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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>
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8550ed5888
commit
51e1834e81
4 changed files with 14 additions and 10 deletions
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@ -55,6 +55,8 @@ gst_d3d12_converter_sampler_filter_get_type (void)
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"D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT", "min-linear-mag-mip-point"},
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{D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
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"D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT", "min-mag-linear-mip-point"},
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{D3D12_FILTER_MIN_MAG_MIP_LINEAR,
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"D3D12_FILTER_MIN_MAG_MIP_LINEAR", "min-mag-mip-linear"},
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{D3D12_FILTER_ANISOTROPIC, "D3D12_FILTER_ANISOTROPIC", "anisotropic"},
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{0, nullptr, nullptr},
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};
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@ -95,6 +97,7 @@ using namespace DirectX;
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#define GAMMA_LUT_SIZE 4096
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#define DEFAULT_BUFFER_COUNT 2
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#define DEFAULT_SAMPLER_FILTER D3D12_FILTER_MIN_MAG_MIP_LINEAR
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static const WORD g_indices[6] = { 0, 1, 2, 3, 0, 2 };
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struct PSColorSpace
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@ -321,7 +324,7 @@ struct _GstD3D12ConverterPrivate
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GST_D3D12_CONVERTER_ALPHA_MODE_UNSPECIFIED;
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GstD3D12ConverterAlphaMode dst_alpha_mode =
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GST_D3D12_CONVERTER_ALPHA_MODE_UNSPECIFIED;
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D3D12_FILTER sampler_filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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D3D12_FILTER sampler_filter = DEFAULT_SAMPLER_FILTER;
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};
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/* *INDENT-ON* */
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@ -392,7 +395,7 @@ gst_d3d12_converter_class_init (GstD3D12ConverterClass * klass)
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g_object_class_install_property (object_class, PROP_SAMPLER_FILTER,
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g_param_spec_enum ("sampler-filter", "Sampler Filter",
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"Sampler Filter", GST_TYPE_D3D12_CONVERTER_SAMPLER_FILTER,
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D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT, param_flags));
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DEFAULT_SAMPLER_FILTER, param_flags));
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GST_DEBUG_CATEGORY_INIT (gst_d3d12_converter_debug,
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"d3d12converter", 0, "d3d12converter");
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@ -710,10 +713,9 @@ gst_d3d12_converter_create_sampler (GstD3D12Converter * self,
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GetCPUDescriptorHandleForHeapStart (sampler_heap),
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D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);
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if (filter != D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT) {
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if (filter != DEFAULT_SAMPLER_FILTER) {
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hr = gst_d3d12_device_get_sampler_state (self->device,
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D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
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sampler_heap.ReleaseAndGetAddressOf ());
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DEFAULT_SAMPLER_FILTER, sampler_heap.ReleaseAndGetAddressOf ());
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if (!gst_d3d12_result (hr, self->device)) {
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GST_ERROR_OBJECT (self, "Couldn't create sampler heap");
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@ -775,8 +777,8 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
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if (!gst_d3d12_converter_create_sampler (self, sampler_filter,
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&priv->sampler_heap)) {
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if (sampler_filter != D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT) {
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sampler_filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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if (sampler_filter != DEFAULT_SAMPLER_FILTER) {
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sampler_filter = DEFAULT_SAMPLER_FILTER;
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if (!gst_d3d12_converter_create_sampler (self, sampler_filter,
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&priv->sampler_heap)) {
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return FALSE;
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@ -1884,7 +1886,7 @@ gst_d3d12_converter_new (GstD3D12Device * device, GstD3D12CommandQueue * queue,
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GstD3D12Format out_d3d12_format;
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gboolean allow_gamma = FALSE;
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gboolean allow_primaries = FALSE;
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D3D12_FILTER sampler_filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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D3D12_FILTER sampler_filter = DEFAULT_SAMPLER_FILTER;
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GstVideoInfo matrix_in_info;
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GstVideoInfo matrix_out_info;
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guint sample_count = 1;
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@ -62,9 +62,10 @@ G_BEGIN_DECLS
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* @D3D12_FILTER_MIN_MAG_MIP_POINT
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* @D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT
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* @D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT
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* @D3D12_FILTER_MIN_MAG_MIP_LINEAR
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* @D3D12_FILTER_ANISOTROPIC
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*
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* Default is #D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT.
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* Default is #D3D12_FILTER_MIN_MAG_MIP_LINEAR.
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*
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* Since: 1.26
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*/
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@ -2175,6 +2175,7 @@ gst_d3d12_device_get_sampler_state (GstD3D12Device * device,
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case D3D12_FILTER_MIN_MAG_MIP_POINT:
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case D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT:
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case D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT:
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case D3D12_FILTER_MIN_MAG_MIP_LINEAR:
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break;
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case D3D12_FILTER_ANISOTROPIC:
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max_anisotropy = 16;
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@ -77,7 +77,7 @@ struct SamplingMethodMap
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static const SamplingMethodMap sampling_method_map[] = {
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{GST_D3D12_SAMPLING_METHOD_NEAREST, D3D12_FILTER_MIN_MAG_MIP_POINT},
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{GST_D3D12_SAMPLING_METHOD_BILINEAR, D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT},
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{GST_D3D12_SAMPLING_METHOD_BILINEAR, D3D12_FILTER_MIN_MAG_MIP_LINEAR},
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{GST_D3D12_SAMPLING_METHOD_LINEAR_MINIFICATION,
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D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT},
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{GST_D3D12_SAMPLING_METHOD_ANISOTROPIC, D3D12_FILTER_ANISOTROPIC},
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