gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.cpp
Seungha Yang 3ed94c2dde d3d11shader: Remove GstD3D11Quad helper object
It's not very generic to be used for various scenario. Use native D3D11
APIs directly instead.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2622>
2022-06-17 19:40:48 +00:00

228 lines
6.5 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <gmodule.h>
#include <wrl.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
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 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",
};
guint 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 gboolean
compile_shader (GstD3D11Device * device, const gchar * shader_source,
gboolean is_pixel_shader, ID3DBlob ** blob)
{
const gchar *shader_target;
D3D_FEATURE_LEVEL feature_level;
HRESULT hr;
ID3D11Device *device_handle;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> ret;
ComPtr<ID3DBlob> error;
/* *INDENT-ON* */
if (!gst_d3d11_shader_init ()) {
GST_ERROR ("D3DCompiler is unavailable");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
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 = (const gchar *) error->GetBufferPointer ();
GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
(guint) hr, GST_STR_NULL (err));
return FALSE;
}
if (error) {
const gchar *err = (const gchar *) error->GetBufferPointer ();
GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s",
GST_STR_NULL (err), GST_STR_NULL (shader_source));
}
*blob = ret.Detach ();
return TRUE;
}
gboolean
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
const gchar * source, ID3D11PixelShader ** shader)
{
ID3D11Device *device_handle;
HRESULT hr;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> ps_blob;
/* *INDENT-ON* */
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);
if (!compile_shader (device, source, TRUE, &ps_blob)) {
GST_ERROR ("Failed to compile pixel shader");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
ps_blob->GetBufferSize (), NULL, shader);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
return FALSE;
}
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)
{
ID3D11Device *device_handle;
HRESULT hr;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> vs_blob;
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11InputLayout> in_layout;
/* *INDENT-ON* */
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);
if (!compile_shader (device, source, FALSE, &vs_blob)) {
GST_ERROR ("Failed to compile shader code");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), NULL, &vs);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
return FALSE;
}
hr = device_handle->CreateInputLayout (input_desc,
desc_len, vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), &in_layout);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
return FALSE;
}
*shader = vs.Detach ();
*layout = in_layout.Detach ();
return TRUE;
}