/* 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 /* too many const buffers doesn't make sense */ #define MAX_CONST_BUFFERS 16 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; } struct _GstD3D11Quad { GstD3D11Device *device; ID3D11PixelShader *ps; ID3D11VertexShader *vs; ID3D11InputLayout *layout; ID3D11Buffer *const_buffer[MAX_CONST_BUFFERS]; guint num_const_buffers; ID3D11Buffer *vertex_buffer; guint vertex_stride; ID3D11Buffer *index_buffer; DXGI_FORMAT index_format; guint index_count; D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES]; ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES]; guint num_srv; ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]; guint num_rtv; }; GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader, ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout, ID3D11Buffer ** const_buffers, guint num_const_buffers, ID3D11Buffer * vertex_buffer, guint vertex_stride, ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count) { GstD3D11Quad *quad; g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL); g_return_val_if_fail (pixel_shader != NULL, NULL); g_return_val_if_fail (vertex_shader != NULL, NULL); g_return_val_if_fail (layout != NULL, NULL); g_return_val_if_fail (num_const_buffers <= MAX_CONST_BUFFERS, NULL); g_return_val_if_fail (vertex_buffer != NULL, NULL); g_return_val_if_fail (vertex_stride > 0, NULL); g_return_val_if_fail (index_buffer != NULL, NULL); g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL); quad = g_new0 (GstD3D11Quad, 1); quad->device = (GstD3D11Device *) gst_object_ref (device); quad->ps = pixel_shader; quad->vs = vertex_shader; quad->layout = layout; quad->vertex_buffer = vertex_buffer; quad->vertex_stride = vertex_stride; quad->index_buffer = index_buffer; quad->index_format = index_format; quad->index_count = index_count; pixel_shader->AddRef (); vertex_shader->AddRef (); layout->AddRef (); vertex_buffer->AddRef (); index_buffer->AddRef (); if (num_const_buffers > 0) { guint i; g_assert (const_buffers); for (i = 0; i < num_const_buffers; i++) { quad->const_buffer[i] = const_buffers[i]; quad->const_buffer[i]->AddRef (); } quad->num_const_buffers = num_const_buffers; } return quad; } void gst_d3d11_quad_free (GstD3D11Quad * quad) { guint i; g_return_if_fail (quad != NULL); GST_D3D11_CLEAR_COM (quad->ps); GST_D3D11_CLEAR_COM (quad->vs); GST_D3D11_CLEAR_COM (quad->layout); for (i = 0; i < quad->num_const_buffers; i++) quad->const_buffer[i]->Release (); GST_D3D11_CLEAR_COM (quad->vertex_buffer); GST_D3D11_CLEAR_COM (quad->index_buffer); gst_clear_object (&quad->device); g_free (quad); } gboolean 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, ID3D11BlendState * blend, gfloat blend_factor[4], ID3D11SamplerState ** sampler, guint num_sampler) { gboolean ret; g_return_val_if_fail (quad != NULL, FALSE); gst_d3d11_device_lock (quad->device); ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport, srv, num_srv, rtv, num_viewport, blend, blend_factor, sampler, num_sampler); gst_d3d11_device_unlock (quad->device); return ret; } gboolean 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, ID3D11BlendState * blend, gfloat blend_factor[4], ID3D11SamplerState ** sampler, guint num_sampler) { ID3D11DeviceContext *context; UINT offsets = 0; ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, }; ID3D11BlendState *blend_state = blend; g_return_val_if_fail (quad != NULL, FALSE); g_return_val_if_fail (viewport != NULL, FALSE); g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE); g_return_val_if_fail (rtv != NULL, FALSE); g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE); context = gst_d3d11_device_get_device_context_handle (quad->device); context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->IASetInputLayout (quad->layout); context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets); context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0); 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); if (quad->num_const_buffers) { context->PSSetConstantBuffers (0, quad->num_const_buffers, quad->const_buffer); } if (srv) context->PSSetShaderResources (0, num_srv, srv); context->OMSetRenderTargets (num_rtv, rtv, NULL); context->OMSetBlendState (blend_state, blend_factor, 0xffffffff); context->DrawIndexed (quad->index_count, 0, 0); if (srv) context->PSSetShaderResources (0, num_srv, clear_view); context->OMSetRenderTargets (0, NULL, NULL); return TRUE; }