/* GStreamer * Copyright (C) 2022 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 "gstd3d11compile.h" #include "gstd3d11device.h" #include "gstd3d11utils.h" #include #include #include /* *INDENT-OFF* */ using namespace Microsoft::WRL; /* *INDENT-ON* */ #ifndef GST_DISABLE_GST_DEBUG #define GST_CAT_DEFAULT ensure_debug_category() static GstDebugCategory * ensure_debug_category (void) { static gsize cat_gonce = 0; if (g_once_init_enter (&cat_gonce)) { gsize cat_done; cat_done = (gsize) _gst_debug_category_new ("d3d11compile", 0, "d3d11compile"); g_once_init_leave (&cat_gonce, cat_done); } return (GstDebugCategory *) cat_gonce; } #else #define ensure_debug_category() /* NOOP */ #endif /* GST_DISABLE_GST_DEBUG */ static GModule *d3d_compiler_module = nullptr; static pD3DCompile GstD3DCompileFunc = nullptr; /** * gst_d3d11_compile_init: * * Loads HLSL compiler library * * Returns: %TRUE if HLSL compiler library is available */ gboolean gst_d3d11_compile_init (void) { static gsize init_once = 0; if (g_once_init_enter (&init_once)) { #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", }; for (guint 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 = nullptr; GstD3DCompileFunc = nullptr; } else { break; } } } if (!GstD3DCompileFunc) GST_WARNING ("D3D11 compiler library is unavailable"); #endif g_once_init_leave (&init_once, 1); } if (!GstD3DCompileFunc) return FALSE; return TRUE; } /** * gst_d3d11_compile: * @src_data: source data to compile * @src_data_size: length of src_data * @source_name: (nullable): used for strings that specify error messages * @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros * @include: (nullable): a ID3DInclude * @entry_point: (nullable): the name of entry point function * @target: a string specifies the shader target * @flags1: flags defined by D3DCOMPILE constants * @flags2: flags defined by D3DCOMPILE_EFFECT constants * @code: (out) (optional): a compiled code * @error_msgs: (out) (optional) (nullable): compiler error messages * * Compiles HLSL code or an effect file into bytecode for a given target * * Returns: HRESULT return code */ HRESULT gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name, CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point, LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code, ID3DBlob ** error_msgs) { if (!gst_d3d11_compile_init ()) return E_FAIL; return GstD3DCompileFunc (src_data, src_data_size, source_name, defines, include, entry_point, target, flags1, flags2, code, error_msgs); } /** * gst_d3d11_create_pixel_shader_simple: * @device: a #GstD3D11Device * @source: a pixel shader code to compile * @entry_point: the name of entry point function * @shader: (out): a ID3D11PixelShader * Compiles pixel shader code and creates ID3D11PixelShader * * Returns: HRESULT return code */ HRESULT gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device, const gchar * source, const gchar * entry_point, ID3D11PixelShader ** shader) { ID3D11Device *device_handle; HRESULT hr; ComPtr < ID3DBlob > ps_blob; ComPtr < ID3DBlob > error_msg; D3D_FEATURE_LEVEL feature_level; const gchar *target; g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG); g_return_val_if_fail (source != nullptr, E_INVALIDARG); g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG); g_return_val_if_fail (shader != nullptr, E_INVALIDARG); device_handle = gst_d3d11_device_get_device_handle (device); feature_level = device_handle->GetFeatureLevel (); if (feature_level >= D3D_FEATURE_LEVEL_11_0) target = "ps_5_0"; else if (feature_level >= D3D_FEATURE_LEVEL_10_0) target = "ps_4_0"; else if (feature_level >= D3D_FEATURE_LEVEL_9_3) target = "ps_4_0_level_9_3"; else target = "ps_4_0_level_9_1"; GST_DEBUG_OBJECT (device, "Compile code\n%s", source); hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr, entry_point, target, 0, 0, &ps_blob, &error_msg); if (!gst_d3d11_result (hr, device)) { const gchar *err = nullptr; if (error_msg) err = (const gchar *) error_msg->GetBufferPointer (); GST_ERROR_OBJECT (device, "Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s", (guint) hr, GST_STR_NULL (err), source); return hr; } if (error_msg) { const gchar *err = (const gchar *) error_msg->GetBufferPointer (); GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s", GST_STR_NULL (err), source); } return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (), ps_blob->GetBufferSize (), nullptr, shader); } /** * gst_d3d11_create_vertex_shader_simple: * @device: a #GstD3D11Device * @source: a vertex shader code to compile * @entry_point: the name of entry point function * @input_desc: an array of D3D11_INPUT_ELEMENT_DESC * @desc_len: length of input_desc * @shader: (out): a ID3D11VertexShader * @layout: (out): a ID3D11InputLayout * Compiles vertex shader code and creates ID3D11VertexShader and * ID3D11InputLayout * * Returns: HRESULT return code */ HRESULT gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device, const gchar * source, const gchar * entry_point, const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout) { ID3D11Device *device_handle; HRESULT hr; ComPtr < ID3DBlob > vs_blob; ComPtr < ID3DBlob > error_msg; ComPtr < ID3D11VertexShader > vs; ComPtr < ID3D11InputLayout > input_layout; D3D_FEATURE_LEVEL feature_level; const gchar *target; g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG); g_return_val_if_fail (source != nullptr, E_INVALIDARG); g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG); g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG); g_return_val_if_fail (desc_len > 0, E_INVALIDARG); g_return_val_if_fail (shader != nullptr, E_INVALIDARG); g_return_val_if_fail (layout != nullptr, E_INVALIDARG); device_handle = gst_d3d11_device_get_device_handle (device); feature_level = device_handle->GetFeatureLevel (); if (feature_level >= D3D_FEATURE_LEVEL_11_0) target = "vs_5_0"; else if (feature_level >= D3D_FEATURE_LEVEL_10_0) target = "vs_4_0"; else if (feature_level >= D3D_FEATURE_LEVEL_9_3) target = "vs_4_0_level_9_3"; else target = "vs_4_0_level_9_1"; GST_DEBUG_OBJECT (device, "Compile code\n%s", source); hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr, entry_point, target, 0, 0, &vs_blob, &error_msg); if (!gst_d3d11_result (hr, device)) { const gchar *err = nullptr; if (error_msg) err = (const gchar *) error_msg->GetBufferPointer (); GST_ERROR_OBJECT (device, "Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s", (guint) hr, GST_STR_NULL (err), source); return hr; } if (error_msg) { const gchar *err = (const gchar *) error_msg->GetBufferPointer (); GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s", GST_STR_NULL (err), source); } hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), nullptr, &vs); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (device, "Couldn't create vertex shader"); return hr; } hr = device_handle->CreateInputLayout (input_desc, desc_len, vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (device, "Couldn't create input layout"); return hr; } *shader = vs.Detach (); *layout = input_layout.Detach (); return hr; }