/* 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 "gstd3d11device.h" #include "gstd3d11utils.h" #include 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 volatile 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", }; gint 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 ID3DBlob * compile_shader (GstD3D11Device * device, const gchar * shader_source, gboolean is_pixel_shader) { ID3DBlob *ret; ID3DBlob *error = NULL; const gchar *shader_target; D3D_FEATURE_LEVEL feature_level; HRESULT hr; if (!gst_d3d11_shader_init ()) { GST_ERROR ("D3DCompiler is unavailable"); return NULL; } feature_level = gst_d3d11_device_get_chosen_feature_level (device); 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 = ID3D10Blob_GetBufferPointer (error); GST_ERROR ("could not compile source, hr: 0x%x, error detail %s", (guint) hr, GST_STR_NULL (err)); if (error) ID3D10Blob_Release (error); return NULL; } return ret; } gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device, const gchar * source, ID3D11PixelShader ** shader) { ID3DBlob *ps_blob; ID3D11Device *device_handle; HRESULT hr; 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); gst_d3d11_device_lock (device); ps_blob = compile_shader (device, source, TRUE); if (!ps_blob) { GST_ERROR ("Failed to compile pixel shader"); gst_d3d11_device_unlock (device); return FALSE; } device_handle = gst_d3d11_device_get_device_handle (device); hr = ID3D11Device_CreatePixelShader (device_handle, (gpointer) ID3D10Blob_GetBufferPointer (ps_blob), ID3D10Blob_GetBufferSize (ps_blob), NULL, shader); if (!gst_d3d11_result (hr, device)) { GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr); gst_d3d11_device_unlock (device); return FALSE; } ID3D10Blob_Release (ps_blob); gst_d3d11_device_unlock (device); 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) { ID3DBlob *vs_blob; ID3D11Device *device_handle; HRESULT hr; ID3D11VertexShader *vshader = NULL; ID3D11InputLayout *in_layout = NULL; gboolean ret = FALSE; 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); gst_d3d11_device_lock (device); vs_blob = compile_shader (device, source, FALSE); if (!vs_blob) { GST_ERROR ("Failed to compile shader code"); goto done; } device_handle = gst_d3d11_device_get_device_handle (device); hr = ID3D11Device_CreateVertexShader (device_handle, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob), ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader); if (!gst_d3d11_result (hr, device)) { GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr); ID3D10Blob_Release (vs_blob); goto done; } hr = ID3D11Device_CreateInputLayout (device_handle, input_desc, desc_len, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob), ID3D10Blob_GetBufferSize (vs_blob), &in_layout); if (!gst_d3d11_result (hr, device)) { GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr); ID3D10Blob_Release (vs_blob); ID3D11VertexShader_Release (vshader); goto done; } ID3D10Blob_Release (vs_blob); *shader = vshader; *layout = in_layout; ret = TRUE; done: gst_d3d11_device_unlock (device); return ret; } struct _GstD3D11Quad { GstD3D11Device *device; ID3D11PixelShader *ps; ID3D11VertexShader *vs; 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; 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, 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) { 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 (sampler != NULL, 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 = gst_object_ref (device); 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; quad->index_format = index_format; quad->index_count = index_count; ID3D11PixelShader_AddRef (pixel_shader); ID3D11VertexShader_AddRef (vertex_shader); ID3D11InputLayout_AddRef (layout); ID3D11SamplerState_AddRef (sampler); if (blend) ID3D11BlendState_AddRef (blend); if (depth_stencil) ID3D11DepthStencilState_AddRef (depth_stencil); if (const_buffer) { quad->const_buffer = const_buffer; ID3D11Buffer_AddRef (const_buffer); } ID3D11Buffer_AddRef (vertex_buffer); ID3D11Buffer_AddRef (index_buffer); return quad; } void gst_d3d11_quad_free (GstD3D11Quad * quad) { g_return_if_fail (quad != NULL); if (quad->ps) ID3D11PixelShader_Release (quad->ps); if (quad->vs) ID3D11VertexShader_Release (quad->vs); if (quad->layout) ID3D11InputLayout_Release (quad->layout); if (quad->sampler) ID3D11SamplerState_Release (quad->sampler); if (quad->blend) ID3D11BlendState_Release (quad->blend); if (quad->depth_stencil) ID3D11DepthStencilState_Release (quad->depth_stencil); if (quad->const_buffer) ID3D11Buffer_Release (quad->const_buffer); if (quad->vertex_buffer) ID3D11Buffer_Release (quad->vertex_buffer); if (quad->index_buffer) ID3D11Buffer_Release (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, ID3D11DepthStencilView * dsv, ID3D11BlendState * blend, gfloat blend_factor[4]) { 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, dsv, blend, blend_factor); 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, ID3D11DepthStencilView * dsv, ID3D11BlendState * blend, gfloat blend_factor[4]) { ID3D11DeviceContext *context_handle; 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 (srv != NULL, FALSE); g_return_val_if_fail (num_srv <= 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_handle = gst_d3d11_device_get_device_context_handle (quad->device); ID3D11DeviceContext_IASetPrimitiveTopology (context_handle, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D11DeviceContext_IASetInputLayout (context_handle, quad->layout); ID3D11DeviceContext_IASetVertexBuffers (context_handle, 0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets); ID3D11DeviceContext_IASetIndexBuffer (context_handle, quad->index_buffer, quad->index_format, 0); ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &quad->sampler); ID3D11DeviceContext_VSSetShader (context_handle, quad->vs, NULL, 0); ID3D11DeviceContext_PSSetShader (context_handle, quad->ps, NULL, 0); ID3D11DeviceContext_RSSetViewports (context_handle, num_viewport, viewport); if (quad->const_buffer) ID3D11DeviceContext_PSSetConstantBuffers (context_handle, 0, 1, &quad->const_buffer); ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, srv); ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, dsv); if (!blend_state) blend_state = quad->blend; ID3D11DeviceContext_OMSetBlendState (context_handle, blend_state, blend_factor, 0xffffffff); ID3D11DeviceContext_OMSetDepthStencilState (context_handle, quad->depth_stencil, 1); ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0); ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, clear_view); ID3D11DeviceContext_OMSetRenderTargets (context_handle, 0, NULL, NULL); return TRUE; }