/* GStreamer * Copyright (C) <2019> Seungha Yang * * 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstd3d11shader.h" #include "gstd3d11pluginutils.h" #include #include /* *INDENT-OFF* */ using namespace Microsoft::WRL; /* *INDENT-ON* */ GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug); #define GST_CAT_DEFAULT gst_d3d11_shader_debug static GModule *d3d_compiler_module = NULL; static pD3DCompile GstD3DCompileFunc = NULL; gboolean gst_d3d11_shader_init (void) { static gsize _init = 0; if (g_once_init_enter (&_init)) { #if GST_D3D11_WINAPI_ONLY_APP /* Assuming that d3d compiler library is available */ GstD3DCompileFunc = D3DCompile; #else static const gchar *d3d_compiler_names[] = { "d3dcompiler_47.dll", "d3dcompiler_46.dll", "d3dcompiler_45.dll", "d3dcompiler_44.dll", "d3dcompiler_43.dll", }; guint i; for (i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) { d3d_compiler_module = g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY); if (d3d_compiler_module) { GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]); if (!g_module_symbol (d3d_compiler_module, "D3DCompile", (gpointer *) & GstD3DCompileFunc)) { GST_ERROR ("Cannot load D3DCompile symbol from %s", d3d_compiler_names[i]); g_module_close (d3d_compiler_module); d3d_compiler_module = NULL; GstD3DCompileFunc = NULL; } else { break; } } } if (!GstD3DCompileFunc) GST_WARNING ("D3D11 compiler library is unavailable"); #endif g_once_init_leave (&_init, 1); } return !!GstD3DCompileFunc; } static gboolean compile_shader (GstD3D11Device * device, const gchar * shader_source, gboolean is_pixel_shader, ID3DBlob ** blob) { const gchar *shader_target; D3D_FEATURE_LEVEL feature_level; HRESULT hr; ID3D11Device *device_handle; /* *INDENT-OFF* */ ComPtr ret; ComPtr error; /* *INDENT-ON* */ if (!gst_d3d11_shader_init ()) { GST_ERROR ("D3DCompiler is unavailable"); return FALSE; } device_handle = gst_d3d11_device_get_device_handle (device); feature_level = device_handle->GetFeatureLevel (); 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"; } g_assert (GstD3DCompileFunc); GST_TRACE ("Compile code \n%s", shader_source); hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL, NULL, "main", shader_target, 0, 0, &ret, &error); if (!gst_d3d11_result (hr, device)) { const gchar *err = NULL; if (error) err = (const gchar *) error->GetBufferPointer (); GST_ERROR ("could not compile source, hr: 0x%x, error detail %s", (guint) hr, GST_STR_NULL (err)); return FALSE; } if (error) { const gchar *err = (const gchar *) error->GetBufferPointer (); GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s", GST_STR_NULL (err), GST_STR_NULL (shader_source)); } *blob = ret.Detach (); return TRUE; } gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device, const gchar * source, ID3D11PixelShader ** shader) { ID3D11Device *device_handle; HRESULT hr; /* *INDENT-OFF* */ ComPtr ps_blob; /* *INDENT-ON* */ 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); if (!compile_shader (device, source, TRUE, &ps_blob)) { GST_ERROR ("Failed to compile pixel shader"); return FALSE; } device_handle = gst_d3d11_device_get_device_handle (device); hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (), ps_blob->GetBufferSize (), NULL, shader); if (!gst_d3d11_result (hr, device)) { GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr); return FALSE; } return TRUE; } 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) { ID3D11Device *device_handle; HRESULT hr; /* *INDENT-OFF* */ ComPtr vs_blob; ComPtr vs; ComPtr in_layout; /* *INDENT-ON* */ 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); if (!compile_shader (device, source, FALSE, &vs_blob)) { GST_ERROR ("Failed to compile shader code"); return FALSE; } device_handle = gst_d3d11_device_get_device_handle (device); hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), NULL, &vs); if (!gst_d3d11_result (hr, device)) { GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr); return FALSE; } hr = device_handle->CreateInputLayout (input_desc, desc_len, vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &in_layout); if (!gst_d3d11_result (hr, device)) { GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr); return FALSE; } *shader = vs.Detach (); *layout = in_layout.Detach (); return TRUE; }