d3d11shader: Don't hold state object in GstD3D11Quad

We might want to update state object

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2276>
This commit is contained in:
Seungha Yang 2021-05-21 21:30:42 +09:00
parent 49992be643
commit f3331652f2
5 changed files with 32 additions and 48 deletions

View file

@ -2049,7 +2049,7 @@ gst_d3d11_compositor_create_checker_quad (GstD3D11Compositor * self)
context_handle->Unmap (index_buffer.Get (), 0);
quad = gst_d3d11_quad_new (self->device,
ps.Get (), vs.Get (), layout.Get (), NULL, NULL, NULL, NULL,
ps.Get (), vs.Get (), layout.Get (), NULL,
vertex_buffer.Get (), sizeof (VertexData), index_buffer.Get (),
DXGI_FORMAT_R16_UINT, 6);
if (!quad) {
@ -2081,7 +2081,7 @@ gst_d3d11_compositor_draw_background_checker (GstD3D11Compositor * self,
}
return gst_d3d11_draw_quad_unlocked (self->checker_background,
&self->viewport, 1, NULL, 0, &rtv, 1, NULL, NULL, NULL);
&self->viewport, 1, NULL, 0, &rtv, 1, NULL, NULL, NULL, 0);
}
/* Must be called with d3d11 device lock */

View file

@ -350,6 +350,8 @@ struct _GstD3D11Converter
ID3D11Buffer *vertex_buffer;
gboolean update_vertex;
ID3D11SamplerState *linear_sampler;
ConvertInfo convert_info;
};
@ -1068,7 +1070,7 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
ComPtr<ID3D11PixelShader> ps[CONVERTER_MAX_QUADS];
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11InputLayout> layout;
ComPtr<ID3D11SamplerState> sampler;
ComPtr<ID3D11SamplerState> linear_sampler;
ComPtr<ID3D11Buffer> const_buffer;
ComPtr<ID3D11Buffer> vertex_buffer;
ComPtr<ID3D11Buffer> index_buffer;
@ -1093,7 +1095,7 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
hr = device_handle->CreateSamplerState (&sampler_desc, &linear_sampler);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
return FALSE;
@ -1262,13 +1264,13 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
gst_d3d11_device_unlock (device);
self->quad[0] = gst_d3d11_quad_new (device,
ps[0].Get (), vs.Get (), layout.Get (), sampler.Get (), NULL, NULL,
ps[0].Get (), vs.Get (), layout.Get (),
const_buffer.Get (), vertex_buffer.Get (), sizeof (VertexData),
index_buffer.Get (), DXGI_FORMAT_R16_UINT, index_count);
if (ps[1]) {
self->quad[1] = gst_d3d11_quad_new (device,
ps[1].Get (), vs.Get (), layout.Get (), sampler.Get (), NULL, NULL,
ps[1].Get (), vs.Get (), layout.Get (),
const_buffer.Get (), vertex_buffer.Get (), sizeof (VertexData),
index_buffer.Get (), DXGI_FORMAT_R16_UINT, index_count);
}
@ -1292,6 +1294,8 @@ gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
self->input_texture_width = GST_VIDEO_INFO_WIDTH (in_info);
self->input_texture_height = GST_VIDEO_INFO_HEIGHT (in_info);
self->linear_sampler = linear_sampler.Detach ();
return TRUE;
}
@ -1448,6 +1452,7 @@ gst_d3d11_converter_free (GstD3D11Converter * converter)
}
GST_D3D11_CLEAR_COM (converter->vertex_buffer);
GST_D3D11_CLEAR_COM (converter->linear_sampler);
gst_clear_object (&converter->device);
g_free (converter);
@ -1604,7 +1609,8 @@ gst_d3d11_converter_convert_unlocked (GstD3D11Converter * converter,
}
ret = gst_d3d11_draw_quad_unlocked (converter->quad[0], converter->viewport,
1, srv, converter->num_input_view, rtv, 1, NULL, blend, blend_factor);
1, srv, converter->num_input_view, rtv, 1, blend, blend_factor,
&converter->linear_sampler, 1);
if (!ret)
return FALSE;
@ -1613,7 +1619,7 @@ gst_d3d11_converter_convert_unlocked (GstD3D11Converter * converter,
ret = gst_d3d11_draw_quad_unlocked (converter->quad[1],
&converter->viewport[1], converter->num_output_view - 1,
srv, converter->num_input_view, &rtv[1], converter->num_output_view - 1,
NULL, blend, blend_factor);
blend, blend_factor, &converter->linear_sampler, 1);
if (!ret)
return FALSE;

View file

@ -285,7 +285,7 @@ gst_d3d11_composition_overlay_new (GstD3D11OverlayCompositor * self,
overlay->texture = texture.Detach ();
overlay->srv = srv.Detach ();
overlay->quad = gst_d3d11_quad_new (device,
self->ps, self->vs, self->layout, self->sampler, self->blend, NULL, NULL,
self->ps, self->vs, self->layout, NULL,
vertex_buffer.Get (), sizeof (VertexData),
self->index_buffer, DXGI_FORMAT_R16_UINT, index_count);
@ -637,7 +637,8 @@ gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor *
(GstD3D11CompositionOverlay *) iter->data;
ret = gst_d3d11_draw_quad_unlocked (overlay->quad,
&compositor->viewport, 1, &overlay->srv, 1, rtv, 1, NULL, NULL, NULL);
&compositor->viewport, 1, &overlay->srv, 1, rtv, 1,
compositor->blend, NULL, &compositor->sampler, 1);
if (!ret)
break;

View file

@ -237,9 +237,6 @@ struct _GstD3D11Quad
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
ID3D11BlendState *blend;
ID3D11DepthStencilState *depth_stencil;
ID3D11Buffer *const_buffer;
ID3D11Buffer *vertex_buffer;
guint vertex_stride;
@ -256,8 +253,6 @@ struct _GstD3D11Quad
GstD3D11Quad *
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
ID3D11SamplerState * sampler, ID3D11BlendState * blend,
ID3D11DepthStencilState * depth_stencil,
ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer, guint vertex_stride,
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
@ -279,9 +274,6 @@ gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
quad->ps = pixel_shader;
quad->vs = vertex_shader;
quad->layout = layout;
quad->sampler = sampler;
quad->blend = blend;
quad->depth_stencil = depth_stencil;
quad->vertex_buffer = vertex_buffer;
quad->vertex_stride = vertex_stride;
quad->index_buffer = index_buffer;
@ -294,15 +286,6 @@ gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
vertex_buffer->AddRef ();
index_buffer->AddRef ();
if (sampler)
sampler->AddRef ();
if (blend)
blend->AddRef ();
if (depth_stencil)
depth_stencil->AddRef ();
if (const_buffer) {
quad->const_buffer = const_buffer;
const_buffer->AddRef ();
@ -319,9 +302,6 @@ gst_d3d11_quad_free (GstD3D11Quad * quad)
GST_D3D11_CLEAR_COM (quad->ps);
GST_D3D11_CLEAR_COM (quad->vs);
GST_D3D11_CLEAR_COM (quad->layout);
GST_D3D11_CLEAR_COM (quad->sampler);
GST_D3D11_CLEAR_COM (quad->blend);
GST_D3D11_CLEAR_COM (quad->depth_stencil);
GST_D3D11_CLEAR_COM (quad->const_buffer);
GST_D3D11_CLEAR_COM (quad->vertex_buffer);
GST_D3D11_CLEAR_COM (quad->index_buffer);
@ -335,8 +315,8 @@ 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,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
ID3D11BlendState * blend, gfloat blend_factor[4],
ID3D11SamplerState ** sampler, guint num_sampler)
{
gboolean ret;
@ -344,7 +324,8 @@ gst_d3d11_draw_quad (GstD3D11Quad * quad,
gst_d3d11_device_lock (quad->device);
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
srv, num_srv, rtv, num_viewport, dsv, blend, blend_factor);
srv, num_srv, rtv, num_viewport, blend, blend_factor, sampler,
num_sampler);
gst_d3d11_device_unlock (quad->device);
return ret;
@ -355,8 +336,8 @@ gst_d3d11_draw_quad_unlocked (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,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
ID3D11BlendState * blend, gfloat blend_factor[4],
ID3D11SamplerState ** sampler, guint num_sampler)
{
ID3D11DeviceContext *context;
UINT offsets = 0;
@ -377,8 +358,8 @@ gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
&offsets);
context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0);
if (quad->sampler)
context->PSSetSamplers (0, 1, &quad->sampler);
if (sampler)
context->PSSetSamplers (0, num_sampler, sampler);
context->VSSetShader (quad->vs, NULL, 0);
context->PSSetShader (quad->ps, NULL, 0);
context->RSSetViewports (num_viewport, viewport);
@ -388,11 +369,8 @@ gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
if (srv)
context->PSSetShaderResources (0, num_srv, srv);
context->OMSetRenderTargets (num_rtv, rtv, dsv);
if (!blend_state)
blend_state = quad->blend;
context->OMSetRenderTargets (num_rtv, rtv, NULL);
context->OMSetBlendState (blend_state, blend_factor, 0xffffffff);
context->OMSetDepthStencilState (quad->depth_stencil, 1);
context->DrawIndexed (quad->index_count, 0, 0);

View file

@ -47,9 +47,6 @@ GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device,
ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader,
ID3D11InputLayout * layout,
ID3D11SamplerState * sampler,
ID3D11BlendState * blend,
ID3D11DepthStencilState *depth_stencil,
ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer,
guint vertex_stride,
@ -66,9 +63,10 @@ gboolean gst_d3d11_draw_quad (GstD3D11Quad * quad,
guint num_srv,
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
guint num_rtv,
ID3D11DepthStencilView *dsv,
ID3D11BlendState *blend,
gfloat blend_factor[4]);
gfloat blend_factor[4],
ID3D11SamplerState ** sampler,
guint num_sampler);
gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES],
@ -77,9 +75,10 @@ gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
guint num_srv,
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
guint num_rtv,
ID3D11DepthStencilView *dsv,
ID3D11BlendState *blend,
gfloat blend_factor[4]);
gfloat blend_factor[4],
ID3D11SamplerState ** sampler,
guint num_sampler);
G_END_DECLS