d3d11: Split shader to reuse code

This commit is contained in:
Seungha Yang 2019-12-02 20:24:05 +09:00 committed by GStreamer Merge Bot
parent 59d9589722
commit 42ca123f0f
6 changed files with 571 additions and 275 deletions

View file

@ -49,7 +49,6 @@
#include "gstd3d11bufferpool.h"
#include <string.h>
#include <d3dcompiler.h>
/* *INDENT-OFF* */
typedef struct
@ -480,41 +479,6 @@ clear_shader_resource (GstD3D11Device * device, GstD3D11ColorConvert * self)
{
gint i;
if (self->sampler) {
ID3D11SamplerState_Release (self->sampler);
self->sampler = NULL;
}
if (self->pixel_shader) {
ID3D11PixelShader_Release (self->pixel_shader);
self->pixel_shader = NULL;
}
if (self->vertex_shader) {
ID3D11VertexShader_Release (self->vertex_shader);
self->vertex_shader = NULL;
}
if (self->layout) {
ID3D11InputLayout_Release (self->layout);
self->layout = NULL;
}
if (self->const_buffer) {
ID3D11Buffer_Release (self->const_buffer);
self->const_buffer = NULL;
}
if (self->vertex_buffer) {
ID3D11Buffer_Release (self->vertex_buffer);
self->vertex_buffer = NULL;
}
if (self->index_buffer) {
ID3D11Buffer_Release (self->index_buffer);
self->index_buffer = NULL;
}
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (self->shader_resource_view[i]) {
ID3D11ShaderResourceView_Release (self->shader_resource_view[i]);
@ -538,6 +502,10 @@ clear_shader_resource (GstD3D11Device * device, GstD3D11ColorConvert * self)
self->out_texture[i] = NULL;
}
}
if (self->quad)
gst_d3d11_quad_free (self->quad);
self->quad = NULL;
}
static void
@ -1198,141 +1166,6 @@ setup_convert_info_yuv_to_yuv (GstD3D11ColorConvert * self,
return FALSE;
}
/* called in d3d11 device thread */
static ID3DBlob *
compile_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
gboolean is_pixel_shader)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
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 (filter->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_OBJECT (self,
"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;
}
static gboolean
create_pixel_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
ID3D11PixelShader ** shader)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
ID3DBlob *ps_blob;
ID3D11Device *device_handle;
HRESULT hr;
gboolean ret = TRUE;
ps_blob = compile_shader (self, shader_source, TRUE);
if (!ps_blob) {
GST_ERROR_OBJECT (self, "Failed to compile shader code");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (filter->device);
hr = ID3D11Device_CreatePixelShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"could not create pixel shader, hr: 0x%x", (guint) hr);
ret = FALSE;
}
ID3D10Blob_Release (ps_blob);
return ret;
}
static gboolean
create_vertex_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
const D3D11_INPUT_ELEMENT_DESC * input_desc,
guint desc_size, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
ID3DBlob *vs_blob;
ID3D11Device *device_handle;
HRESULT hr;
ID3D11VertexShader *vshader = NULL;
ID3D11InputLayout *in_layout = NULL;
vs_blob = compile_shader (self, shader_source, FALSE);
if (!vs_blob) {
GST_ERROR_OBJECT (self, "Failed to compile shader code");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (filter->device);
hr = ID3D11Device_CreateVertexShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"could not create vertex shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
return FALSE;
}
hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
desc_size, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"could not create input layout shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
ID3D11VertexShader_Release (vshader);
return FALSE;
}
ID3D10Blob_Release (vs_blob);
*shader = vshader;
*layout = in_layout;
return TRUE;
}
static gboolean
create_shader_input_resource (GstD3D11ColorConvert * self,
GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
@ -1557,6 +1390,14 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
ConvertInfo *convert_info = &self->priv->convert_info;
GstVideoInfo *in_info = data->in_info;
GstVideoInfo *out_info = data->out_info;
ID3D11PixelShader *ps = NULL;
ID3D11VertexShader *vs = NULL;
ID3D11InputLayout *layout = NULL;
ID3D11SamplerState *sampler = NULL;
ID3D11Buffer *const_buffer = NULL;
ID3D11Buffer *vertex_buffer = NULL;
ID3D11Buffer *index_buffer = NULL;
const guint index_count = 2 * 3;
data->ret = TRUE;
@ -1572,12 +1413,12 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState (device_handle,
&sampler_desc, &self->sampler);
hr = ID3D11Device_CreateSamplerState (device_handle, &sampler_desc, &sampler);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create sampler state, hr: 0x%x",
(guint) hr);
goto error;
data->ret = FALSE;
goto clear;
}
shader_code = g_strdup_printf (templ_pixel_shader,
@ -1588,11 +1429,16 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
GST_LOG_OBJECT (self, "Create Pixel Shader \n%s", shader_code);
if (!create_pixel_shader (self, shader_code, &self->pixel_shader)) {
if (!gst_d3d11_create_pixel_shader (device, shader_code, &ps)) {
GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
goto error;
g_free (shader_code);
data->ret = FALSE;
goto clear;
}
g_free (shader_code);
if (convert_info->templ->constant_buffer) {
D3D11_BUFFER_DESC const_buffer_desc = { 0, };
@ -1604,29 +1450,30 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
const_buffer_desc.StructureByteStride = 0;
hr = ID3D11Device_CreateBuffer (device_handle, &const_buffer_desc, NULL,
&self->const_buffer);
&const_buffer);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create constant buffer, hr: 0x%x",
(guint) hr);
goto error;
data->ret = FALSE;
goto clear;
}
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
(ID3D11Resource *) const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't map constant buffer, hr: 0x%x",
(guint) hr);
goto error;
data->ret = FALSE;
goto clear;
}
memcpy (map.pData, &convert_info->transform,
sizeof (PixelShaderColorTransform));
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->const_buffer, 0);
(ID3D11Resource *) const_buffer, 0);
}
input_desc[0].SemanticName = "POSITION";
@ -1645,11 +1492,11 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
if (!create_vertex_shader (self, templ_vertex_shader,
input_desc, G_N_ELEMENTS (input_desc), &self->vertex_shader,
&self->layout)) {
if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
goto error;
data->ret = FALSE;
goto clear;
}
/* setup vertext buffer and index buffer */
@ -1659,51 +1506,50 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
&self->vertex_buffer);
&vertex_buffer);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create vertex buffer, hr: 0x%x",
(guint) hr);
goto error;
data->ret = FALSE;
goto clear;
}
/* two triangle */
self->index_count = 2 * 3;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (WORD) * self->index_count;
buffer_desc.ByteWidth = sizeof (WORD) * index_count;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
&self->index_buffer);
&index_buffer);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer, hr: 0x%x",
(guint) hr);
goto error;
data->ret = FALSE;
goto clear;
}
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
(ID3D11Resource *) vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
goto error;
data->ret = FALSE;
goto clear;
}
vertex_data = (VertexData *) map.pData;
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
(ID3D11Resource *) index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't map index buffer, hr: 0x%x", (guint) hr);
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0);
goto error;
(ID3D11Resource *) vertex_buffer, 0);
data->ret = FALSE;
goto clear;
}
indices = (WORD *) map.pData;
@ -1746,26 +1592,44 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
indices[5] = 2; /* top right */
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0);
(ID3D11Resource *) vertex_buffer, 0);
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->index_buffer, 0);
(ID3D11Resource *) index_buffer, 0);
/* create output texture */
if (!create_shader_input_resource (self,
device, self->in_d3d11_format, in_info))
goto error;
device, self->in_d3d11_format, in_info)) {
data->ret = FALSE;
goto clear;
}
if (!create_shader_output_resource (self,
device, self->out_d3d11_format, out_info))
goto error;
device, self->out_d3d11_format, out_info)) {
data->ret = FALSE;
goto clear;
}
return;
self->quad = gst_d3d11_quad_new (device,
ps, vs, layout, sampler, const_buffer, vertex_buffer, sizeof (VertexData),
index_buffer, DXGI_FORMAT_R16_UINT, index_count);
error:
clear_shader_resource (device, self);
clear:
if (ps)
ID3D11PixelShader_Release (ps);
if (vs)
ID3D11VertexShader_Release (vs);
if (layout)
ID3D11InputLayout_Release (layout);
if (sampler)
ID3D11SamplerState_AddRef (sampler);
if (const_buffer)
ID3D11Buffer_Release (const_buffer);
if (vertex_buffer)
ID3D11Buffer_Release (vertex_buffer);
if (index_buffer)
ID3D11Buffer_Release (index_buffer);
g_free (shader_code);
data->ret = FALSE;
if (!data->ret)
clear_shader_resource (device, self);
return;
}
@ -1905,9 +1769,6 @@ do_convert (GstD3D11Device * device, DoConvertData * data)
{
GstD3D11ColorConvert *self = data->self;
ID3D11DeviceContext *context_handle;
UINT vertex_stride = sizeof (VertexData);
UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11ShaderResourceView *resource_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11RenderTargetView *render_view[GST_VIDEO_MAX_PLANES] = { NULL, };
gint i, j, view_index;
@ -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++) {

View file

@ -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
View 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;
}

View 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__ */

View file

@ -12,6 +12,7 @@ d3d11_sources = [
'gstd3d11download.c',
'gstd3d11colorconvert.c',
'gstd3d11videosinkbin.c',
'gstd3d11shader.c',
]
have_d3d11 = false

View file

@ -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,