gstreamer/sys/d3d11/gstd3d11shader.c
Seungha Yang 487a41d312 d3d11videosink: Add support for overlay composition
Add d3d11overlaycompositor object to draw overlay image
on render target using Blend method.
2019-12-24 19:00:45 +09:00

354 lines
11 KiB
C

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
*
* 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.
*/
#include "gstd3d11shader.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
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;
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";
}
hr = D3DCompile (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)
{
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);
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)
{
ID3D11DeviceContext *context_handle;
UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
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);
ID3D11DeviceContext_OMSetBlendState (context_handle,
quad->blend, NULL, 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;
}