */
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static GModule *d3d_compiler_module = nullptr;
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static pD3DCompile GstD3DCompileFunc = nullptr;
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/**
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* gst_d3d11_compile_init:
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*
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* Loads HLSL compiler library
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*
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* Returns: %TRUE if HLSL compiler library is available
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*/
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gboolean
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gst_d3d11_compile_init (void)
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{
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static gsize init_once = 0;
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if (g_once_init_enter (&init_once)) {
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#if GST_D3D11_WINAPI_ONLY_APP
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/* Assuming that d3d compiler library is available */
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GstD3DCompileFunc = D3DCompile;
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#else
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static const gchar *d3d_compiler_names[] = {
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"d3dcompiler_47.dll",
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"d3dcompiler_46.dll",
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"d3dcompiler_45.dll",
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"d3dcompiler_44.dll",
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"d3dcompiler_43.dll",
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};
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for (guint i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
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d3d_compiler_module =
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g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
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if (d3d_compiler_module) {
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GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
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if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
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(gpointer *) & GstD3DCompileFunc)) {
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GST_ERROR ("Cannot load D3DCompile symbol from %s",
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d3d_compiler_names[i]);
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g_module_close (d3d_compiler_module);
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d3d_compiler_module = nullptr;
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GstD3DCompileFunc = nullptr;
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} else {
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break;
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}
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}
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}
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if (!GstD3DCompileFunc)
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GST_WARNING ("D3D11 compiler library is unavailable");
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#endif
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g_once_init_leave (&init_once, 1);
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}
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if (!GstD3DCompileFunc)
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return FALSE;
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return TRUE;
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}
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/**
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* gst_d3d11_compile:
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* @src_data: source data to compile
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* @src_data_size: length of src_data
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* @source_name: (nullable): used for strings that specify error messages
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* @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros
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* @include: (nullable): a ID3DInclude
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* @entry_point: (nullable): the name of entry point function
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* @target: a string specifies the shader target
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* @flags1: flags defined by D3DCOMPILE constants
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* @flags2: flags defined by D3DCOMPILE_EFFECT constants
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* @code: (out) (optional): a compiled code
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* @error_msgs: (out) (optional) (nullable): compiler error messages
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*
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* Compiles HLSL code or an effect file into bytecode for a given target
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*
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* Returns: HRESULT return code
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*/
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HRESULT
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gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name,
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CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point,
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LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code,
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ID3DBlob ** error_msgs)
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{
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if (!gst_d3d11_compile_init ())
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return E_FAIL;
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return GstD3DCompileFunc (src_data, src_data_size, source_name, defines,
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include, entry_point, target, flags1, flags2, code, error_msgs);
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}
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/**
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* gst_d3d11_create_pixel_shader_simple:
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* @device: a #GstD3D11Device
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* @source: a pixel shader code to compile
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* @entry_point: the name of entry point function
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* @shader: (out): a ID3D11PixelShader
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* Compiles pixel shader code and creates ID3D11PixelShader
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*
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* Returns: HRESULT return code
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*/
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HRESULT
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gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device,
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const gchar * source, const gchar * entry_point,
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ID3D11PixelShader ** shader)
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{
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ID3D11Device *device_handle;
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HRESULT hr;
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ComPtr < ID3DBlob > ps_blob;
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ComPtr < ID3DBlob > error_msg;
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D3D_FEATURE_LEVEL feature_level;
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const gchar *target;
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
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g_return_val_if_fail (source != nullptr, E_INVALIDARG);
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g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
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g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
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device_handle = gst_d3d11_device_get_device_handle (device);
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feature_level = device_handle->GetFeatureLevel ();
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if (feature_level >= D3D_FEATURE_LEVEL_11_0)
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target = "ps_5_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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target = "ps_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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target = "ps_4_0_level_9_3";
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else
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target = "ps_4_0_level_9_1";
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GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
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hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
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entry_point, target, 0, 0, &ps_blob, &error_msg);
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if (!gst_d3d11_result (hr, device)) {
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const gchar *err = nullptr;
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if (error_msg)
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err = (const gchar *) error_msg->GetBufferPointer ();
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GST_ERROR_OBJECT (device,
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"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
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(guint) hr, GST_STR_NULL (err), source);
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return hr;
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}
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if (error_msg) {
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const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
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GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
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GST_STR_NULL (err), source);
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}
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return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
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ps_blob->GetBufferSize (), nullptr, shader);
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}
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/**
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* gst_d3d11_create_vertex_shader_simple:
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* @device: a #GstD3D11Device
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* @source: a vertex shader code to compile
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* @entry_point: the name of entry point function
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* @input_desc: an array of D3D11_INPUT_ELEMENT_DESC
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* @desc_len: length of input_desc
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* @shader: (out): a ID3D11VertexShader
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* @layout: (out): a ID3D11InputLayout
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* Compiles vertex shader code and creates ID3D11VertexShader and
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* ID3D11InputLayout
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*
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* Returns: HRESULT return code
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*/
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HRESULT
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gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device,
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const gchar * source, const gchar * entry_point,
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const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
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ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
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{
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ID3D11Device *device_handle;
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HRESULT hr;
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ComPtr < ID3DBlob > vs_blob;
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ComPtr < ID3DBlob > error_msg;
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ComPtr < ID3D11VertexShader > vs;
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ComPtr < ID3D11InputLayout > input_layout;
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D3D_FEATURE_LEVEL feature_level;
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const gchar *target;
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
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g_return_val_if_fail (source != nullptr, E_INVALIDARG);
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g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
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g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG);
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g_return_val_if_fail (desc_len > 0, E_INVALIDARG);
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g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
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g_return_val_if_fail (layout != nullptr, E_INVALIDARG);
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device_handle = gst_d3d11_device_get_device_handle (device);
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feature_level = device_handle->GetFeatureLevel ();
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if (feature_level >= D3D_FEATURE_LEVEL_11_0)
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target = "vs_5_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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target = "vs_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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target = "vs_4_0_level_9_3";
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else
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target = "vs_4_0_level_9_1";
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GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
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hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
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entry_point, target, 0, 0, &vs_blob, &error_msg);
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if (!gst_d3d11_result (hr, device)) {
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const gchar *err = nullptr;
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if (error_msg)
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err = (const gchar *) error_msg->GetBufferPointer ();
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GST_ERROR_OBJECT (device,
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"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
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(guint) hr, GST_STR_NULL (err), source);
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return hr;
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}
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if (error_msg) {
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const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
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GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
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GST_STR_NULL (err), source);
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}
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hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
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vs_blob->GetBufferSize (), nullptr, &vs);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (device, "Couldn't create vertex shader");
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return hr;
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}
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hr = device_handle->CreateInputLayout (input_desc, desc_len,
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vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (device, "Couldn't create input layout");
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return hr;
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}
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*shader = vs.Detach ();
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*layout = input_layout.Detach ();
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return hr;
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}
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@ -0,0 +1,59 @@
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/* GStreamer
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* Copyright (C) 2022 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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||||||
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include <gst/gst.h>
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||||||
|
#include <gst/d3d11/gstd3d11_fwd.h>
|
||||||
|
#include <d3dcompiler.h>
|
||||||
|
|
||||||
|
G_BEGIN_DECLS
|
||||||
|
|
||||||
|
GST_D3D11_API
|
||||||
|
gboolean gst_d3d11_compile_init (void);
|
||||||
|
|
||||||
|
GST_D3D11_API
|
||||||
|
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);
|
||||||
|
|
||||||
|
GST_D3D11_API
|
||||||
|
HRESULT gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device,
|
||||||
|
const gchar * source,
|
||||||
|
const gchar * entry_point,
|
||||||
|
ID3D11PixelShader ** shader);
|
||||||
|
|
||||||
|
GST_D3D11_API
|
||||||
|
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);
|
||||||
|
|
||||||
|
G_END_DECLS
|
|
@ -1,5 +1,6 @@
|
||||||
d3d11_sources = [
|
d3d11_sources = [
|
||||||
'gstd3d11bufferpool.cpp',
|
'gstd3d11bufferpool.cpp',
|
||||||
|
'gstd3d11compile.cpp',
|
||||||
'gstd3d11device.cpp',
|
'gstd3d11device.cpp',
|
||||||
'gstd3d11format.cpp',
|
'gstd3d11format.cpp',
|
||||||
'gstd3d11memory.cpp',
|
'gstd3d11memory.cpp',
|
||||||
|
@ -51,10 +52,22 @@ dxgi_lib = cc.find_library('dxgi', required : false)
|
||||||
d3dcompiler_lib = cc.find_library('d3dcompiler', required: false)
|
d3dcompiler_lib = cc.find_library('d3dcompiler', required: false)
|
||||||
runtimeobject_lib = cc.find_library('runtimeobject', required : false)
|
runtimeobject_lib = cc.find_library('runtimeobject', required : false)
|
||||||
|
|
||||||
if not d3d11_lib.found() or not dxgi_lib.found() or not cc.has_header('d3d11_4.h') or not cc.has_header('dxgi1_6.h')
|
if not d3d11_lib.found() or not dxgi_lib.found()
|
||||||
subdir_done()
|
subdir_done()
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
sdk_headers = [
|
||||||
|
'd3d11_4.h',
|
||||||
|
'dxgi1_6.h',
|
||||||
|
'd3dcompiler.h'
|
||||||
|
]
|
||||||
|
|
||||||
|
foreach h : sdk_headers
|
||||||
|
if not cc.has_header (h)
|
||||||
|
subdir_done ()
|
||||||
|
endif
|
||||||
|
endforeach
|
||||||
|
|
||||||
d3d11_winapi_desktop = cxx.compiles('''#include <winapifamily.h>
|
d3d11_winapi_desktop = cxx.compiles('''#include <winapifamily.h>
|
||||||
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
|
||||||
#error "not win32"
|
#error "not win32"
|
||||||
|
@ -83,6 +96,7 @@ if not d3d11_winapi_desktop and not d3d11_winapi_app
|
||||||
subdir_done()
|
subdir_done()
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
extra_deps = []
|
||||||
d3d11_winapi_only_app = d3d11_winapi_app and not d3d11_winapi_desktop
|
d3d11_winapi_only_app = d3d11_winapi_app and not d3d11_winapi_desktop
|
||||||
d3d11_conf.set10('GST_D3D11_WINAPI_ONLY_APP', d3d11_winapi_only_app)
|
d3d11_conf.set10('GST_D3D11_WINAPI_ONLY_APP', d3d11_winapi_only_app)
|
||||||
d3d11_conf.set10('GST_D3D11_WINAPI_APP', d3d11_winapi_app)
|
d3d11_conf.set10('GST_D3D11_WINAPI_APP', d3d11_winapi_app)
|
||||||
|
@ -144,6 +158,10 @@ if have_dxgidebug_h
|
||||||
extra_comm_args += ['-DHAVE_DXGIDEBUG_H']
|
extra_comm_args += ['-DHAVE_DXGIDEBUG_H']
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
if d3d11_winapi_only_app
|
||||||
|
extra_deps += [d3dcompiler_lib, runtimeobject_lib]
|
||||||
|
endif
|
||||||
|
|
||||||
# MinGW 32bits compiler seems to be complaining about redundant-decls
|
# MinGW 32bits compiler seems to be complaining about redundant-decls
|
||||||
# when ComPtr is in use. Let's just disable the warning
|
# when ComPtr is in use. Let's just disable the warning
|
||||||
if cc.get_id() != 'msvc'
|
if cc.get_id() != 'msvc'
|
||||||
|
@ -186,7 +204,7 @@ gstd3d11 = library('gstd3d11-' + api_version,
|
||||||
version : libversion,
|
version : libversion,
|
||||||
soversion : soversion,
|
soversion : soversion,
|
||||||
install : true,
|
install : true,
|
||||||
dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib]
|
dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib] + extra_deps
|
||||||
)
|
)
|
||||||
|
|
||||||
pkgconfig.generate(gstd3d11,
|
pkgconfig.generate(gstd3d11,
|
||||||
|
|
|
@ -44,7 +44,6 @@
|
||||||
|
|
||||||
#include "gstd3d11compositor.h"
|
#include "gstd3d11compositor.h"
|
||||||
#include "gstd3d11converter.h"
|
#include "gstd3d11converter.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11pluginutils.h"
|
#include "gstd3d11pluginutils.h"
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <wrl.h>
|
#include <wrl.h>
|
||||||
|
@ -1823,7 +1822,8 @@ gst_d3d11_compositor_create_checker_quad (GstD3D11Compositor * self,
|
||||||
ps_src = checker_ps_src_luma;
|
ps_src = checker_ps_src_luma;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!gst_d3d11_create_pixel_shader (self->device, ps_src, &ps)) {
|
hr = gst_d3d11_create_pixel_shader_simple (self->device, ps_src, "main", &ps);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Couldn't setup pixel shader");
|
GST_ERROR_OBJECT (self, "Couldn't setup pixel shader");
|
||||||
return nullptr;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
@ -1837,8 +1837,9 @@ gst_d3d11_compositor_create_checker_quad (GstD3D11Compositor * self,
|
||||||
input_desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
input_desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
input_desc.InstanceDataStepRate = 0;
|
input_desc.InstanceDataStepRate = 0;
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (self->device, checker_vs_src,
|
hr = gst_d3d11_create_vertex_shader_simple (self->device, checker_vs_src,
|
||||||
&input_desc, 1, &vs, &layout)) {
|
"main", &input_desc, 1, &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Couldn't setup vertex shader");
|
GST_ERROR_OBJECT (self, "Couldn't setup vertex shader");
|
||||||
return nullptr;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
|
@ -23,7 +23,6 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "gstd3d11converter.h"
|
#include "gstd3d11converter.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11pluginutils.h"
|
#include "gstd3d11pluginutils.h"
|
||||||
#include <wrl.h>
|
#include <wrl.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
@ -1159,7 +1158,6 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
|
||||||
ComPtr < ID3D11Buffer > vertex_buffer;
|
ComPtr < ID3D11Buffer > vertex_buffer;
|
||||||
ComPtr < ID3D11Buffer > index_buffer;
|
ComPtr < ID3D11Buffer > index_buffer;
|
||||||
gint i;
|
gint i;
|
||||||
gboolean ret;
|
|
||||||
|
|
||||||
memset (&sampler_desc, 0, sizeof (sampler_desc));
|
memset (&sampler_desc, 0, sizeof (sampler_desc));
|
||||||
memset (input_desc, 0, sizeof (input_desc));
|
memset (input_desc, 0, sizeof (input_desc));
|
||||||
|
@ -1196,9 +1194,10 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
|
||||||
cinfo->build_output_func[i], cinfo->gamma_decode_func,
|
cinfo->build_output_func[i], cinfo->gamma_decode_func,
|
||||||
cinfo->gamma_encode_func, cinfo->XYZ_convert_func);
|
cinfo->gamma_encode_func, cinfo->XYZ_convert_func);
|
||||||
|
|
||||||
ret = gst_d3d11_create_pixel_shader (device, shader_code, &ps[i]);
|
hr = gst_d3d11_create_pixel_shader_simple (device,
|
||||||
|
shader_code, "main", &ps[i]);
|
||||||
g_free (shader_code);
|
g_free (shader_code);
|
||||||
if (!ret) {
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1220,8 +1219,9 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
|
||||||
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
input_desc[1].InstanceDataStepRate = 0;
|
input_desc[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
|
hr = gst_d3d11_create_vertex_shader_simple (device, templ_vertex_shader,
|
||||||
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
|
GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
|
@ -22,7 +22,6 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "gstd3d11overlaycompositor.h"
|
#include "gstd3d11overlaycompositor.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11pluginutils.h"
|
#include "gstd3d11pluginutils.h"
|
||||||
#include <wrl.h>
|
#include <wrl.h>
|
||||||
|
|
||||||
|
@ -381,7 +380,9 @@ gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self)
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!gst_d3d11_create_pixel_shader (device, templ_pixel_shader, &ps)) {
|
hr = gst_d3d11_create_pixel_shader_simple (device,
|
||||||
|
templ_pixel_shader, "main", &ps);
|
||||||
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
|
GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
@ -402,8 +403,9 @@ gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self)
|
||||||
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
input_desc[1].InstanceDataStepRate = 0;
|
input_desc[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
|
hr = gst_d3d11_create_vertex_shader_simple (device, templ_vertex_shader,
|
||||||
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
|
GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
|
@ -47,7 +47,6 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "gstd3d11screencapture.h"
|
#include "gstd3d11screencapture.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11pluginutils.h"
|
#include "gstd3d11pluginutils.h"
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
|
||||||
|
@ -654,14 +653,18 @@ private:
|
||||||
|
|
||||||
ComPtr<ID3D11VertexShader> vs;
|
ComPtr<ID3D11VertexShader> vs;
|
||||||
ComPtr<ID3D11InputLayout> layout;
|
ComPtr<ID3D11InputLayout> layout;
|
||||||
if (!gst_d3d11_create_vertex_shader (device,
|
HRESULT hr;
|
||||||
vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
|
||||||
|
hr = gst_d3d11_create_vertex_shader_simple (device,
|
||||||
|
vs_str, "main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
GST_ERROR ("Failed to create vertex shader");
|
GST_ERROR ("Failed to create vertex shader");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
ComPtr<ID3D11PixelShader> ps;
|
ComPtr<ID3D11PixelShader> ps;
|
||||||
if (!gst_d3d11_create_pixel_shader (device, ps_str, &ps)) {
|
hr = gst_d3d11_create_pixel_shader_simple (device, ps_str, "main", &ps);
|
||||||
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
GST_ERROR ("Failed to create pixel shader");
|
GST_ERROR ("Failed to create pixel shader");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -678,7 +681,7 @@ private:
|
||||||
|
|
||||||
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
|
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
|
||||||
ComPtr<ID3D11SamplerState> sampler;
|
ComPtr<ID3D11SamplerState> sampler;
|
||||||
HRESULT hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
|
hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
|
||||||
if (!gst_d3d11_result (hr, device)) {
|
if (!gst_d3d11_result (hr, device)) {
|
||||||
GST_ERROR ("Failed to create sampler state, hr 0x%x", (guint) hr);
|
GST_ERROR ("Failed to create sampler state, hr 0x%x", (guint) hr);
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -39,7 +39,6 @@
|
||||||
#include "gstd3d11screencapturesrc.h"
|
#include "gstd3d11screencapturesrc.h"
|
||||||
#include "gstd3d11screencapture.h"
|
#include "gstd3d11screencapture.h"
|
||||||
#include "gstd3d11pluginutils.h"
|
#include "gstd3d11pluginutils.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include <wrl.h>
|
#include <wrl.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
|
||||||
|
@ -663,13 +662,15 @@ gst_d3d11_screen_capture_prepare_shader (GstD3D11ScreenCaptureSrc * self)
|
||||||
|
|
||||||
device_handle = gst_d3d11_device_get_device_handle (self->device);
|
device_handle = gst_d3d11_device_get_device_handle (self->device);
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (self->device,
|
hr = gst_d3d11_create_vertex_shader_simple (self->device,
|
||||||
vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
vs_str, "main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to create vertex shader");
|
GST_ERROR_OBJECT (self, "Failed to create vertex shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!gst_d3d11_create_pixel_shader (self->device, ps_str, &ps)) {
|
hr = gst_d3d11_create_pixel_shader_simple (self->device, ps_str, "main", &ps);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to create pixel shader");
|
GST_ERROR_OBJECT (self, "Failed to create pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,228 +0,0 @@
|
||||||
/* 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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifdef HAVE_CONFIG_H
|
|
||||||
#include "config.h"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11pluginutils.h"
|
|
||||||
#include <gmodule.h>
|
|
||||||
#include <wrl.h>
|
|
||||||
|
|
||||||
/* *INDENT-OFF* */
|
|
||||||
using namespace Microsoft::WRL;
|
|
||||||
/* *INDENT-ON* */
|
|
||||||
|
|
||||||
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
|
|
||||||
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
|
|
||||||
|
|
||||||
static GModule *d3d_compiler_module = NULL;
|
|
||||||
static pD3DCompile GstD3DCompileFunc = NULL;
|
|
||||||
|
|
||||||
gboolean
|
|
||||||
gst_d3d11_shader_init (void)
|
|
||||||
{
|
|
||||||
static 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",
|
|
||||||
};
|
|
||||||
guint 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
static gboolean
|
|
||||||
compile_shader (GstD3D11Device * device, const gchar * shader_source,
|
|
||||||
gboolean is_pixel_shader, ID3DBlob ** blob)
|
|
||||||
{
|
|
||||||
const gchar *shader_target;
|
|
||||||
D3D_FEATURE_LEVEL feature_level;
|
|
||||||
HRESULT hr;
|
|
||||||
ID3D11Device *device_handle;
|
|
||||||
/* *INDENT-OFF* */
|
|
||||||
ComPtr<ID3DBlob> ret;
|
|
||||||
ComPtr<ID3DBlob> error;
|
|
||||||
/* *INDENT-ON* */
|
|
||||||
|
|
||||||
if (!gst_d3d11_shader_init ()) {
|
|
||||||
GST_ERROR ("D3DCompiler is unavailable");
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
||||||
feature_level = device_handle->GetFeatureLevel ();
|
|
||||||
|
|
||||||
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";
|
|
||||||
}
|
|
||||||
|
|
||||||
g_assert (GstD3DCompileFunc);
|
|
||||||
|
|
||||||
GST_TRACE ("Compile code \n%s", shader_source);
|
|
||||||
|
|
||||||
hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
|
|
||||||
NULL, "main", shader_target, 0, 0, &ret, &error);
|
|
||||||
|
|
||||||
if (!gst_d3d11_result (hr, device)) {
|
|
||||||
const gchar *err = NULL;
|
|
||||||
|
|
||||||
if (error)
|
|
||||||
err = (const gchar *) error->GetBufferPointer ();
|
|
||||||
|
|
||||||
GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
|
|
||||||
(guint) hr, GST_STR_NULL (err));
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (error) {
|
|
||||||
const gchar *err = (const gchar *) error->GetBufferPointer ();
|
|
||||||
|
|
||||||
GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s",
|
|
||||||
GST_STR_NULL (err), GST_STR_NULL (shader_source));
|
|
||||||
}
|
|
||||||
|
|
||||||
*blob = ret.Detach ();
|
|
||||||
|
|
||||||
return TRUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
gboolean
|
|
||||||
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
|
|
||||||
const gchar * source, ID3D11PixelShader ** shader)
|
|
||||||
{
|
|
||||||
ID3D11Device *device_handle;
|
|
||||||
HRESULT hr;
|
|
||||||
/* *INDENT-OFF* */
|
|
||||||
ComPtr<ID3DBlob> ps_blob;
|
|
||||||
/* *INDENT-ON* */
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
if (!compile_shader (device, source, TRUE, &ps_blob)) {
|
|
||||||
GST_ERROR ("Failed to compile pixel shader");
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
||||||
hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
|
|
||||||
ps_blob->GetBufferSize (), NULL, shader);
|
|
||||||
if (!gst_d3d11_result (hr, device)) {
|
|
||||||
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
return TRUE;
|
|
||||||
}
|
|
||||||
|
|
||||||
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)
|
|
||||||
{
|
|
||||||
ID3D11Device *device_handle;
|
|
||||||
HRESULT hr;
|
|
||||||
/* *INDENT-OFF* */
|
|
||||||
ComPtr<ID3DBlob> vs_blob;
|
|
||||||
ComPtr<ID3D11VertexShader> vs;
|
|
||||||
ComPtr<ID3D11InputLayout> in_layout;
|
|
||||||
/* *INDENT-ON* */
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
if (!compile_shader (device, source, FALSE, &vs_blob)) {
|
|
||||||
GST_ERROR ("Failed to compile shader code");
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
||||||
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
|
|
||||||
vs_blob->GetBufferSize (), NULL, &vs);
|
|
||||||
if (!gst_d3d11_result (hr, device)) {
|
|
||||||
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
hr = device_handle->CreateInputLayout (input_desc,
|
|
||||||
desc_len, vs_blob->GetBufferPointer (),
|
|
||||||
vs_blob->GetBufferSize (), &in_layout);
|
|
||||||
if (!gst_d3d11_result (hr, device)) {
|
|
||||||
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
|
||||||
*shader = vs.Detach ();
|
|
||||||
*layout = in_layout.Detach ();
|
|
||||||
|
|
||||||
return TRUE;
|
|
||||||
}
|
|
|
@ -1,46 +0,0 @@
|
||||||
/* 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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifndef __GST_D3D11_SHADER_H__
|
|
||||||
#define __GST_D3D11_SHADER_H__
|
|
||||||
|
|
||||||
#include <gst/gst.h>
|
|
||||||
#include <gst/video/video.h>
|
|
||||||
#include <gst/d3d11/gstd3d11.h>
|
|
||||||
|
|
||||||
#include <d3dcompiler.h>
|
|
||||||
|
|
||||||
G_BEGIN_DECLS
|
|
||||||
|
|
||||||
gboolean gst_d3d11_shader_init (void);
|
|
||||||
|
|
||||||
gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device,
|
|
||||||
const gchar * source,
|
|
||||||
ID3D11PixelShader ** shader);
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
G_END_DECLS
|
|
||||||
|
|
||||||
#endif /* __GST_D3D11_SHADER_H__ */
|
|
|
@ -38,7 +38,6 @@
|
||||||
|
|
||||||
#include "gstd3d11testsrc.h"
|
#include "gstd3d11testsrc.h"
|
||||||
#include "gstd3d11pluginutils.h"
|
#include "gstd3d11pluginutils.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11converter.h"
|
#include "gstd3d11converter.h"
|
||||||
#include <wrl.h>
|
#include <wrl.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
|
@ -324,7 +323,6 @@ setup_snow_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render,
|
||||||
guint on_smpte)
|
guint on_smpte)
|
||||||
{
|
{
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
gboolean ret;
|
|
||||||
D3D11_INPUT_ELEMENT_DESC input_desc[2];
|
D3D11_INPUT_ELEMENT_DESC input_desc[2];
|
||||||
D3D11_BUFFER_DESC buffer_desc;
|
D3D11_BUFFER_DESC buffer_desc;
|
||||||
D3D11_MAPPED_SUBRESOURCE map;
|
D3D11_MAPPED_SUBRESOURCE map;
|
||||||
|
@ -361,14 +359,16 @@ setup_snow_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render,
|
||||||
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
input_desc[1].InstanceDataStepRate = 0;
|
input_desc[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (self->device, templ_vs_coord,
|
hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord,
|
||||||
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
|
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
ret = gst_d3d11_create_pixel_shader (self->device, templ_ps_snow, &ps);
|
hr = gst_d3d11_create_pixel_shader_simple (self->device,
|
||||||
if (!ret) {
|
templ_ps_snow, "main", &ps);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to compile pixel shader");
|
GST_ERROR_OBJECT (self, "Failed to compile pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
@ -527,7 +527,6 @@ static gboolean
|
||||||
setup_smpte_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render)
|
setup_smpte_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render)
|
||||||
{
|
{
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
gboolean ret;
|
|
||||||
D3D11_INPUT_ELEMENT_DESC input_desc[2];
|
D3D11_INPUT_ELEMENT_DESC input_desc[2];
|
||||||
D3D11_BUFFER_DESC buffer_desc;
|
D3D11_BUFFER_DESC buffer_desc;
|
||||||
D3D11_MAPPED_SUBRESOURCE map;
|
D3D11_MAPPED_SUBRESOURCE map;
|
||||||
|
@ -565,14 +564,17 @@ setup_smpte_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render)
|
||||||
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
input_desc[1].InstanceDataStepRate = 0;
|
input_desc[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (self->device, templ_vs_color,
|
hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord,
|
||||||
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
|
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
ret = gst_d3d11_create_pixel_shader (self->device, templ_ps_smpte, &ps);
|
|
||||||
if (!ret) {
|
hr = gst_d3d11_create_pixel_shader_simple (self->device,
|
||||||
|
templ_ps_smpte, "main", &ps);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to compile pixel shader");
|
GST_ERROR_OBJECT (self, "Failed to compile pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
@ -863,7 +865,6 @@ setup_checker_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render,
|
||||||
guint checker_size)
|
guint checker_size)
|
||||||
{
|
{
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
gboolean ret;
|
|
||||||
D3D11_INPUT_ELEMENT_DESC input_desc[2];
|
D3D11_INPUT_ELEMENT_DESC input_desc[2];
|
||||||
D3D11_BUFFER_DESC buffer_desc;
|
D3D11_BUFFER_DESC buffer_desc;
|
||||||
D3D11_MAPPED_SUBRESOURCE map;
|
D3D11_MAPPED_SUBRESOURCE map;
|
||||||
|
@ -900,17 +901,18 @@ setup_checker_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render,
|
||||||
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||||
input_desc[1].InstanceDataStepRate = 0;
|
input_desc[1].InstanceDataStepRate = 0;
|
||||||
|
|
||||||
if (!gst_d3d11_create_vertex_shader (self->device, templ_vs_coord,
|
hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord,
|
||||||
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
|
"main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout);
|
||||||
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
|
GST_ERROR_OBJECT (self, "Failed to compile vertext shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
ps_src = g_strdup_printf (templ_ps_checker,
|
ps_src = g_strdup_printf (templ_ps_checker,
|
||||||
self->info.width, self->info.height, checker_size);
|
self->info.width, self->info.height, checker_size);
|
||||||
ret = gst_d3d11_create_pixel_shader (self->device, ps_src, &ps);
|
hr = gst_d3d11_create_pixel_shader_simple (self->device, ps_src, "main", &ps);
|
||||||
g_free (ps_src);
|
g_free (ps_src);
|
||||||
if (!ret) {
|
if (!gst_d3d11_result (hr, self->device)) {
|
||||||
GST_ERROR_OBJECT (self, "Failed to compile pixel shader");
|
GST_ERROR_OBJECT (self, "Failed to compile pixel shader");
|
||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
|
@ -12,7 +12,6 @@ d3d11_sources = [
|
||||||
'gstd3d11mpeg2dec.cpp',
|
'gstd3d11mpeg2dec.cpp',
|
||||||
'gstd3d11overlaycompositor.cpp',
|
'gstd3d11overlaycompositor.cpp',
|
||||||
'gstd3d11pluginutils.cpp',
|
'gstd3d11pluginutils.cpp',
|
||||||
'gstd3d11shader.cpp',
|
|
||||||
'gstd3d11testsrc.cpp',
|
'gstd3d11testsrc.cpp',
|
||||||
'gstd3d11upload.cpp',
|
'gstd3d11upload.cpp',
|
||||||
'gstd3d11videosink.cpp',
|
'gstd3d11videosink.cpp',
|
||||||
|
@ -32,14 +31,13 @@ if host_system != 'windows' or d3d11_option.disabled()
|
||||||
subdir_done()
|
subdir_done()
|
||||||
endif
|
endif
|
||||||
|
|
||||||
if not gstd3d11_dep.found() or not cc.has_header('dxva.h') or not cc.has_header('d3d9.h') or not cc.has_header('d3dcompiler.h')
|
if not gstd3d11_dep.found() or not cc.has_header('dxva.h') or not cc.has_header('d3d9.h')
|
||||||
if d3d11_option.enabled()
|
if d3d11_option.enabled()
|
||||||
error('The d3d11 was enabled explicitly, but required dependencies were not found.')
|
error('The d3d11 was enabled explicitly, but required dependencies were not found.')
|
||||||
endif
|
endif
|
||||||
subdir_done()
|
subdir_done()
|
||||||
endif
|
endif
|
||||||
|
|
||||||
d3dcompiler_lib = cc.find_library('d3dcompiler', required: d3d11_option)
|
|
||||||
runtimeobject_lib = cc.find_library('runtimeobject', required : false)
|
runtimeobject_lib = cc.find_library('runtimeobject', required : false)
|
||||||
winmm_lib = cc.find_library('winmm', required: false)
|
winmm_lib = cc.find_library('winmm', required: false)
|
||||||
|
|
||||||
|
@ -55,7 +53,7 @@ endif
|
||||||
if d3d11_winapi_app
|
if d3d11_winapi_app
|
||||||
d3d11_sources += ['gstd3d11window_corewindow.cpp',
|
d3d11_sources += ['gstd3d11window_corewindow.cpp',
|
||||||
'gstd3d11window_swapchainpanel.cpp']
|
'gstd3d11window_swapchainpanel.cpp']
|
||||||
extra_dep += [runtimeobject_lib, d3dcompiler_lib]
|
extra_dep += [runtimeobject_lib]
|
||||||
endif
|
endif
|
||||||
|
|
||||||
if d3d11_winapi_desktop
|
if d3d11_winapi_desktop
|
||||||
|
|
|
@ -66,7 +66,6 @@
|
||||||
#include "gstd3d11upload.h"
|
#include "gstd3d11upload.h"
|
||||||
#include "gstd3d11download.h"
|
#include "gstd3d11download.h"
|
||||||
#include "gstd3d11convert.h"
|
#include "gstd3d11convert.h"
|
||||||
#include "gstd3d11shader.h"
|
|
||||||
#include "gstd3d11compositor.h"
|
#include "gstd3d11compositor.h"
|
||||||
#include "gstd3d11h264dec.h"
|
#include "gstd3d11h264dec.h"
|
||||||
#include "gstd3d11h265dec.h"
|
#include "gstd3d11h265dec.h"
|
||||||
|
@ -89,7 +88,6 @@ using namespace Microsoft::WRL;
|
||||||
/* *INDENT-ON* */
|
/* *INDENT-ON* */
|
||||||
|
|
||||||
GST_DEBUG_CATEGORY (gst_d3d11_debug);
|
GST_DEBUG_CATEGORY (gst_d3d11_debug);
|
||||||
GST_DEBUG_CATEGORY (gst_d3d11_shader_debug);
|
|
||||||
GST_DEBUG_CATEGORY (gst_d3d11_plugin_utils_debug);
|
GST_DEBUG_CATEGORY (gst_d3d11_plugin_utils_debug);
|
||||||
GST_DEBUG_CATEGORY (gst_d3d11_format_debug);
|
GST_DEBUG_CATEGORY (gst_d3d11_format_debug);
|
||||||
GST_DEBUG_CATEGORY (gst_d3d11_device_debug);
|
GST_DEBUG_CATEGORY (gst_d3d11_device_debug);
|
||||||
|
@ -121,8 +119,6 @@ plugin_init (GstPlugin * plugin)
|
||||||
ComPtr < IDXGIFactory1 > factory;
|
ComPtr < IDXGIFactory1 > factory;
|
||||||
|
|
||||||
GST_DEBUG_CATEGORY_INIT (gst_d3d11_debug, "d3d11", 0, "direct3d 11 plugin");
|
GST_DEBUG_CATEGORY_INIT (gst_d3d11_debug, "d3d11", 0, "direct3d 11 plugin");
|
||||||
GST_DEBUG_CATEGORY_INIT (gst_d3d11_shader_debug,
|
|
||||||
"d3d11shader", 0, "d3d11shader");
|
|
||||||
GST_DEBUG_CATEGORY_INIT (gst_d3d11_plugin_utils_debug,
|
GST_DEBUG_CATEGORY_INIT (gst_d3d11_plugin_utils_debug,
|
||||||
"d3d11pluginutils", 0, "d3d11 plugin utility functions");
|
"d3d11pluginutils", 0, "d3d11 plugin utility functions");
|
||||||
GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_compositor_debug,
|
GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_compositor_debug,
|
||||||
|
@ -132,8 +128,8 @@ plugin_init (GstPlugin * plugin)
|
||||||
GST_DEBUG_CATEGORY_INIT (gst_d3d11_video_processor_debug,
|
GST_DEBUG_CATEGORY_INIT (gst_d3d11_video_processor_debug,
|
||||||
"d3d11videoprocessor", 0, "d3d11videoprocessor");
|
"d3d11videoprocessor", 0, "d3d11videoprocessor");
|
||||||
|
|
||||||
if (!gst_d3d11_shader_init ()) {
|
if (!gst_d3d11_compile_init ()) {
|
||||||
GST_WARNING ("Cannot initialize d3d11 shader");
|
GST_WARNING ("Cannot initialize d3d11 compiler");
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue