/* GStreamer * Copyright (C) 2023 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. */ #pragma once #include #include #include #include #include #include #include enum class CONVERT_TYPE { IDENTITY, SIMPLE, RANGE, GAMMA, PRIMARY, }; struct PixelShaderBlob { D3D12_SHADER_BYTECODE bytecode; guint num_rtv; }; class ConverterRootSignature { public: ConverterRootSignature () = delete; ConverterRootSignature (D3D_ROOT_SIGNATURE_VERSION version, UINT num_srv, D3D12_FILTER filter, bool build_lut); UINT GetPsSrvIdx () { return ps_srv_; } UINT GetNumSrv () { return num_srv_; } bool HaveLut () { return have_lut_; } UINT GetVsRootConstIdx () { return vs_root_const_; } UINT GetPsRootConstIdx () { return ps_root_const_; }; UINT GetPsCbvIdx () { return ps_cbv_; } bool IsValid () { return SUCCEEDED (hr_); } HRESULT GetBlob (ID3DBlob ** blob) { if (SUCCEEDED (hr_)) { *blob = blob_.Get (); (*blob)->AddRef (); } return hr_; } private: Microsoft::WRL::ComPtr blob_; UINT ps_srv_ = 0; UINT ps_cbv_ = 0; UINT vs_root_const_ = 0; UINT num_srv_ = 0; bool have_lut_ = false; UINT ps_root_const_ = 0; HRESULT hr_ = S_OK; }; typedef std::vector PixelShaderBlobList; typedef std::shared_ptr ConverterRootSignaturePtr; PixelShaderBlobList gst_d3d12_get_converter_pixel_shader_blob (GstVideoFormat in_format, GstVideoFormat out_format, gboolean in_premul, gboolean out_premul, CONVERT_TYPE type); HRESULT gst_d3d12_get_converter_vertex_shader_blob (D3D12_SHADER_BYTECODE * vs, D3D12_INPUT_ELEMENT_DESC layout[2]); ConverterRootSignaturePtr gst_d3d12_get_converter_root_signature (GstD3D12Device * device, GstVideoFormat in_format, CONVERT_TYPE type, D3D12_FILTER filter);