d3d12: Use D3D12_FILTER_MIN_MAG_MIP_LINEAR filter by default

... instead of D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT, since we supports
mipmap texture now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7555>
This commit is contained in:
Seungha Yang 2024-09-21 04:33:02 +09:00 committed by GStreamer Marge Bot
parent 8550ed5888
commit 51e1834e81
4 changed files with 14 additions and 10 deletions

View file

@ -55,6 +55,8 @@ gst_d3d12_converter_sampler_filter_get_type (void)
"D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT", "min-linear-mag-mip-point"}, "D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT", "min-linear-mag-mip-point"},
{D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT, {D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
"D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT", "min-mag-linear-mip-point"}, "D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT", "min-mag-linear-mip-point"},
{D3D12_FILTER_MIN_MAG_MIP_LINEAR,
"D3D12_FILTER_MIN_MAG_MIP_LINEAR", "min-mag-mip-linear"},
{D3D12_FILTER_ANISOTROPIC, "D3D12_FILTER_ANISOTROPIC", "anisotropic"}, {D3D12_FILTER_ANISOTROPIC, "D3D12_FILTER_ANISOTROPIC", "anisotropic"},
{0, nullptr, nullptr}, {0, nullptr, nullptr},
}; };
@ -95,6 +97,7 @@ using namespace DirectX;
#define GAMMA_LUT_SIZE 4096 #define GAMMA_LUT_SIZE 4096
#define DEFAULT_BUFFER_COUNT 2 #define DEFAULT_BUFFER_COUNT 2
#define DEFAULT_SAMPLER_FILTER D3D12_FILTER_MIN_MAG_MIP_LINEAR
static const WORD g_indices[6] = { 0, 1, 2, 3, 0, 2 }; static const WORD g_indices[6] = { 0, 1, 2, 3, 0, 2 };
struct PSColorSpace struct PSColorSpace
@ -321,7 +324,7 @@ struct _GstD3D12ConverterPrivate
GST_D3D12_CONVERTER_ALPHA_MODE_UNSPECIFIED; GST_D3D12_CONVERTER_ALPHA_MODE_UNSPECIFIED;
GstD3D12ConverterAlphaMode dst_alpha_mode = GstD3D12ConverterAlphaMode dst_alpha_mode =
GST_D3D12_CONVERTER_ALPHA_MODE_UNSPECIFIED; GST_D3D12_CONVERTER_ALPHA_MODE_UNSPECIFIED;
D3D12_FILTER sampler_filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; D3D12_FILTER sampler_filter = DEFAULT_SAMPLER_FILTER;
}; };
/* *INDENT-ON* */ /* *INDENT-ON* */
@ -392,7 +395,7 @@ gst_d3d12_converter_class_init (GstD3D12ConverterClass * klass)
g_object_class_install_property (object_class, PROP_SAMPLER_FILTER, g_object_class_install_property (object_class, PROP_SAMPLER_FILTER,
g_param_spec_enum ("sampler-filter", "Sampler Filter", g_param_spec_enum ("sampler-filter", "Sampler Filter",
"Sampler Filter", GST_TYPE_D3D12_CONVERTER_SAMPLER_FILTER, "Sampler Filter", GST_TYPE_D3D12_CONVERTER_SAMPLER_FILTER,
D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT, param_flags)); DEFAULT_SAMPLER_FILTER, param_flags));
GST_DEBUG_CATEGORY_INIT (gst_d3d12_converter_debug, GST_DEBUG_CATEGORY_INIT (gst_d3d12_converter_debug,
"d3d12converter", 0, "d3d12converter"); "d3d12converter", 0, "d3d12converter");
@ -710,10 +713,9 @@ gst_d3d12_converter_create_sampler (GstD3D12Converter * self,
GetCPUDescriptorHandleForHeapStart (sampler_heap), GetCPUDescriptorHandleForHeapStart (sampler_heap),
D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER); D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
if (filter != D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT) { if (filter != DEFAULT_SAMPLER_FILTER) {
hr = gst_d3d12_device_get_sampler_state (self->device, hr = gst_d3d12_device_get_sampler_state (self->device,
D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT, DEFAULT_SAMPLER_FILTER, sampler_heap.ReleaseAndGetAddressOf ());
sampler_heap.ReleaseAndGetAddressOf ());
if (!gst_d3d12_result (hr, self->device)) { if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create sampler heap"); GST_ERROR_OBJECT (self, "Couldn't create sampler heap");
@ -775,8 +777,8 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
if (!gst_d3d12_converter_create_sampler (self, sampler_filter, if (!gst_d3d12_converter_create_sampler (self, sampler_filter,
&priv->sampler_heap)) { &priv->sampler_heap)) {
if (sampler_filter != D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT) { if (sampler_filter != DEFAULT_SAMPLER_FILTER) {
sampler_filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; sampler_filter = DEFAULT_SAMPLER_FILTER;
if (!gst_d3d12_converter_create_sampler (self, sampler_filter, if (!gst_d3d12_converter_create_sampler (self, sampler_filter,
&priv->sampler_heap)) { &priv->sampler_heap)) {
return FALSE; return FALSE;
@ -1884,7 +1886,7 @@ gst_d3d12_converter_new (GstD3D12Device * device, GstD3D12CommandQueue * queue,
GstD3D12Format out_d3d12_format; GstD3D12Format out_d3d12_format;
gboolean allow_gamma = FALSE; gboolean allow_gamma = FALSE;
gboolean allow_primaries = FALSE; gboolean allow_primaries = FALSE;
D3D12_FILTER sampler_filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; D3D12_FILTER sampler_filter = DEFAULT_SAMPLER_FILTER;
GstVideoInfo matrix_in_info; GstVideoInfo matrix_in_info;
GstVideoInfo matrix_out_info; GstVideoInfo matrix_out_info;
guint sample_count = 1; guint sample_count = 1;

View file

@ -62,9 +62,10 @@ G_BEGIN_DECLS
* @D3D12_FILTER_MIN_MAG_MIP_POINT * @D3D12_FILTER_MIN_MAG_MIP_POINT
* @D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT * @D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT
* @D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT * @D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT
* @D3D12_FILTER_MIN_MAG_MIP_LINEAR
* @D3D12_FILTER_ANISOTROPIC * @D3D12_FILTER_ANISOTROPIC
* *
* Default is #D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT. * Default is #D3D12_FILTER_MIN_MAG_MIP_LINEAR.
* *
* Since: 1.26 * Since: 1.26
*/ */

View file

@ -2175,6 +2175,7 @@ gst_d3d12_device_get_sampler_state (GstD3D12Device * device,
case D3D12_FILTER_MIN_MAG_MIP_POINT: case D3D12_FILTER_MIN_MAG_MIP_POINT:
case D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT: case D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT:
case D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT: case D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT:
case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
break; break;
case D3D12_FILTER_ANISOTROPIC: case D3D12_FILTER_ANISOTROPIC:
max_anisotropy = 16; max_anisotropy = 16;

View file

@ -77,7 +77,7 @@ struct SamplingMethodMap
static const SamplingMethodMap sampling_method_map[] = { static const SamplingMethodMap sampling_method_map[] = {
{GST_D3D12_SAMPLING_METHOD_NEAREST, D3D12_FILTER_MIN_MAG_MIP_POINT}, {GST_D3D12_SAMPLING_METHOD_NEAREST, D3D12_FILTER_MIN_MAG_MIP_POINT},
{GST_D3D12_SAMPLING_METHOD_BILINEAR, D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT}, {GST_D3D12_SAMPLING_METHOD_BILINEAR, D3D12_FILTER_MIN_MAG_MIP_LINEAR},
{GST_D3D12_SAMPLING_METHOD_LINEAR_MINIFICATION, {GST_D3D12_SAMPLING_METHOD_LINEAR_MINIFICATION,
D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT}, D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT},
{GST_D3D12_SAMPLING_METHOD_ANISOTROPIC, D3D12_FILTER_ANISOTROPIC}, {GST_D3D12_SAMPLING_METHOD_ANISOTROPIC, D3D12_FILTER_ANISOTROPIC},