gstreamer/sys/d3d11/gstd3d11converter.cpp
Seungha Yang 5b3e316039 d3d11: Port to C++
Direct3D11 objects are COM, and most COM C APIs are verbose
(C++ is a little better). So, by using C++ APIs, we can make code
shorter and more readable.
Moreover, "ComPtr" helper class (which is C++ only) can be
utilized, that is very helpful for avoiding error-prone COM refcounting
issue/leak.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2077>
2021-03-14 13:05:22 +09:00

1698 lines
51 KiB
C++

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) <2019> Jeongki Kim <jeongki.kim@jeongki.kim>
*
* 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 "gstd3d11converter.h"
#include "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <wrl.h>
#include <string.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
G_BEGIN_DECLS
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_converter_debug);
#define GST_CAT_DEFAULT gst_d3d11_converter_debug
G_END_DECLS
/* *INDENT-ON* */
#define CONVERTER_MAX_QUADS 2
/* *INDENT-OFF* */
typedef struct
{
FLOAT trans_matrix[12];
FLOAT padding[4];
} PixelShaderColorTransform;
typedef struct
{
struct {
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct {
FLOAT x;
FLOAT y;
} texture;
} VertexData;
typedef struct
{
const gchar *constant_buffer;
const gchar *func;
} PixelShaderTemplate;
#define COLOR_TRANSFORM_COEFF \
"cbuffer PixelShaderColorTransform : register(b0)\n" \
"{\n" \
" float3x4 trans_matrix;\n" \
" float3 padding;\n" \
"};\n"
#define HLSL_FUNC_YUV_TO_RGB \
"float3 yuv_to_rgb (float3 yuv)\n" \
"{\n" \
" yuv += float3(-0.062745f, -0.501960f, -0.501960f);\n" \
" yuv = mul(yuv, trans_matrix);\n" \
" return saturate(yuv);\n" \
"}\n"
#define HLSL_FUNC_RGB_TO_YUV \
"float3 rgb_to_yuv (float3 rgb)\n" \
"{\n" \
" float3 yuv;\n" \
" yuv = mul(rgb, trans_matrix);\n" \
" yuv += float3(0.062745f, 0.501960f, 0.501960f);\n" \
" return saturate(yuv);\n" \
"}\n"
#define HLSL_PS_OUTPUT_ONE_PLANE_BODY \
" float4 Plane_0: SV_TARGET0;"
#define HLSL_PS_OUTPUT_TWO_PLANES_BODY \
" float4 Plane_0: SV_TARGET0;\n" \
" float4 Plane_1: SV_TARGET1;"
static const PixelShaderTemplate templ_REORDER =
{ NULL, NULL };
static const PixelShaderTemplate templ_YUV_to_RGB =
{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_YUV_TO_RGB };
static const PixelShaderTemplate templ_RGB_to_YUV =
{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_RGB_TO_YUV };
static const gchar templ_REORDER_BODY[] =
" float4 xyza;\n"
" xyza.xyz = shaderTexture[0].Sample(samplerState, input.Texture).xyz;\n"
" xyza.a = shaderTexture[0].Sample(samplerState, input.Texture).a * %f;\n"
" output.Plane_0 = xyza;\n";
static const gchar templ_VUYA_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).y;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.a = shaderTexture[0].Sample(samplerState, input.Texture).a;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = sample.a;\n"
" output.Plane_0 = rgba;\n";
static const gchar templ_RGB_to_VUYA_BODY[] =
" float4 sample, vuya;\n"
" sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
" vuya.zyx = rgb_to_yuv (sample.rgb);\n"
" vuya.a = sample.a;\n"
" output.Plane_0 = vuya;\n";
static const gchar templ_PACKED_YUV_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1;\n"
" output.Plane_0 = rgba;\n";
/* YUV to RGB conversion */
static const gchar templ_PLANAR_YUV_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" output.Plane_0 = rgba;\n";
static const gchar templ_SEMI_PLANAR_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" output.Plane_0 = rgba;\n";
/* RGB to YUV conversion */
static const gchar templ_RGB_to_LUMA_BODY[] =
" float4 sample, rgba;\n"
" rgba.rgb = shaderTexture[0].Sample(samplerState, input.Texture).rgb;\n"
" sample.xyz = rgb_to_yuv (rgba.rgb);\n"
" sample.y = 0.0;\n"
" sample.z = 0.0;\n"
" sample.a = 0.0;\n"
" sample.x = sample.x / %d;\n"
" output.Plane_0 = sample;\n";
static const gchar templ_RGB_to_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample, rgba;\n"
" rgba.rgb = shaderTexture[0].Sample(samplerState, input.Texture).rgb;\n"
" sample.xyz = rgb_to_yuv (rgba.rgb);\n"
" sample.x = sample.y;\n"
" sample.y = sample.z;\n"
" sample.z = 0.0;\n"
" sample.a = 0.0;\n"
" output.Plane_0 = sample;\n";
static const gchar templ_RGB_to_PLANAR_CHROMA_BODY[] =
" float4 sample, rgba;\n"
" rgba.rgb = shaderTexture[0].Sample(samplerState, input.Texture).rgb;\n"
" sample.xyz = rgb_to_yuv (rgba.rgb);\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
/* YUV to YUV conversion */
static const gchar templ_LUMA_to_LUMA_BODY[] =
" float4 sample;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.x / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
static const gchar templ_SEMI_PLANAR_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_SEMI_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
static const gchar templ_PLANAR_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
/* VUYA to YUV */
static const gchar templ_VUYA_to_LUMA_BODY[] =
" float4 sample;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
" output.Plane_0 = float4(sample.x / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_VUYA_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[0].Sample(samplerState, input.Texture).yx;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_VUYA_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[0].Sample(samplerState, input.Texture).yx;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
/* YUV to VUYA */
static const gchar templ_PLANAR_to_VUYA_BODY[] =
" float4 sample;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.x = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.xyz, 1.0f);\n";
static const gchar templ_SEMI_PLANAR_to_VUYA_BODY[] =
" float4 sample;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.xy = shaderTexture[1].Sample(samplerState, input.Texture).yx;\n"
" output.Plane_0 = float4(sample.xyz, 1.0f);\n";
static const gchar templ_PACKED_YUV_to_VUYA_BODY[] =
" float4 sample;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.xyz, 1.0f);\n";
/* packed YUV to (semi) planar YUV */
static const gchar templ_PACKED_YUV_to_LUMA_BODY[] =
" float4 sample;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.x / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_PACKED_YUV_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_PACKED_YUV_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
static const gchar templ_pixel_shader[] =
/* constant buffer */
"%s\n"
"Texture2D shaderTexture[4];\n"
"SamplerState samplerState;\n"
"\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float3 Texture: TEXCOORD0;\n"
"};\n"
"\n"
"struct PS_OUTPUT\n"
"{\n"
" %s\n"
"};\n"
"\n"
/* rgb <-> yuv function */
"%s\n"
"PS_OUTPUT main(PS_INPUT input)\n"
"{\n"
" PS_OUTPUT output;\n"
"%s"
" return output;\n"
"}\n";
static const gchar templ_vertex_shader[] =
"struct VS_INPUT\n"
"{\n"
" float4 Position : POSITION;\n"
" float4 Texture : TEXCOORD0;\n"
"};\n"
"\n"
"struct VS_OUTPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float4 Texture: TEXCOORD0;\n"
"};\n"
"\n"
"VS_OUTPUT main(VS_INPUT input)\n"
"{\n"
" return input;\n"
"}\n";
/* *INDENT-ON* */
typedef struct
{
const PixelShaderTemplate *templ;
gchar *ps_body[CONVERTER_MAX_QUADS];
const gchar *ps_output[CONVERTER_MAX_QUADS];
PixelShaderColorTransform transform;
} ConvertInfo;
struct _GstD3D11Converter
{
GstD3D11Device *device;
GstVideoInfo in_info;
GstVideoInfo out_info;
gfloat alpha;
const GstD3D11Format *in_d3d11_format;
const GstD3D11Format *out_d3d11_format;
guint num_input_view;
guint num_output_view;
GstD3D11Quad *quad[CONVERTER_MAX_QUADS];
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
RECT src_rect;
RECT dest_rect;
gint input_texture_width;
gint input_texture_height;
ID3D11Buffer *vertex_buffer;
gboolean update_vertex;
ConvertInfo convert_info;
};
/* from video-converter.c */
typedef struct
{
gfloat dm[4][4];
} MatrixData;
static void
color_matrix_set_identity (MatrixData * m)
{
gint i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
m->dm[i][j] = (i == j);
}
}
}
static void
color_matrix_copy (MatrixData * d, const MatrixData * s)
{
gint i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
d->dm[i][j] = s->dm[i][j];
}
/* Perform 4x4 matrix multiplication:
* - @dst@ = @a@ * @b@
* - @dst@ may be a pointer to @a@ andor @b@
*/
static void
color_matrix_multiply (MatrixData * dst, MatrixData * a, MatrixData * b)
{
MatrixData tmp;
gint i, j, k;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
gfloat x = 0;
for (k = 0; k < 4; k++) {
x += a->dm[i][k] * b->dm[k][j];
}
tmp.dm[i][j] = x;
}
}
color_matrix_copy (dst, &tmp);
}
static void
color_matrix_offset_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
{
MatrixData a;
color_matrix_set_identity (&a);
a.dm[0][3] = a1;
a.dm[1][3] = a2;
a.dm[2][3] = a3;
color_matrix_multiply (m, &a, m);
}
static void
color_matrix_scale_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
{
MatrixData a;
color_matrix_set_identity (&a);
a.dm[0][0] = a1;
a.dm[1][1] = a2;
a.dm[2][2] = a3;
color_matrix_multiply (m, &a, m);
}
static void
color_matrix_debug (GstD3D11Converter * self, const MatrixData * s)
{
GST_DEBUG ("[%f %f %f %f]",
s->dm[0][0], s->dm[0][1], s->dm[0][2], s->dm[0][3]);
GST_DEBUG ("[%f %f %f %f]",
s->dm[1][0], s->dm[1][1], s->dm[1][2], s->dm[1][3]);
GST_DEBUG ("[%f %f %f %f]",
s->dm[2][0], s->dm[2][1], s->dm[2][2], s->dm[2][3]);
GST_DEBUG ("[%f %f %f %f]",
s->dm[3][0], s->dm[3][1], s->dm[3][2], s->dm[3][3]);
}
static void
color_matrix_YCbCr_to_RGB (MatrixData * m, gfloat Kr, gfloat Kb)
{
gfloat Kg = 1.0 - Kr - Kb;
MatrixData k = {
{
{1., 0., 2 * (1 - Kr), 0.},
{1., -2 * Kb * (1 - Kb) / Kg, -2 * Kr * (1 - Kr) / Kg, 0.},
{1., 2 * (1 - Kb), 0., 0.},
{0., 0., 0., 1.},
}
};
color_matrix_multiply (m, &k, m);
}
static void
color_matrix_RGB_to_YCbCr (MatrixData * m, gfloat Kr, gfloat Kb)
{
gfloat Kg = 1.0 - Kr - Kb;
MatrixData k;
gfloat x;
k.dm[0][0] = Kr;
k.dm[0][1] = Kg;
k.dm[0][2] = Kb;
k.dm[0][3] = 0;
x = 1 / (2 * (1 - Kb));
k.dm[1][0] = -x * Kr;
k.dm[1][1] = -x * Kg;
k.dm[1][2] = x * (1 - Kb);
k.dm[1][3] = 0;
x = 1 / (2 * (1 - Kr));
k.dm[2][0] = x * (1 - Kr);
k.dm[2][1] = -x * Kg;
k.dm[2][2] = -x * Kb;
k.dm[2][3] = 0;
k.dm[3][0] = 0;
k.dm[3][1] = 0;
k.dm[3][2] = 0;
k.dm[3][3] = 1;
color_matrix_multiply (m, &k, m);
}
static void
compute_matrix_to_RGB (GstD3D11Converter * self, MatrixData * data,
GstVideoInfo * info)
{
gdouble Kr = 0, Kb = 0;
gint offset[4], scale[4];
/* bring color components to [0..1.0] range */
gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
scale);
color_matrix_offset_components (data, -offset[0], -offset[1], -offset[2]);
color_matrix_scale_components (data, 1 / ((float) scale[0]),
1 / ((float) scale[1]), 1 / ((float) scale[2]));
if (!GST_VIDEO_INFO_IS_RGB (info)) {
/* bring components to R'G'B' space */
if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
color_matrix_YCbCr_to_RGB (data, Kr, Kb);
}
color_matrix_debug (self, data);
}
static void
compute_matrix_to_YUV (GstD3D11Converter * self, MatrixData * data,
GstVideoInfo * info)
{
gdouble Kr = 0, Kb = 0;
gint offset[4], scale[4];
if (!GST_VIDEO_INFO_IS_RGB (info)) {
/* bring components to YCbCr space */
if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
color_matrix_RGB_to_YCbCr (data, Kr, Kb);
}
/* bring color components to nominal range */
gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
scale);
color_matrix_scale_components (data, (float) scale[0], (float) scale[1],
(float) scale[2]);
color_matrix_offset_components (data, offset[0], offset[1], offset[2]);
color_matrix_debug (self, data);
}
static gboolean
converter_get_matrix (GstD3D11Converter * self, MatrixData * matrix,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
gboolean same_matrix;
guint in_bits, out_bits;
in_bits = GST_VIDEO_INFO_COMP_DEPTH (in_info, 0);
out_bits = GST_VIDEO_INFO_COMP_DEPTH (out_info, 0);
same_matrix = in_info->colorimetry.matrix == out_info->colorimetry.matrix;
GST_DEBUG ("matrix %d -> %d (%d)", in_info->colorimetry.matrix,
out_info->colorimetry.matrix, same_matrix);
color_matrix_set_identity (matrix);
if (same_matrix) {
GST_DEBUG ("conversion matrix is not required");
return FALSE;
}
if (in_bits < out_bits) {
gint scale = 1 << (out_bits - in_bits);
color_matrix_scale_components (matrix,
1 / (float) scale, 1 / (float) scale, 1 / (float) scale);
}
GST_DEBUG ("to RGB matrix");
compute_matrix_to_RGB (self, matrix, in_info);
GST_DEBUG ("current matrix");
color_matrix_debug (self, matrix);
GST_DEBUG ("to YUV matrix");
compute_matrix_to_YUV (self, matrix, out_info);
GST_DEBUG ("current matrix");
color_matrix_debug (self, matrix);
if (in_bits > out_bits) {
gint scale = 1 << (in_bits - out_bits);
color_matrix_scale_components (matrix,
(float) scale, (float) scale, (float) scale);
}
GST_DEBUG ("final matrix");
color_matrix_debug (self, matrix);
return TRUE;
}
static gboolean
setup_convert_info_rgb_to_rgb (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *convert_info = &self->convert_info;
convert_info->templ = &templ_REORDER;
convert_info->ps_body[0] = g_strdup_printf (templ_REORDER_BODY, self->alpha);
convert_info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
return TRUE;
}
static gboolean
get_packed_yuv_components (GstD3D11Converter * self, GstVideoFormat
format, gchar * y, gchar * u, gchar * v)
{
switch (format) {
case GST_VIDEO_FORMAT_YUY2:
{
const GstD3D11Format *d3d11_format =
gst_d3d11_device_format_from_gst (self->device,
GST_VIDEO_FORMAT_YUY2);
g_assert (d3d11_format != NULL);
if (d3d11_format->resource_format[0] == DXGI_FORMAT_R8G8B8A8_UNORM) {
*y = 'x';
*u = 'y';
*v = 'a';
} else if (d3d11_format->resource_format[0] ==
DXGI_FORMAT_G8R8_G8B8_UNORM) {
*y = 'y';
*u = 'x';
*v = 'z';
} else {
g_assert_not_reached ();
return FALSE;
}
break;
}
case GST_VIDEO_FORMAT_UYVY:
*y = 'y';
*u = 'x';
*v = 'z';
break;
case GST_VIDEO_FORMAT_VYUY:
*y = 'y';
*u = 'z';
*v = 'x';
break;
case GST_VIDEO_FORMAT_Y210:
*y = 'r';
*u = 'g';
*v = 'a';
break;
case GST_VIDEO_FORMAT_Y410:
*y = 'g';
*u = 'r';
*v = 'b';
break;
default:
g_assert_not_reached ();
return FALSE;
}
return TRUE;
}
static gboolean
setup_convert_info_yuv_to_rgb (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_YUV_to_RGB;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
switch (GST_VIDEO_INFO_FORMAT (in_info)) {
case GST_VIDEO_FORMAT_VUYA:
info->ps_body[0] = g_strdup_printf (templ_VUYA_to_RGB_BODY);
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_VYUY:
case GST_VIDEO_FORMAT_Y210:
case GST_VIDEO_FORMAT_Y410:
{
gchar y, u, v;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] =
g_strdup_printf (templ_PACKED_YUV_to_RGB_BODY, y, u, v);
break;
}
case GST_VIDEO_FORMAT_I420:
info->ps_body[0] =
g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY, 1, 1, 1);
break;
case GST_VIDEO_FORMAT_I420_10LE:
info->ps_body[0] =
g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY, 64, 64, 64);
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
case GST_VIDEO_FORMAT_P016_LE:
info->ps_body[0] = g_strdup_printf (templ_SEMI_PLANAR_to_RGB_BODY);
break;
default:
GST_FIXME_OBJECT (self,
"Unhandled input format %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)));
return FALSE;
}
return TRUE;
}
static gboolean
setup_convert_info_rgb_to_yuv (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_RGB_to_YUV;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
switch (GST_VIDEO_INFO_FORMAT (out_info)) {
case GST_VIDEO_FORMAT_VUYA:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_VUYA_BODY);
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
case GST_VIDEO_FORMAT_P016_LE:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_LUMA_BODY, 1);
info->ps_body[1] = g_strdup_printf (templ_RGB_to_SEMI_PLANAR_CHROMA_BODY);
info->ps_output[1] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
break;
case GST_VIDEO_FORMAT_I420:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_LUMA_BODY, 1);
info->ps_body[1] =
g_strdup_printf (templ_RGB_to_PLANAR_CHROMA_BODY, 1, 1);
info->ps_output[1] = HLSL_PS_OUTPUT_TWO_PLANES_BODY;
break;
case GST_VIDEO_FORMAT_I420_10LE:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_LUMA_BODY, 64);
info->ps_body[1] =
g_strdup_printf (templ_RGB_to_PLANAR_CHROMA_BODY, 64, 64);
info->ps_output[1] = HLSL_PS_OUTPUT_TWO_PLANES_BODY;
break;
default:
GST_FIXME_OBJECT (self,
"Unhandled output format %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
return FALSE;
}
return TRUE;
}
static gboolean
setup_convert_info_planar_to_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_TWO_PLANES_BODY;
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE)
mul = 64;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_PLANAR_TO_PLANAR_CHROMA_BODY, mul, mul, div, div);
return TRUE;
}
static gboolean
setup_convert_info_planar_to_semi_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE)
mul = 64;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY, mul, mul);
return TRUE;
}
static gboolean
setup_convert_info_semi_planar_to_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_TWO_PLANES_BODY;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_SEMI_PLANAR_TO_PLANAR_CHROMA_BODY, div, div);
return TRUE;
}
static gboolean
setup_convert_info_semi_planar_to_semi_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_SEMI_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY);
return TRUE;
}
static gboolean
setup_convert_info_vuya_to_vuya (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_body[0] = g_strdup_printf (templ_REORDER_BODY, self->alpha);
return TRUE;
}
static gboolean
setup_convert_info_vuya_to_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_TWO_PLANES_BODY;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
info->ps_body[0] = g_strdup_printf (templ_VUYA_to_LUMA_BODY, div);
info->ps_body[1] =
g_strdup_printf (templ_VUYA_TO_PLANAR_CHROMA_BODY, div, div);
return TRUE;
}
static gboolean
setup_convert_info_vuya_to_semi_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_body[0] = g_strdup_printf (templ_VUYA_to_LUMA_BODY, div);
info->ps_body[1] = g_strdup_printf (templ_VUYA_TO_SEMI_PLANAR_CHROMA_BODY);
return TRUE;
}
static gboolean
setup_convert_info_planar_to_vuya (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE)
mul = 64;
info->ps_body[0] = g_strdup_printf (templ_PLANAR_to_VUYA_BODY, mul, mul, mul);
return TRUE;
}
static gboolean
setup_convert_info_packed_yuv_to_vuya (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gchar y, u, v;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] = g_strdup_printf (templ_PACKED_YUV_to_VUYA_BODY, y, u, v);
return TRUE;
}
static gboolean
setup_convert_info_semi_planar_to_vuya (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_body[0] = g_strdup_printf (templ_SEMI_PLANAR_to_VUYA_BODY);
return TRUE;
}
static gboolean
setup_convert_info_packed_yuv_to_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
gchar y, u, v;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_TWO_PLANES_BODY;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] = g_strdup_printf (templ_PACKED_YUV_to_LUMA_BODY, y, div);
info->ps_body[1] =
g_strdup_printf (templ_PACKED_YUV_TO_PLANAR_CHROMA_BODY, u, v, div, div);
return TRUE;
}
static gboolean
setup_convert_info_packed_yuv_to_semi_planar (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
gchar y, u, v;
info->templ = &templ_REORDER;
info->ps_output[0] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
info->ps_output[1] = HLSL_PS_OUTPUT_ONE_PLANE_BODY;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] = g_strdup_printf (templ_PACKED_YUV_to_LUMA_BODY, y, div);
info->ps_body[1] =
g_strdup_printf (templ_PACKED_YUV_TO_SEMI_PLANAR_CHROMA_BODY, u, v);
return TRUE;
}
static gboolean
setup_convert_info_yuv_to_yuv (GstD3D11Converter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
gboolean in_planar, out_planar;
gboolean in_vuya, out_vuya;
gboolean in_packed;
in_vuya = GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_VUYA;
out_vuya = GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_VUYA;
in_planar = (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420 ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE);
in_packed = (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_YUY2 ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_UYVY ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_VYUY ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_Y210 ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_Y410);
out_planar = (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420 ||
GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE);
/* From/to VUYA */
if (in_vuya && out_vuya) {
return setup_convert_info_vuya_to_vuya (self, in_info, out_info);
} else if (in_vuya) {
if (out_planar)
return setup_convert_info_vuya_to_planar (self, in_info, out_info);
else
return setup_convert_info_vuya_to_semi_planar (self, in_info, out_info);
} else if (out_vuya) {
if (in_planar)
return setup_convert_info_planar_to_vuya (self, in_info, out_info);
else if (in_packed)
return setup_convert_info_packed_yuv_to_vuya (self, in_info, out_info);
else
return setup_convert_info_semi_planar_to_vuya (self, in_info, out_info);
}
if (in_planar) {
if (out_planar)
return setup_convert_info_planar_to_planar (self, in_info, out_info);
else
return setup_convert_info_planar_to_semi_planar (self, in_info, out_info);
} else if (in_packed) {
if (out_planar)
return setup_convert_info_packed_yuv_to_planar (self, in_info, out_info);
else
return setup_convert_info_packed_yuv_to_semi_planar (self, in_info,
out_info);
} else {
if (out_planar)
return setup_convert_info_semi_planar_to_planar (self, in_info, out_info);
else
return setup_convert_info_semi_planar_to_semi_planar (self, in_info,
out_info);
}
return FALSE;
}
static gboolean
gst_d3d11_color_convert_setup_shader (GstD3D11Converter * self,
GstD3D11Device * device, GstVideoInfo * in_info, GstVideoInfo * out_info)
{
HRESULT hr;
D3D11_SAMPLER_DESC sampler_desc;
D3D11_INPUT_ELEMENT_DESC input_desc[2];
D3D11_BUFFER_DESC buffer_desc;
D3D11_MAPPED_SUBRESOURCE map;
VertexData *vertex_data;
WORD *indices;
ID3D11Device *device_handle;
ID3D11DeviceContext *context_handle;
ConvertInfo *convert_info = &self->convert_info;
/* *INDENT-OFF* */
ComPtr<ID3D11PixelShader> ps[CONVERTER_MAX_QUADS];
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11InputLayout> layout;
ComPtr<ID3D11SamplerState> sampler;
ComPtr<ID3D11Buffer> const_buffer;
ComPtr<ID3D11Buffer> vertex_buffer;
ComPtr<ID3D11Buffer> index_buffer;
/* *INDENT-ON* */
const guint index_count = 2 * 3;
gint i;
gboolean ret;
memset (&sampler_desc, 0, sizeof (sampler_desc));
memset (input_desc, 0, sizeof (input_desc));
memset (&buffer_desc, 0, sizeof (buffer_desc));
device_handle = gst_d3d11_device_get_device_handle (device);
context_handle = gst_d3d11_device_get_device_context_handle (device);
/* bilinear filtering */
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
return FALSE;
}
for (i = 0; i < CONVERTER_MAX_QUADS; i++) {
gchar *shader_code = NULL;
if (convert_info->ps_body[i]) {
g_assert (convert_info->ps_output[i] != NULL);
shader_code = g_strdup_printf (templ_pixel_shader,
convert_info->templ->constant_buffer ?
convert_info->templ->constant_buffer : "",
convert_info->ps_output[i],
convert_info->templ->func ? convert_info->templ->func : "",
convert_info->ps_body[i]);
ret = gst_d3d11_create_pixel_shader (device, shader_code, &ps[i]);
g_free (shader_code);
if (!ret) {
return FALSE;
}
}
}
if (convert_info->templ->constant_buffer) {
D3D11_BUFFER_DESC const_buffer_desc = { 0, };
const_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
const_buffer_desc.ByteWidth = sizeof (PixelShaderColorTransform);
const_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
const_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
const_buffer_desc.MiscFlags = 0;
const_buffer_desc.StructureByteStride = 0;
hr = device_handle->CreateBuffer (&const_buffer_desc, NULL, &const_buffer);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create constant buffer, hr: 0x%x", (guint) hr);
return FALSE;
}
gst_d3d11_device_lock (device);
hr = context_handle->Map (const_buffer.Get (),
0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't map constant buffer, hr: 0x%x", (guint) hr);
gst_d3d11_device_unlock (device);
return FALSE;
}
memcpy (map.pData, &convert_info->transform,
sizeof (PixelShaderColorTransform));
context_handle->Unmap (const_buffer.Get (), 0);
gst_d3d11_device_unlock (device);
}
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "TEXCOORD";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
GST_ERROR ("Couldn't vertex pixel shader");
return FALSE;
}
/* setup vertext buffer and index buffer */
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (VertexData) * 4;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = device_handle->CreateBuffer (&buffer_desc, NULL, &vertex_buffer);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
return FALSE;
}
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (WORD) * index_count;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = device_handle->CreateBuffer (&buffer_desc, NULL, &index_buffer);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
return FALSE;
}
gst_d3d11_device_lock (device);
hr = context_handle->Map (vertex_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
gst_d3d11_device_unlock (device);
return FALSE;
}
vertex_data = (VertexData *) map.pData;
hr = context_handle->Map (index_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't map index buffer, hr: 0x%x", (guint) hr);
context_handle->Unmap (vertex_buffer.Get (), 0);
gst_d3d11_device_unlock (device);
return FALSE;
}
indices = (WORD *) map.pData;
/* bottom left */
vertex_data[0].position.x = -1.0f;
vertex_data[0].position.y = -1.0f;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.x = 0.0f;
vertex_data[0].texture.y = 1.0f;
/* top left */
vertex_data[1].position.x = -1.0f;
vertex_data[1].position.y = 1.0f;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.x = 0.0f;
vertex_data[1].texture.y = 0.0f;
/* top right */
vertex_data[2].position.x = 1.0f;
vertex_data[2].position.y = 1.0f;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.x = 1.0f;
vertex_data[2].texture.y = 0.0f;
/* bottom right */
vertex_data[3].position.x = 1.0f;
vertex_data[3].position.y = -1.0f;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.x = 1.0f;
vertex_data[3].texture.y = 1.0f;
/* clockwise indexing */
indices[0] = 0; /* bottom left */
indices[1] = 1; /* top left */
indices[2] = 2; /* top right */
indices[3] = 3; /* bottom right */
indices[4] = 0; /* bottom left */
indices[5] = 2; /* top right */
context_handle->Unmap (vertex_buffer.Get (), 0);
context_handle->Unmap (index_buffer.Get (), 0);
gst_d3d11_device_unlock (device);
self->quad[0] = gst_d3d11_quad_new (device,
ps[0].Get (), vs.Get (), layout.Get (), sampler.Get (), NULL, NULL,
const_buffer.Get (), vertex_buffer.Get (), sizeof (VertexData),
index_buffer.Get (), DXGI_FORMAT_R16_UINT, index_count);
if (ps[1]) {
self->quad[1] = gst_d3d11_quad_new (device,
ps[1].Get (), vs.Get (), layout.Get (), sampler.Get (), NULL, NULL,
const_buffer.Get (), vertex_buffer.Get (), sizeof (VertexData),
index_buffer.Get (), DXGI_FORMAT_R16_UINT, index_count);
}
self->num_input_view = GST_VIDEO_INFO_N_PLANES (in_info);
self->num_output_view = GST_VIDEO_INFO_N_PLANES (out_info);
/* holds vertex buffer for crop rect update */
self->vertex_buffer = vertex_buffer.Detach ();
self->src_rect.left = 0;
self->src_rect.top = 0;
self->src_rect.right = GST_VIDEO_INFO_WIDTH (in_info);
self->src_rect.bottom = GST_VIDEO_INFO_HEIGHT (in_info);
self->dest_rect.left = 0;
self->dest_rect.top = 0;
self->dest_rect.right = GST_VIDEO_INFO_WIDTH (out_info);
self->dest_rect.bottom = GST_VIDEO_INFO_HEIGHT (out_info);
self->input_texture_width = GST_VIDEO_INFO_WIDTH (in_info);
self->input_texture_height = GST_VIDEO_INFO_HEIGHT (in_info);
return TRUE;
}
static GstD3D11Converter *
gst_d3d11_converter_new_internal (GstD3D11Device * device,
GstVideoInfo * in_info, GstVideoInfo * out_info, gfloat alpha)
{
const GstVideoInfo *unknown_info;
const GstD3D11Format *in_d3d11_format;
const GstD3D11Format *out_d3d11_format;
gboolean is_supported = FALSE;
MatrixData matrix;
GstD3D11Converter *converter = NULL;
gboolean ret;
guint i;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (in_info != NULL, NULL);
g_return_val_if_fail (out_info != NULL, NULL);
GST_DEBUG ("Setup convert with format %s -> %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
in_d3d11_format =
gst_d3d11_device_format_from_gst (device,
GST_VIDEO_INFO_FORMAT (in_info));
if (!in_d3d11_format) {
unknown_info = in_info;
goto format_unknown;
}
out_d3d11_format =
gst_d3d11_device_format_from_gst (device,
GST_VIDEO_INFO_FORMAT (out_info));
if (!out_d3d11_format) {
unknown_info = out_info;
goto format_unknown;
}
converter = g_new0 (GstD3D11Converter, 1);
converter->device = (GstD3D11Device *) gst_object_ref (device);
converter->alpha = alpha;
if (GST_VIDEO_INFO_IS_RGB (in_info)) {
if (GST_VIDEO_INFO_IS_RGB (out_info)) {
is_supported =
setup_convert_info_rgb_to_rgb (converter, in_info, out_info);
} else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
is_supported =
setup_convert_info_rgb_to_yuv (converter, in_info, out_info);
}
} else if (GST_VIDEO_INFO_IS_YUV (in_info)) {
if (GST_VIDEO_INFO_IS_RGB (out_info)) {
is_supported =
setup_convert_info_yuv_to_rgb (converter, in_info, out_info);
} else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
is_supported =
setup_convert_info_yuv_to_yuv (converter, in_info, out_info);
}
}
if (!is_supported) {
goto conversion_not_supported;
}
if (converter_get_matrix (converter, &matrix, in_info, out_info)) {
PixelShaderColorTransform *transform = &converter->convert_info.transform;
/* padding the last column for 16bytes alignment */
transform->trans_matrix[0] = matrix.dm[0][0];
transform->trans_matrix[1] = matrix.dm[0][1];
transform->trans_matrix[2] = matrix.dm[0][2];
transform->trans_matrix[3] = 0;
transform->trans_matrix[4] = matrix.dm[1][0];
transform->trans_matrix[5] = matrix.dm[1][1];
transform->trans_matrix[6] = matrix.dm[1][2];
transform->trans_matrix[7] = 0;
transform->trans_matrix[8] = matrix.dm[2][0];
transform->trans_matrix[9] = matrix.dm[2][1];
transform->trans_matrix[10] = matrix.dm[2][2];
transform->trans_matrix[11] = 0;
}
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (out_info); i++) {
converter->viewport[i].TopLeftX = 0;
converter->viewport[i].TopLeftY = 0;
converter->viewport[i].Width = GST_VIDEO_INFO_COMP_WIDTH (out_info, i);
converter->viewport[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (out_info, i);
converter->viewport[i].MinDepth = 0.0f;
converter->viewport[i].MaxDepth = 1.0f;
}
ret = gst_d3d11_color_convert_setup_shader (converter,
device, in_info, out_info);
if (!ret) {
GST_ERROR ("Couldn't setup shader");
gst_d3d11_converter_free (converter);
converter = NULL;
} else {
converter->in_info = *in_info;
converter->out_info = *out_info;
}
return converter;
/* ERRORS */
format_unknown:
{
GST_ERROR ("%s couldn't be converted to d3d11 format",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (unknown_info)));
return NULL;
}
conversion_not_supported:
{
GST_ERROR ("Conversion %s to %s not supported",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
gst_d3d11_converter_free (converter);
return NULL;
}
}
GstD3D11Converter *
gst_d3d11_converter_new (GstD3D11Device * device,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
return gst_d3d11_converter_new_internal (device, in_info, out_info, 1.0f);
}
GstD3D11Converter *
gst_d3d11_converter_new_with_alpha (GstD3D11Device * device,
GstVideoInfo * in_info, GstVideoInfo * out_info, gfloat alpha)
{
g_return_val_if_fail (alpha >= 0.0f, NULL);
g_return_val_if_fail (alpha <= 1.0f, NULL);
return gst_d3d11_converter_new_internal (device, in_info, out_info, alpha);
}
void
gst_d3d11_converter_free (GstD3D11Converter * converter)
{
gint i;
g_return_if_fail (converter != NULL);
for (i = 0; i < CONVERTER_MAX_QUADS; i++) {
if (converter->quad[i])
gst_d3d11_quad_free (converter->quad[i]);
g_free (converter->convert_info.ps_body[i]);
}
GST_D3D11_CLEAR_COM (converter->vertex_buffer);
gst_clear_object (&converter->device);
g_free (converter);
}
/* must be called with gst_d3d11_device_lock since ID3D11DeviceContext is not
* thread-safe */
static gboolean
gst_d3d11_converter_update_vertex_buffer (GstD3D11Converter * self)
{
D3D11_MAPPED_SUBRESOURCE map;
VertexData *vertex_data;
ID3D11DeviceContext *context_handle;
HRESULT hr;
FLOAT x1, y1, x2, y2;
FLOAT u, v;
const RECT *src_rect = &self->src_rect;
const RECT *dest_rect = &self->dest_rect;
gint texture_width = self->input_texture_width;
gint texture_height = self->input_texture_height;
gdouble val;
context_handle = gst_d3d11_device_get_device_context_handle (self->device);
hr = context_handle->Map (self->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD,
0, &map);
if (!gst_d3d11_result (hr, self->device)) {
GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
return FALSE;
}
vertex_data = (VertexData *) map.pData;
/* bottom left */
gst_util_fraction_to_double (dest_rect->left,
GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
x1 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (dest_rect->bottom,
GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
y1 = (val * -2.0f) + 1.0f;
/* top right */
gst_util_fraction_to_double (dest_rect->right,
GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
x2 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (dest_rect->top,
GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
y2 = (val * -2.0f) + 1.0f;
/* bottom left */
u = (src_rect->left / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->bottom / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[0].position.x = x1;
vertex_data[0].position.y = y1;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.x = u;
vertex_data[0].texture.y = v;
/* top left */
u = (src_rect->left / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->top / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[1].position.x = x1;
vertex_data[1].position.y = y2;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.x = u;
vertex_data[1].texture.y = v;
/* top right */
u = (src_rect->right / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->top / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[2].position.x = x2;
vertex_data[2].position.y = y2;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.x = u;
vertex_data[2].texture.y = v;
/* bottom right */
u = (src_rect->right / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->bottom / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[3].position.x = x2;
vertex_data[3].position.y = y1;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.x = u;
vertex_data[3].texture.y = v;
context_handle->Unmap (self->vertex_buffer, 0);
self->update_vertex = FALSE;
return TRUE;
}
gboolean
gst_d3d11_converter_convert (GstD3D11Converter * converter,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES],
ID3D11BlendState * blend, gfloat blend_factor[4])
{
gboolean ret;
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (srv != NULL, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
gst_d3d11_device_lock (converter->device);
ret = gst_d3d11_converter_convert_unlocked (converter,
srv, rtv, blend, blend_factor);
gst_d3d11_device_unlock (converter->device);
return ret;
}
gboolean
gst_d3d11_converter_convert_unlocked (GstD3D11Converter * converter,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES],
ID3D11BlendState * blend, gfloat blend_factor[4])
{
gboolean ret;
/* *INDENT-OFF* */
ComPtr<ID3D11Resource> resource;
ComPtr<ID3D11Texture2D> texture;
/* *INDENT-ON* */
D3D11_TEXTURE2D_DESC desc;
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (srv != NULL, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
/* check texture resolution and update crop area */
srv[0]->GetResource (&resource);
resource.As (&texture);
texture->GetDesc (&desc);
if (converter->update_vertex ||
desc.Width != (guint) converter->input_texture_width ||
desc.Height != (guint) converter->input_texture_height) {
GST_DEBUG ("Update vertext buffer, texture resolution: %dx%d",
desc.Width, desc.Height);
converter->input_texture_width = desc.Width;
converter->input_texture_height = desc.Height;
if (!gst_d3d11_converter_update_vertex_buffer (converter)) {
GST_ERROR ("Cannot update vertex buffer");
return FALSE;
}
}
ret = gst_d3d11_draw_quad_unlocked (converter->quad[0], converter->viewport,
1, srv, converter->num_input_view, rtv, 1, NULL, blend, blend_factor);
if (!ret)
return FALSE;
if (converter->quad[1]) {
ret = gst_d3d11_draw_quad_unlocked (converter->quad[1],
&converter->viewport[1], converter->num_output_view - 1,
srv, converter->num_input_view, &rtv[1], converter->num_output_view - 1,
NULL, blend, blend_factor);
if (!ret)
return FALSE;
}
return TRUE;
}
gboolean
gst_d3d11_converter_update_viewport (GstD3D11Converter * converter,
D3D11_VIEWPORT * viewport)
{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
converter->viewport[0] = *viewport;
switch (GST_VIDEO_INFO_FORMAT (&converter->out_info)) {
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
case GST_VIDEO_FORMAT_P016_LE:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_I420_10LE:{
guint i;
converter->viewport[1].TopLeftX = converter->viewport[0].TopLeftX / 2;
converter->viewport[1].TopLeftY = converter->viewport[0].TopLeftY / 2;
converter->viewport[1].Width = converter->viewport[0].Width / 2;
converter->viewport[1].Height = converter->viewport[0].Height / 2;
for (i = 2; i < GST_VIDEO_INFO_N_PLANES (&converter->out_info); i++)
converter->viewport[i] = converter->viewport[1];
break;
}
default:
if (converter->num_output_view > 1)
g_assert_not_reached ();
break;
}
return TRUE;
}
gboolean
gst_d3d11_converter_update_src_rect (GstD3D11Converter * converter,
RECT * src_rect)
{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (src_rect != NULL, FALSE);
if (converter->src_rect.left != src_rect->left ||
converter->src_rect.top != src_rect->top ||
converter->src_rect.right != src_rect->right ||
converter->src_rect.bottom != src_rect->bottom) {
converter->src_rect = *src_rect;
/* vertex buffer will be updated on next convert() call */
converter->update_vertex = TRUE;
}
return TRUE;
}
gboolean
gst_d3d11_converter_update_dest_rect (GstD3D11Converter * converter,
RECT * dest_rect)
{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (dest_rect != NULL, FALSE);
if (converter->dest_rect.left != dest_rect->left ||
converter->dest_rect.top != dest_rect->top ||
converter->dest_rect.right != dest_rect->right ||
converter->dest_rect.bottom != dest_rect->bottom) {
converter->dest_rect = *dest_rect;
/* vertex buffer will be updated on next convert() call */
converter->update_vertex = TRUE;
}
return TRUE;
}