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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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c3cf9521a5
* Private header name is changed to gstd3d11-private.h to follow naming convention * Add Since mark everywhere * Update member variable names to be consistent with the other object implementations in this library * Correct outdated documentation Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2945>
320 lines
9.5 KiB
C++
320 lines
9.5 KiB
C++
/* GStreamer
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* Copyright (C) 2022 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d11compile.h"
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#include "gstd3d11device.h"
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#include "gstd3d11utils.h"
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#include "gstd3d11-private.h"
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#include <gmodule.h>
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#include <wrl.h>
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#include <string.h>
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/**
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* SECTION:gstd3d11compile
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* @title: GstD3D11Compile
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* @short_description: HLSL compiler and utility
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*
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* A set of HLSL compile helper methods
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*
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* Since: 1.22
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*/
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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/* *INDENT-ON* */
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#ifndef GST_DISABLE_GST_DEBUG
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#define GST_CAT_DEFAULT ensure_debug_category()
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static GstDebugCategory *
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ensure_debug_category (void)
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{
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static GstDebugCategory *cat = nullptr;
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GST_D3D11_CALL_ONCE_BEGIN {
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cat = _gst_debug_category_new ("d3d11compile", 0, "d3d11compile");
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} GST_D3D11_CALL_ONCE_END;
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return cat;
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}
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#else
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#define ensure_debug_category() /* NOOP */
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#endif /* GST_DISABLE_GST_DEBUG */
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static GModule *d3d_compiler_module = nullptr;
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static pD3DCompile GstD3DCompileFunc = nullptr;
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/**
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* gst_d3d11_compile_init:
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*
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* Loads HLSL compiler library
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*
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* Returns: %TRUE if HLSL compiler library is available
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*
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* Since: 1.22
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*/
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gboolean
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gst_d3d11_compile_init (void)
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{
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GST_D3D11_CALL_ONCE_BEGIN {
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#if GST_D3D11_WINAPI_ONLY_APP
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/* Assuming that d3d compiler library is available */
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GstD3DCompileFunc = D3DCompile;
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#else
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static const gchar *d3d_compiler_names[] = {
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"d3dcompiler_47.dll",
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"d3dcompiler_46.dll",
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"d3dcompiler_45.dll",
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"d3dcompiler_44.dll",
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"d3dcompiler_43.dll",
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};
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for (guint i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
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d3d_compiler_module =
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g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
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if (d3d_compiler_module) {
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GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
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if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
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(gpointer *) & GstD3DCompileFunc)) {
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GST_ERROR ("Cannot load D3DCompile symbol from %s",
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d3d_compiler_names[i]);
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g_module_close (d3d_compiler_module);
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d3d_compiler_module = nullptr;
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GstD3DCompileFunc = nullptr;
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} else {
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break;
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}
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}
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}
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if (!GstD3DCompileFunc)
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GST_WARNING ("D3D11 compiler library is unavailable");
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#endif
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}
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GST_D3D11_CALL_ONCE_END;
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if (!GstD3DCompileFunc)
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return FALSE;
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return TRUE;
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}
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/**
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* gst_d3d11_compile:
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* @src_data: source data to compile
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* @src_data_size: length of src_data
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* @source_name: (nullable): used for strings that specify error messages
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* @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros
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* @include: (nullable): a ID3DInclude
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* @entry_point: (nullable): the name of entry point function
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* @target: a string specifies the shader target
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* @flags1: flags defined by D3DCOMPILE constants
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* @flags2: flags defined by D3DCOMPILE_EFFECT constants
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* @code: (out) (optional): a compiled code
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* @error_msgs: (out) (optional) (nullable): compiler error messages
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*
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* Compiles HLSL code or an effect file into bytecode for a given target
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*
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* Returns: HRESULT return code
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*
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* Since: 1.22
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*/
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HRESULT
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gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name,
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CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point,
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LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code,
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ID3DBlob ** error_msgs)
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{
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if (!gst_d3d11_compile_init ())
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return E_FAIL;
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return GstD3DCompileFunc (src_data, src_data_size, source_name, defines,
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include, entry_point, target, flags1, flags2, code, error_msgs);
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}
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/**
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* gst_d3d11_create_pixel_shader_simple:
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* @device: a #GstD3D11Device
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* @source: a pixel shader code to compile
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* @entry_point: the name of entry point function
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* @shader: (out): a ID3D11PixelShader
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* Compiles pixel shader code and creates ID3D11PixelShader
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*
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* Returns: HRESULT return code
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*
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* Since: 1.22
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*/
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HRESULT
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gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device,
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const gchar * source, const gchar * entry_point,
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ID3D11PixelShader ** shader)
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{
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ID3D11Device *device_handle;
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HRESULT hr;
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ComPtr < ID3DBlob > ps_blob;
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ComPtr < ID3DBlob > error_msg;
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D3D_FEATURE_LEVEL feature_level;
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const gchar *target;
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
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g_return_val_if_fail (source != nullptr, E_INVALIDARG);
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g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
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g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
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device_handle = gst_d3d11_device_get_device_handle (device);
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feature_level = device_handle->GetFeatureLevel ();
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if (feature_level >= D3D_FEATURE_LEVEL_11_0)
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target = "ps_5_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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target = "ps_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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target = "ps_4_0_level_9_3";
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else
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target = "ps_4_0_level_9_1";
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GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
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hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
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entry_point, target, 0, 0, &ps_blob, &error_msg);
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if (!gst_d3d11_result (hr, device)) {
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const gchar *err = nullptr;
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if (error_msg)
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err = (const gchar *) error_msg->GetBufferPointer ();
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GST_ERROR_OBJECT (device,
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"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
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(guint) hr, GST_STR_NULL (err), source);
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return hr;
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}
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if (error_msg) {
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const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
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GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
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GST_STR_NULL (err), source);
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}
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return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
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ps_blob->GetBufferSize (), nullptr, shader);
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}
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/**
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* gst_d3d11_create_vertex_shader_simple:
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* @device: a #GstD3D11Device
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* @source: a vertex shader code to compile
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* @entry_point: the name of entry point function
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* @input_desc: an array of D3D11_INPUT_ELEMENT_DESC
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* @desc_len: length of input_desc
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* @shader: (out): a ID3D11VertexShader
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* @layout: (out): a ID3D11InputLayout
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* Compiles vertex shader code and creates ID3D11VertexShader and
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* ID3D11InputLayout
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*
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* Returns: HRESULT return code
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*
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* Since: 1.22
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*/
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HRESULT
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gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device,
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const gchar * source, const gchar * entry_point,
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const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
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ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
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{
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ID3D11Device *device_handle;
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HRESULT hr;
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ComPtr < ID3DBlob > vs_blob;
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ComPtr < ID3DBlob > error_msg;
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ComPtr < ID3D11VertexShader > vs;
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ComPtr < ID3D11InputLayout > input_layout;
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D3D_FEATURE_LEVEL feature_level;
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const gchar *target;
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
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g_return_val_if_fail (source != nullptr, E_INVALIDARG);
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g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
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g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG);
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g_return_val_if_fail (desc_len > 0, E_INVALIDARG);
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g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
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g_return_val_if_fail (layout != nullptr, E_INVALIDARG);
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device_handle = gst_d3d11_device_get_device_handle (device);
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feature_level = device_handle->GetFeatureLevel ();
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if (feature_level >= D3D_FEATURE_LEVEL_11_0)
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target = "vs_5_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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target = "vs_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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target = "vs_4_0_level_9_3";
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else
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target = "vs_4_0_level_9_1";
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GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
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hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
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entry_point, target, 0, 0, &vs_blob, &error_msg);
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if (!gst_d3d11_result (hr, device)) {
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const gchar *err = nullptr;
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if (error_msg)
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err = (const gchar *) error_msg->GetBufferPointer ();
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GST_ERROR_OBJECT (device,
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"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
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(guint) hr, GST_STR_NULL (err), source);
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return hr;
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}
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if (error_msg) {
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const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
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GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
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GST_STR_NULL (err), source);
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}
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hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
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vs_blob->GetBufferSize (), nullptr, &vs);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (device, "Couldn't create vertex shader");
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return hr;
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}
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hr = device_handle->CreateInputLayout (input_desc, desc_len,
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vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (device, "Couldn't create input layout");
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return hr;
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}
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*shader = vs.Detach ();
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*layout = input_layout.Detach ();
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return hr;
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}
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