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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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d3d11converter: Use transform matrix for rotation/flip
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5532>
This commit is contained in:
parent
745a73eece
commit
769c6a62a4
2 changed files with 156 additions and 128 deletions
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@ -173,6 +173,62 @@ struct GammaLut
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/* *INDENT-OFF* */
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typedef std::shared_ptr<GammaLut> GammaLutPtr;
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static const FLOAT g_matrix_identity[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_90r[] = {
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0.0f, -1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_180[] = {
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_90l[] = {
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0.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_horiz[] = {
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_vert[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_ul_lr[] = {
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0.0f, -1.0f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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static const FLOAT g_matrix_ur_ll[] = {
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0.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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/* *INDENT-ON* */
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enum
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@ -233,10 +289,12 @@ struct _GstD3D11ConverterPrivate
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ComPtr < ID3D11Buffer > vertex_buffer;
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ComPtr < ID3D11Buffer > index_buffer;
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ComPtr < ID3D11Buffer > const_buffer;
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ComPtr < ID3D11Buffer > vs_const_buffer;
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ComPtr < ID3D11VertexShader > vs;
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ComPtr < ID3D11InputLayout > layout;
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ComPtr < ID3D11SamplerState > sampler;
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ComPtr < ID3D11SamplerState > linear_sampler;
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ComPtr < ID3D11RasterizerState > rasterizer;
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PixelShaderList ps;
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D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
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@ -700,6 +758,7 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
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GstD3D11ConverterPrivate *priv = self->priv;
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GstD3D11Device *device = self->device;
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HRESULT hr;
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D3D11_RASTERIZER_DESC rasterizer_desc;
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D3D11_BUFFER_DESC buffer_desc;
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VertexData vertex_data[4];
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WORD indices[6];
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@ -709,10 +768,13 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
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ComPtr < ID3D11SamplerState > sampler;
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ComPtr < ID3D11SamplerState > linear_sampler;
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ComPtr < ID3D11Buffer > const_buffer;
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ComPtr < ID3D11Buffer > vs_const_buffer;
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ComPtr < ID3D11Buffer > vertex_buffer;
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ComPtr < ID3D11Buffer > index_buffer;
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ComPtr < ID3D11RasterizerState > rasterizer;
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D3D11_SUBRESOURCE_DATA subresource;
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memset (&rasterizer_desc, 0, sizeof (rasterizer_desc));
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memset (&subresource, 0, sizeof (subresource));
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memset (&buffer_desc, 0, sizeof (buffer_desc));
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@ -744,7 +806,19 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
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hr = gst_d3d11_get_converter_vertex_shader (device, &vs, &layout);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
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GST_ERROR_OBJECT (self, "Couldn't create vertex shader");
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return FALSE;
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}
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/* Everything is the same as default but use D3D11_CULL_NONE to render
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* back-facing objects too */
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rasterizer_desc.FillMode = D3D11_FILL_SOLID;
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rasterizer_desc.CullMode = D3D11_CULL_NONE;
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rasterizer_desc.DepthClipEnable = TRUE;
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hr = device_handle->CreateRasterizerState (&rasterizer_desc, &rasterizer);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (self, "Couldn't create rasterizer state");
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return FALSE;
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}
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@ -769,6 +843,23 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
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}
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}
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G_STATIC_ASSERT (sizeof (g_matrix_identity) % 16 == 0);
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.ByteWidth = sizeof (g_matrix_identity);
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buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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subresource.pSysMem = g_matrix_identity;
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subresource.SysMemPitch = sizeof (g_matrix_identity);
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hr = device_handle->CreateBuffer (&buffer_desc, &subresource,
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&vs_const_buffer);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (self,
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"Couldn't create constant buffer, hr: 0x%x", (guint) hr);
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return FALSE;
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}
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/* bottom left */
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vertex_data[0].position.x = -1.0f;
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vertex_data[0].position.y = -1.0f;
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@ -839,11 +930,13 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
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priv->vertex_buffer = vertex_buffer;
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priv->index_buffer = index_buffer;
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priv->const_buffer = const_buffer;
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priv->vs_const_buffer = vs_const_buffer;
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priv->vs = vs;
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priv->layout = layout;
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priv->sampler = sampler;
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priv->linear_sampler = linear_sampler;
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priv->ps = ps_list;
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priv->rasterizer = rasterizer;
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priv->input_texture_width = GST_VIDEO_INFO_WIDTH (in_info);
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priv->input_texture_height = GST_VIDEO_INFO_HEIGHT (in_info);
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@ -863,152 +956,57 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
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return TRUE;
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}
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static void
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gst_d3d11_converter_apply_orientation (GstD3D11Converter * self,
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VertexData * vertex_data, gfloat l, gfloat r, gfloat t, gfloat b)
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static gboolean
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gst_d3d11_converter_apply_orientation (GstD3D11Converter * self)
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{
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GstD3D11ConverterPrivate *priv = self->priv;
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gfloat u[4], v[4];
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/*
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* 1 (l, t) -- 2 (r, t)
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* | |
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* 0 (l, b) -- 3 (r, b)
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*/
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u[0] = l;
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u[1] = l;
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u[2] = r;
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u[3] = r;
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v[0] = b;
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v[1] = t;
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v[2] = t;
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v[3] = b;
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ID3D11DeviceContext *context_handle;
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const FLOAT *matrix = nullptr;
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D3D11_MAPPED_SUBRESOURCE map;
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HRESULT hr;
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switch (priv->video_direction) {
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case GST_VIDEO_ORIENTATION_IDENTITY:
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case GST_VIDEO_ORIENTATION_AUTO:
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case GST_VIDEO_ORIENTATION_CUSTOM:
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default:
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matrix = g_matrix_identity;
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break;
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case GST_VIDEO_ORIENTATION_90R:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (l, b) -- 2 (l, t)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (r, b) -- 3 (r, t)
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*/
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u[0] = r;
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u[1] = l;
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u[2] = l;
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u[3] = r;
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v[0] = b;
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v[1] = b;
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v[2] = t;
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v[3] = t;
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matrix = g_matrix_90r;
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break;
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case GST_VIDEO_ORIENTATION_180:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (r, b) -- 2 (l, b)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (r, t) -- 3 (l, t)
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*/
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u[0] = r;
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u[1] = r;
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u[2] = l;
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u[3] = l;
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v[0] = t;
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v[1] = b;
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v[2] = b;
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v[3] = t;
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matrix = g_matrix_180;
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break;
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case GST_VIDEO_ORIENTATION_90L:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (r, t) -- 2 (r, b)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (l, t) -- 3 (l, b)
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*/
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u[0] = l;
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u[1] = r;
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u[2] = r;
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u[3] = l;
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v[0] = t;
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v[1] = t;
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v[2] = b;
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v[3] = b;
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matrix = g_matrix_90l;
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break;
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case GST_VIDEO_ORIENTATION_HORIZ:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (r, t) -- 2 (l, t)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (r, b) -- 3 (l, b)
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*/
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u[0] = r;
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u[1] = r;
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u[2] = l;
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u[3] = l;
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v[0] = b;
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v[1] = t;
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v[2] = t;
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v[3] = b;
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matrix = g_matrix_horiz;
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break;
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case GST_VIDEO_ORIENTATION_VERT:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (l, b) -- 2 (r, b)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (l, t) -- 3 (r, t)
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*/
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u[0] = l;
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u[1] = l;
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u[2] = r;
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u[3] = r;
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v[0] = t;
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v[1] = b;
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v[2] = b;
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v[3] = t;
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matrix = g_matrix_vert;
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break;
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case GST_VIDEO_ORIENTATION_UL_LR:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (l, t) -- 2 (l, b)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (r, t) -- 3 (r, b)
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*/
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u[0] = r;
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u[1] = l;
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u[2] = l;
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u[3] = r;
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v[0] = t;
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v[1] = t;
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v[2] = b;
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v[3] = b;
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matrix = g_matrix_ul_lr;
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break;
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case GST_VIDEO_ORIENTATION_UR_LL:
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/*
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* 1 (l, t) -- 2 (r, t) 1 (r, b) -- 2 (r, t)
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* | | -> | |
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* 0 (l, b) -- 3 (r, b) 0 (l, b) -- 3 (l, t)
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*/
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u[0] = l;
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u[1] = r;
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u[2] = r;
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u[3] = l;
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v[0] = b;
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v[1] = b;
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v[2] = t;
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v[3] = t;
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matrix = g_matrix_ur_ll;
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break;
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}
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for (guint i = 0; i < 4; i++) {
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vertex_data[i].texture.u = u[i];
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vertex_data[i].texture.v = v[i];
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}
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context_handle = gst_d3d11_device_get_device_context_handle (self->device);
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hr = context_handle->Map (priv->vs_const_buffer.Get (), 0,
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D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (!gst_d3d11_result (hr, self->device))
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return FALSE;
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memcpy (map.pData, matrix, sizeof (FLOAT) * 16);
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context_handle->Unmap (priv->vs_const_buffer.Get (), 0);
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return TRUE;
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}
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static gboolean
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@ -1144,27 +1142,33 @@ gst_d3d11_converter_update_src_rect (GstD3D11Converter * self)
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vertex_data[0].position.x = -1.0f;
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vertex_data[0].position.y = -1.0f;
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vertex_data[0].position.z = 0.0f;
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vertex_data[0].texture.u = u0;
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vertex_data[0].texture.v = v1;
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/* top left */
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vertex_data[1].position.x = -1.0f;
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vertex_data[1].position.y = 1.0f;
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vertex_data[1].position.z = 0.0f;
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vertex_data[1].texture.u = u0;
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vertex_data[1].texture.v = v0;
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/* top right */
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vertex_data[2].position.x = 1.0f;
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vertex_data[2].position.y = 1.0f;
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vertex_data[2].position.z = 0.0f;
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vertex_data[2].texture.u = u1;
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vertex_data[2].texture.v = v0;
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/* bottom right */
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vertex_data[3].position.x = 1.0f;
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vertex_data[3].position.y = -1.0f;
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vertex_data[3].position.z = 0.0f;
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gst_d3d11_converter_apply_orientation (self, vertex_data, u0, u1, v0, v1);
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vertex_data[3].texture.u = u1;
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vertex_data[3].texture.v = v1;
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context_handle->Unmap (priv->vertex_buffer.Get (), 0);
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return TRUE;
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return gst_d3d11_converter_apply_orientation (self);
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}
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static gboolean
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@ -2190,7 +2194,6 @@ gst_d3d11_converter_convert_internal (GstD3D11Converter * self,
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context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11Buffer *vertex[] = { priv->vertex_buffer.Get () };
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context->IASetInputLayout (priv->layout.Get ());
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context->IASetVertexBuffers (0, 1, vertex, &vertex_stride, &offsets);
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context->IASetIndexBuffer (priv->index_buffer.Get (),
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DXGI_FORMAT_R16_UINT, 0);
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@ -2199,7 +2202,11 @@ gst_d3d11_converter_convert_internal (GstD3D11Converter * self,
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priv->linear_sampler.Get ()
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};
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context->PSSetSamplers (0, 2, samplers);
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ID3D11Buffer *vs_const_buffer[] = { priv->vs_const_buffer.Get () };
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context->IASetInputLayout (priv->layout.Get ());
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context->VSSetShader (priv->vs.Get (), nullptr, 0);
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context->VSSetConstantBuffers (0, 1, vs_const_buffer);
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if (priv->const_buffer) {
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ID3D11Buffer *const_buffer[] = { priv->const_buffer.Get () };
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@ -2217,6 +2224,7 @@ gst_d3d11_converter_convert_internal (GstD3D11Converter * self,
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auto ps = priv->ps[0];
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context->PSSetShader (ps->shader.Get (), nullptr, 0);
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context->RSSetViewports (ps->num_rtv, priv->viewport);
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context->RSSetState (priv->rasterizer.Get ());
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context->OMSetRenderTargets (ps->num_rtv, rtv, nullptr);
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if (priv->blend) {
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context->OMSetBlendState (priv->blend.Get (),
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@ -18,6 +18,11 @@
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*/
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#ifdef BUILDING_HLSL
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cbuffer VsConstBuffer : register(b0)
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{
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matrix Transform;
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};
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struct VS_INPUT
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
|
@ -32,10 +37,20 @@ struct VS_OUTPUT
|
|||
|
||||
VS_OUTPUT VSMain_converter (VS_INPUT input)
|
||||
{
|
||||
return input;
|
||||
VS_OUTPUT output;
|
||||
|
||||
output.Position = mul (Transform, input.Position);
|
||||
output.Texture = input.Texture;
|
||||
|
||||
return output;
|
||||
}
|
||||
#else
|
||||
static const char g_VSMain_converter_str[] =
|
||||
"cbuffer VsConstBuffer : register(b0)\n"
|
||||
"{\n"
|
||||
" matrix Transform;\n"
|
||||
"};\n"
|
||||
"\n"
|
||||
"struct VS_INPUT\n"
|
||||
"{\n"
|
||||
" float4 Position : POSITION;\n"
|
||||
|
@ -50,6 +65,11 @@ static const char g_VSMain_converter_str[] =
|
|||
"\n"
|
||||
"VS_OUTPUT VSMain_converter (VS_INPUT input)\n"
|
||||
"{\n"
|
||||
" return input;\n"
|
||||
" VS_OUTPUT output;\n"
|
||||
"\n"
|
||||
" output.Position = mul (Transform, input.Position);\n"
|
||||
" output.Texture = input.Texture;\n"
|
||||
"\n"
|
||||
" return output;\n"
|
||||
"}\n";
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue