mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-23 10:11:08 +00:00
d3d11: Split shader to reuse code
This commit is contained in:
parent
59d9589722
commit
42ca123f0f
6 changed files with 571 additions and 275 deletions
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@ -49,7 +49,6 @@
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#include "gstd3d11bufferpool.h"
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#include <string.h>
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#include <d3dcompiler.h>
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/* *INDENT-OFF* */
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typedef struct
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@ -480,41 +479,6 @@ clear_shader_resource (GstD3D11Device * device, GstD3D11ColorConvert * self)
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{
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gint i;
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if (self->sampler) {
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ID3D11SamplerState_Release (self->sampler);
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self->sampler = NULL;
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}
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if (self->pixel_shader) {
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ID3D11PixelShader_Release (self->pixel_shader);
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self->pixel_shader = NULL;
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}
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if (self->vertex_shader) {
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ID3D11VertexShader_Release (self->vertex_shader);
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self->vertex_shader = NULL;
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}
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if (self->layout) {
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ID3D11InputLayout_Release (self->layout);
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self->layout = NULL;
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}
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if (self->const_buffer) {
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ID3D11Buffer_Release (self->const_buffer);
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self->const_buffer = NULL;
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}
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if (self->vertex_buffer) {
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ID3D11Buffer_Release (self->vertex_buffer);
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self->vertex_buffer = NULL;
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}
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if (self->index_buffer) {
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ID3D11Buffer_Release (self->index_buffer);
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self->index_buffer = NULL;
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}
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for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
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if (self->shader_resource_view[i]) {
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ID3D11ShaderResourceView_Release (self->shader_resource_view[i]);
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@ -538,6 +502,10 @@ clear_shader_resource (GstD3D11Device * device, GstD3D11ColorConvert * self)
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self->out_texture[i] = NULL;
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}
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}
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if (self->quad)
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gst_d3d11_quad_free (self->quad);
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self->quad = NULL;
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}
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static void
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@ -1198,141 +1166,6 @@ setup_convert_info_yuv_to_yuv (GstD3D11ColorConvert * self,
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return FALSE;
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}
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/* called in d3d11 device thread */
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static ID3DBlob *
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compile_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
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gboolean is_pixel_shader)
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{
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GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
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ID3DBlob *ret;
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ID3DBlob *error = NULL;
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const gchar *shader_target;
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D3D_FEATURE_LEVEL feature_level;
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HRESULT hr;
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feature_level = gst_d3d11_device_get_chosen_feature_level (filter->device);
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if (is_pixel_shader) {
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if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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shader_target = "ps_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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shader_target = "ps_4_0_level_9_3";
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else
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shader_target = "ps_4_0_level_9_1";
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} else {
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if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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shader_target = "vs_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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shader_target = "vs_4_0_level_9_3";
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else
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shader_target = "vs_4_0_level_9_1";
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}
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hr = D3DCompile (shader_source, strlen (shader_source), NULL, NULL, NULL,
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"main", shader_target, 0, 0, &ret, &error);
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if (FAILED (hr)) {
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const gchar *err = NULL;
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if (error)
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err = ID3D10Blob_GetBufferPointer (error);
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GST_ERROR_OBJECT (self,
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"could not compile source, hr: 0x%x, error detail %s",
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(guint) hr, GST_STR_NULL (err));
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if (error)
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ID3D10Blob_Release (error);
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return NULL;
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}
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return ret;
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}
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static gboolean
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create_pixel_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
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ID3D11PixelShader ** shader)
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{
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GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
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ID3DBlob *ps_blob;
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ID3D11Device *device_handle;
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HRESULT hr;
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gboolean ret = TRUE;
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ps_blob = compile_shader (self, shader_source, TRUE);
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if (!ps_blob) {
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GST_ERROR_OBJECT (self, "Failed to compile shader code");
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return FALSE;
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}
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device_handle = gst_d3d11_device_get_device_handle (filter->device);
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hr = ID3D11Device_CreatePixelShader (device_handle,
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(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
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ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self,
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"could not create pixel shader, hr: 0x%x", (guint) hr);
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ret = FALSE;
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}
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ID3D10Blob_Release (ps_blob);
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return ret;
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}
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static gboolean
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create_vertex_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
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const D3D11_INPUT_ELEMENT_DESC * input_desc,
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guint desc_size, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
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{
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GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
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ID3DBlob *vs_blob;
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ID3D11Device *device_handle;
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HRESULT hr;
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ID3D11VertexShader *vshader = NULL;
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ID3D11InputLayout *in_layout = NULL;
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vs_blob = compile_shader (self, shader_source, FALSE);
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if (!vs_blob) {
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GST_ERROR_OBJECT (self, "Failed to compile shader code");
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return FALSE;
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}
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device_handle = gst_d3d11_device_get_device_handle (filter->device);
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hr = ID3D11Device_CreateVertexShader (device_handle,
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(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
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ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self,
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"could not create vertex shader, hr: 0x%x", (guint) hr);
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ID3D10Blob_Release (vs_blob);
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return FALSE;
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}
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hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
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desc_size, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
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ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self,
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"could not create input layout shader, hr: 0x%x", (guint) hr);
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ID3D10Blob_Release (vs_blob);
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ID3D11VertexShader_Release (vshader);
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return FALSE;
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}
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ID3D10Blob_Release (vs_blob);
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*shader = vshader;
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*layout = in_layout;
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return TRUE;
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}
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static gboolean
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create_shader_input_resource (GstD3D11ColorConvert * self,
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GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
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@ -1557,6 +1390,14 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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ConvertInfo *convert_info = &self->priv->convert_info;
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GstVideoInfo *in_info = data->in_info;
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GstVideoInfo *out_info = data->out_info;
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ID3D11PixelShader *ps = NULL;
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ID3D11VertexShader *vs = NULL;
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ID3D11InputLayout *layout = NULL;
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ID3D11SamplerState *sampler = NULL;
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ID3D11Buffer *const_buffer = NULL;
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ID3D11Buffer *vertex_buffer = NULL;
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ID3D11Buffer *index_buffer = NULL;
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const guint index_count = 2 * 3;
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data->ret = TRUE;
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@ -1572,12 +1413,12 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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sampler_desc.MinLOD = 0;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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hr = ID3D11Device_CreateSamplerState (device_handle,
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&sampler_desc, &self->sampler);
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hr = ID3D11Device_CreateSamplerState (device_handle, &sampler_desc, &sampler);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't create sampler state, hr: 0x%x",
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(guint) hr);
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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shader_code = g_strdup_printf (templ_pixel_shader,
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@ -1588,11 +1429,16 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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GST_LOG_OBJECT (self, "Create Pixel Shader \n%s", shader_code);
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if (!create_pixel_shader (self, shader_code, &self->pixel_shader)) {
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if (!gst_d3d11_create_pixel_shader (device, shader_code, &ps)) {
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GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
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goto error;
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g_free (shader_code);
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data->ret = FALSE;
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goto clear;
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}
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g_free (shader_code);
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if (convert_info->templ->constant_buffer) {
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D3D11_BUFFER_DESC const_buffer_desc = { 0, };
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@ -1604,29 +1450,30 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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const_buffer_desc.StructureByteStride = 0;
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hr = ID3D11Device_CreateBuffer (device_handle, &const_buffer_desc, NULL,
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&self->const_buffer);
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&const_buffer);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't create constant buffer, hr: 0x%x",
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(guint) hr);
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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hr = ID3D11DeviceContext_Map (context_handle,
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(ID3D11Resource *) self->const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
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&map);
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(ID3D11Resource *) const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't map constant buffer, hr: 0x%x",
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(guint) hr);
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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memcpy (map.pData, &convert_info->transform,
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sizeof (PixelShaderColorTransform));
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ID3D11DeviceContext_Unmap (context_handle,
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(ID3D11Resource *) self->const_buffer, 0);
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(ID3D11Resource *) const_buffer, 0);
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}
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input_desc[0].SemanticName = "POSITION";
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@ -1645,11 +1492,11 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[1].InstanceDataStepRate = 0;
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if (!create_vertex_shader (self, templ_vertex_shader,
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input_desc, G_N_ELEMENTS (input_desc), &self->vertex_shader,
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&self->layout)) {
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if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
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input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
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GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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/* setup vertext buffer and index buffer */
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@ -1659,51 +1506,50 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
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&self->vertex_buffer);
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&vertex_buffer);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't create vertex buffer, hr: 0x%x",
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(guint) hr);
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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/* two triangle */
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self->index_count = 2 * 3;
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.ByteWidth = sizeof (WORD) * self->index_count;
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buffer_desc.ByteWidth = sizeof (WORD) * index_count;
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buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
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&self->index_buffer);
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&index_buffer);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't create index buffer, hr: 0x%x",
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(guint) hr);
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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hr = ID3D11DeviceContext_Map (context_handle,
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(ID3D11Resource *) self->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
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&map);
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(ID3D11Resource *) vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
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goto error;
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data->ret = FALSE;
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goto clear;
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}
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vertex_data = (VertexData *) map.pData;
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hr = ID3D11DeviceContext_Map (context_handle,
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(ID3D11Resource *) self->index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
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&map);
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(ID3D11Resource *) index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "Couldn't map index buffer, hr: 0x%x", (guint) hr);
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ID3D11DeviceContext_Unmap (context_handle,
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(ID3D11Resource *) self->vertex_buffer, 0);
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goto error;
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(ID3D11Resource *) vertex_buffer, 0);
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data->ret = FALSE;
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goto clear;
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}
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indices = (WORD *) map.pData;
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@ -1746,26 +1592,44 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
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indices[5] = 2; /* top right */
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ID3D11DeviceContext_Unmap (context_handle,
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(ID3D11Resource *) self->vertex_buffer, 0);
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(ID3D11Resource *) vertex_buffer, 0);
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ID3D11DeviceContext_Unmap (context_handle,
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(ID3D11Resource *) self->index_buffer, 0);
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(ID3D11Resource *) index_buffer, 0);
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/* create output texture */
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if (!create_shader_input_resource (self,
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device, self->in_d3d11_format, in_info))
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goto error;
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device, self->in_d3d11_format, in_info)) {
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data->ret = FALSE;
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goto clear;
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}
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if (!create_shader_output_resource (self,
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device, self->out_d3d11_format, out_info))
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goto error;
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device, self->out_d3d11_format, out_info)) {
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data->ret = FALSE;
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goto clear;
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}
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return;
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self->quad = gst_d3d11_quad_new (device,
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ps, vs, layout, sampler, const_buffer, vertex_buffer, sizeof (VertexData),
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index_buffer, DXGI_FORMAT_R16_UINT, index_count);
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error:
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clear_shader_resource (device, self);
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clear:
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if (ps)
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ID3D11PixelShader_Release (ps);
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if (vs)
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ID3D11VertexShader_Release (vs);
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if (layout)
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ID3D11InputLayout_Release (layout);
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if (sampler)
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ID3D11SamplerState_AddRef (sampler);
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if (const_buffer)
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ID3D11Buffer_Release (const_buffer);
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if (vertex_buffer)
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ID3D11Buffer_Release (vertex_buffer);
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if (index_buffer)
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ID3D11Buffer_Release (index_buffer);
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g_free (shader_code);
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data->ret = FALSE;
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if (!data->ret)
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clear_shader_resource (device, self);
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return;
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}
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@ -1905,9 +1769,6 @@ do_convert (GstD3D11Device * device, DoConvertData * data)
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{
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GstD3D11ColorConvert *self = data->self;
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ID3D11DeviceContext *context_handle;
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UINT vertex_stride = sizeof (VertexData);
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UINT offsets = 0;
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ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
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ID3D11ShaderResourceView *resource_view[GST_VIDEO_MAX_PLANES] = { NULL, };
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ID3D11RenderTargetView *render_view[GST_VIDEO_MAX_PLANES] = { NULL, };
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gint i, j, view_index;
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|
@ -1932,11 +1793,14 @@ do_convert (GstD3D11Device * device, DoConvertData * data)
|
|||
}
|
||||
|
||||
if (gst_d3d11_memory_ensure_shader_resource_view (mem)) {
|
||||
GST_TRACE_OBJECT (self, "Use input texture resource without copy");
|
||||
|
||||
for (j = 0; j < d3d11_mem->num_shader_resource_views; j++) {
|
||||
resource_view[view_index] = d3d11_mem->shader_resource_view[j];
|
||||
view_index++;
|
||||
}
|
||||
} else {
|
||||
GST_TRACE_OBJECT (self, "Render using fallback input texture");
|
||||
copy_input = TRUE;
|
||||
break;
|
||||
}
|
||||
|
@ -1969,66 +1833,24 @@ do_convert (GstD3D11Device * device, DoConvertData * data)
|
|||
d3d11_mem = (GstD3D11Memory *) mem;
|
||||
|
||||
if (gst_d3d11_memory_ensure_render_target_view (mem)) {
|
||||
GST_TRACE_OBJECT (self, "Render to output texture directly");
|
||||
|
||||
for (j = 0; j < d3d11_mem->num_render_target_views; j++) {
|
||||
render_view[view_index] = d3d11_mem->render_target_view[j];
|
||||
view_index++;
|
||||
}
|
||||
} else {
|
||||
GST_TRACE_OBJECT (self, "Render to fallback output texture");
|
||||
copy_output = TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (copy_output) {
|
||||
GST_TRACE_OBJECT (self, "Render to fallback output texture");
|
||||
|
||||
ID3D11DeviceContext_OMSetRenderTargets (context_handle,
|
||||
self->num_output_view, self->render_target_view, NULL);
|
||||
} else {
|
||||
GST_TRACE_OBJECT (self, "Render to output texture directly");
|
||||
|
||||
ID3D11DeviceContext_OMSetRenderTargets (context_handle,
|
||||
self->num_output_view, render_view, NULL);
|
||||
}
|
||||
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
ID3D11DeviceContext_IASetInputLayout (context_handle, self->layout);
|
||||
ID3D11DeviceContext_IASetVertexBuffers (context_handle,
|
||||
0, 1, &self->vertex_buffer, &vertex_stride, &offsets);
|
||||
ID3D11DeviceContext_IASetIndexBuffer (context_handle,
|
||||
self->index_buffer, DXGI_FORMAT_R16_UINT, 0);
|
||||
|
||||
ID3D11DeviceContext_VSSetShader (context_handle,
|
||||
self->vertex_shader, NULL, 0);
|
||||
|
||||
ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &self->sampler);
|
||||
|
||||
if (self->const_buffer) {
|
||||
ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
|
||||
0, 1, &self->const_buffer);
|
||||
}
|
||||
|
||||
if (copy_input) {
|
||||
GST_TRACE_OBJECT (self, "Render using fallback input texture");
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources (context_handle,
|
||||
0, self->num_input_view, self->shader_resource_view);
|
||||
} else {
|
||||
GST_TRACE_OBJECT (self, "Use input texture resource without copy");
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources (context_handle,
|
||||
0, self->num_input_view, resource_view);
|
||||
}
|
||||
|
||||
/* FIXME: handle multiple shader case */
|
||||
ID3D11DeviceContext_PSSetShader (context_handle, self->pixel_shader, NULL, 0);
|
||||
ID3D11DeviceContext_RSSetViewports (context_handle, 1, &self->viewport);
|
||||
ID3D11DeviceContext_DrawIndexed (context_handle, self->index_count, 0, 0);
|
||||
|
||||
/* unbind resources */
|
||||
ID3D11DeviceContext_PSSetShaderResources (context_handle,
|
||||
0, self->num_input_view, clear_view);
|
||||
gst_d3d11_draw_quad (self->quad, &self->viewport, 1,
|
||||
copy_input ? self->shader_resource_view : resource_view,
|
||||
self->num_input_view,
|
||||
copy_output ? self->render_target_view : render_view,
|
||||
self->num_output_view);
|
||||
|
||||
if (copy_output) {
|
||||
for (i = 0; i < gst_buffer_n_memory (data->out_buf); i++) {
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
#include <gst/gst.h>
|
||||
|
||||
#include "gstd3d11basefilter.h"
|
||||
#include "gstd3d11shader.h"
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
|
@ -40,15 +41,7 @@ struct _GstD3D11ColorConvert
|
|||
const GstD3D11Format *in_d3d11_format;
|
||||
const GstD3D11Format *out_d3d11_format;
|
||||
|
||||
ID3D11PixelShader * pixel_shader;
|
||||
ID3D11VertexShader * vertex_shader;
|
||||
ID3D11InputLayout * layout;
|
||||
ID3D11SamplerState * sampler;
|
||||
|
||||
ID3D11Buffer * const_buffer;
|
||||
ID3D11Buffer * vertex_buffer;
|
||||
ID3D11Buffer * index_buffer;
|
||||
guint index_count;
|
||||
GstD3D11Quad *quad;
|
||||
|
||||
ID3D11Texture2D *in_texture[GST_VIDEO_MAX_PLANES];
|
||||
ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
|
||||
|
|
407
sys/d3d11/gstd3d11shader.c
Normal file
407
sys/d3d11/gstd3d11shader.c
Normal file
|
@ -0,0 +1,407 @@
|
|||
/* 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.
|
||||
*/
|
||||
|
||||
#include "gstd3d11shader.h"
|
||||
#include "gstd3d11device.h"
|
||||
|
||||
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
|
||||
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
|
||||
|
||||
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;
|
||||
|
||||
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";
|
||||
}
|
||||
|
||||
hr = D3DCompile (shader_source, strlen (shader_source), NULL, NULL, NULL,
|
||||
"main", shader_target, 0, 0, &ret, &error);
|
||||
|
||||
if (FAILED (hr)) {
|
||||
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;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
const gchar *source;
|
||||
ID3D11PixelShader *shader;
|
||||
gboolean ret;
|
||||
} CreatePSData;
|
||||
|
||||
static void
|
||||
create_pixel_shader (GstD3D11Device * device, CreatePSData * data)
|
||||
{
|
||||
ID3DBlob *ps_blob;
|
||||
ID3D11Device *device_handle;
|
||||
HRESULT hr;
|
||||
|
||||
data->ret = TRUE;
|
||||
|
||||
ps_blob = compile_shader (device, data->source, TRUE);
|
||||
|
||||
if (!ps_blob) {
|
||||
GST_ERROR ("Failed to compile pixel shader");
|
||||
data->ret = FALSE;
|
||||
return;
|
||||
}
|
||||
|
||||
device_handle = gst_d3d11_device_get_device_handle (device);
|
||||
hr = ID3D11Device_CreatePixelShader (device_handle,
|
||||
(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
|
||||
ID3D10Blob_GetBufferSize (ps_blob), NULL, &data->shader);
|
||||
|
||||
if (FAILED (hr)) {
|
||||
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
|
||||
data->ret = FALSE;
|
||||
}
|
||||
|
||||
ID3D10Blob_Release (ps_blob);
|
||||
}
|
||||
|
||||
gboolean
|
||||
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
|
||||
const gchar * source, ID3D11PixelShader ** shader)
|
||||
{
|
||||
CreatePSData data = { 0, };
|
||||
|
||||
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);
|
||||
|
||||
data.source = source;
|
||||
|
||||
gst_d3d11_device_thread_add (device,
|
||||
(GstD3D11DeviceThreadFunc) create_pixel_shader, &data);
|
||||
|
||||
*shader = data.shader;
|
||||
return data.ret;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
const gchar *source;
|
||||
const D3D11_INPUT_ELEMENT_DESC *input_desc;
|
||||
guint desc_len;
|
||||
ID3D11VertexShader *shader;
|
||||
ID3D11InputLayout *layout;
|
||||
gboolean ret;
|
||||
} CreateVSData;
|
||||
|
||||
static void
|
||||
create_vertex_shader (GstD3D11Device * device, CreateVSData * data)
|
||||
{
|
||||
ID3DBlob *vs_blob;
|
||||
ID3D11Device *device_handle;
|
||||
HRESULT hr;
|
||||
ID3D11VertexShader *vshader = NULL;
|
||||
ID3D11InputLayout *in_layout = NULL;
|
||||
|
||||
data->ret = TRUE;
|
||||
|
||||
vs_blob = compile_shader (device, data->source, FALSE);
|
||||
if (!vs_blob) {
|
||||
GST_ERROR ("Failed to compile shader code");
|
||||
data->ret = FALSE;
|
||||
return;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
if (FAILED (hr)) {
|
||||
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
|
||||
ID3D10Blob_Release (vs_blob);
|
||||
data->ret = FALSE;
|
||||
return;
|
||||
}
|
||||
|
||||
hr = ID3D11Device_CreateInputLayout (device_handle, data->input_desc,
|
||||
data->desc_len, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
|
||||
ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
|
||||
|
||||
if (FAILED (hr)) {
|
||||
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
|
||||
ID3D10Blob_Release (vs_blob);
|
||||
ID3D11VertexShader_Release (vshader);
|
||||
data->ret = FALSE;
|
||||
return;
|
||||
}
|
||||
|
||||
ID3D10Blob_Release (vs_blob);
|
||||
|
||||
data->shader = vshader;
|
||||
data->layout = in_layout;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
CreateVSData data = { 0, };
|
||||
|
||||
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);
|
||||
|
||||
data.source = source;
|
||||
data.input_desc = input_desc;
|
||||
data.desc_len = desc_len;
|
||||
|
||||
gst_d3d11_device_thread_add (device,
|
||||
(GstD3D11DeviceThreadFunc) create_vertex_shader, &data);
|
||||
|
||||
*shader = data.shader;
|
||||
*layout = data.layout;
|
||||
return data.ret;
|
||||
}
|
||||
|
||||
struct _GstD3D11Quad
|
||||
{
|
||||
GstD3D11Device *device;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11InputLayout *layout;
|
||||
ID3D11SamplerState *sampler;
|
||||
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,
|
||||
ID3D11SamplerState * sampler, ID3D11Buffer * const_buffer,
|
||||
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;
|
||||
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);
|
||||
|
||||
if (const_buffer) {
|
||||
quad->const_buffer = const_buffer;
|
||||
ID3D11Buffer_AddRef (const_buffer);
|
||||
}
|
||||
ID3D11Buffer_AddRef (vertex_buffer);
|
||||
ID3D11Buffer_AddRef (index_buffer);
|
||||
|
||||
return quad;
|
||||
}
|
||||
|
||||
static void
|
||||
quad_free (GstD3D11Device * device, GstD3D11Quad * quad)
|
||||
{
|
||||
if (quad->ps)
|
||||
ID3D11PixelShader_Release (quad->ps);
|
||||
if (quad->vs)
|
||||
ID3D11VertexShader_Release (quad->vs);
|
||||
if (quad->layout)
|
||||
ID3D11InputLayout_Release (quad->layout);
|
||||
if (quad->sampler)
|
||||
ID3D11SamplerState_AddRef (quad->sampler);
|
||||
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);
|
||||
}
|
||||
|
||||
void
|
||||
gst_d3d11_quad_free (GstD3D11Quad * quad)
|
||||
{
|
||||
g_return_if_fail (quad != NULL);
|
||||
|
||||
if (quad->device) {
|
||||
gst_d3d11_device_thread_add (quad->device,
|
||||
(GstD3D11DeviceThreadFunc) quad_free, quad);
|
||||
|
||||
gst_object_unref (quad->device);
|
||||
}
|
||||
|
||||
g_free (quad);
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
GstD3D11Quad *quad;
|
||||
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
|
||||
guint num_viewport;
|
||||
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
|
||||
guint num_srv;
|
||||
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
|
||||
guint num_rtv;
|
||||
|
||||
gboolean ret;
|
||||
} DrawQuadData;
|
||||
|
||||
static void
|
||||
gst_d3d11_draw_quad_internal (GstD3D11Device * device, DrawQuadData * data)
|
||||
{
|
||||
ID3D11DeviceContext *context_handle;
|
||||
UINT offsets = 0;
|
||||
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
|
||||
GstD3D11Quad *quad = data->quad;
|
||||
|
||||
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);
|
||||
ID3D11DeviceContext_RSSetViewports (context_handle,
|
||||
data->num_viewport, data->viewport);
|
||||
|
||||
if (quad->const_buffer)
|
||||
ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
|
||||
0, 1, &quad->const_buffer);
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources (context_handle,
|
||||
0, data->num_srv, data->srv);
|
||||
ID3D11DeviceContext_OMSetRenderTargets (context_handle,
|
||||
data->num_rtv, data->rtv, NULL);
|
||||
|
||||
ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0);
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources (context_handle,
|
||||
0, data->num_srv, clear_view);
|
||||
|
||||
data->ret = TRUE;
|
||||
}
|
||||
|
||||
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,
|
||||
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv)
|
||||
{
|
||||
DrawQuadData data = { 0, };
|
||||
gint i;
|
||||
|
||||
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);
|
||||
|
||||
data.quad = quad;
|
||||
for (i = 0; i < num_viewport; i++)
|
||||
data.viewport[i] = viewport[i];
|
||||
data.num_viewport = num_viewport;
|
||||
|
||||
for (i = 0; i < num_srv; i++)
|
||||
data.srv[i] = srv[i];
|
||||
data.num_srv = num_srv;
|
||||
|
||||
for (i = 0; i < num_rtv; i++)
|
||||
data.rtv[i] = rtv[i];
|
||||
data.num_rtv = num_rtv;
|
||||
|
||||
data.ret = TRUE;
|
||||
|
||||
gst_d3d11_device_thread_add (quad->device,
|
||||
(GstD3D11DeviceThreadFunc) gst_d3d11_draw_quad_internal, &data);
|
||||
|
||||
return data.ret;
|
||||
}
|
68
sys/d3d11/gstd3d11shader.h
Normal file
68
sys/d3d11/gstd3d11shader.h
Normal file
|
@ -0,0 +1,68 @@
|
|||
/* 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 "gstd3d11_fwd.h"
|
||||
#include <gst/video/video.h>
|
||||
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
typedef struct _GstD3D11Quad GstD3D11Quad;
|
||||
|
||||
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);
|
||||
|
||||
GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device,
|
||||
ID3D11PixelShader * pixel_shader,
|
||||
ID3D11VertexShader * vertex_shader,
|
||||
ID3D11InputLayout * layout,
|
||||
ID3D11SamplerState * sampler,
|
||||
ID3D11Buffer * const_buffer,
|
||||
ID3D11Buffer * vertex_buffer,
|
||||
guint vertex_stride,
|
||||
ID3D11Buffer * index_buffer,
|
||||
DXGI_FORMAT index_format,
|
||||
guint index_count);
|
||||
|
||||
void gst_d3d11_quad_free (GstD3D11Quad * quad);
|
||||
|
||||
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,
|
||||
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
|
||||
guint num_rtv);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __GST_D3D11_SHADER_H__ */
|
|
@ -12,6 +12,7 @@ d3d11_sources = [
|
|||
'gstd3d11download.c',
|
||||
'gstd3d11colorconvert.c',
|
||||
'gstd3d11videosinkbin.c',
|
||||
'gstd3d11shader.c',
|
||||
]
|
||||
|
||||
have_d3d11 = false
|
||||
|
|
|
@ -28,9 +28,14 @@
|
|||
#include "gstd3d11colorconvert.h"
|
||||
#include "gstd3d11videosinkbin.h"
|
||||
|
||||
GST_DEBUG_CATEGORY (gst_d3d11_shader_debug);
|
||||
|
||||
static gboolean
|
||||
plugin_init (GstPlugin * plugin)
|
||||
{
|
||||
GST_DEBUG_CATEGORY_INIT (gst_d3d11_shader_debug,
|
||||
"d3d11shader", 0, "d3d11shader");
|
||||
|
||||
gst_element_register (plugin,
|
||||
"d3d11upload", GST_RANK_NONE, GST_TYPE_D3D11_UPLOAD);
|
||||
gst_element_register (plugin,
|
||||
|
|
Loading…
Reference in a new issue