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487a41d312
Add d3d11overlaycompositor object to draw overlay image on render target using Blend method.
950 lines
27 KiB
C
950 lines
27 KiB
C
/* GStreamer
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* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
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* Copyright (C) <2019> Jeongki Kim <jeongki.kim@jeongki.kim>
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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 "gstd3d11colorconverter.h"
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#include "gstd3d11utils.h"
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#include "gstd3d11device.h"
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#include "gstd3d11shader.h"
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#include "gstd3d11format.h"
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#include <string.h>
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_colorconverter_debug);
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#define GST_CAT_DEFAULT gst_d3d11_colorconverter_debug
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/* *INDENT-OFF* */
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typedef struct
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{
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FLOAT trans_matrix[12];
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FLOAT padding[4];
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} PixelShaderColorTransform;
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typedef struct
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{
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struct {
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FLOAT x;
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FLOAT y;
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FLOAT z;
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} position;
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struct {
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FLOAT x;
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FLOAT y;
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} texture;
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} VertexData;
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typedef struct
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{
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const gchar *constant_buffer;
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const gchar *func;
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} PixelShaderTemplate;
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#define COLOR_TRANSFORM_COEFF \
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"cbuffer PixelShaderColorTransform : register(b0)\n" \
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"{\n" \
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" float3x4 trans_matrix;\n" \
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" float3 padding;\n" \
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"};\n"
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#define HLSL_FUNC_YUV_TO_RGB \
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"float3 yuv_to_rgb (float3 yuv)\n" \
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"{\n" \
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" yuv += float3(-0.062745f, -0.501960f, -0.501960f);\n" \
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" yuv = mul(yuv, trans_matrix);\n" \
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" return saturate(yuv);\n" \
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"}\n"
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#define HLSL_FUNC_RGB_TO_YUV \
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"float3 rgb_to_yuv (float3 rgb)\n" \
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"{\n" \
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" float3 yuv;\n" \
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" yuv = mul(rgb, trans_matrix);\n" \
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" yuv += float3(0.062745f, 0.501960f, 0.501960f);\n" \
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" return saturate(yuv);\n" \
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"}\n"
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static const PixelShaderTemplate templ_REORDER =
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{ NULL, NULL };
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static const PixelShaderTemplate templ_YUV_to_RGB =
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{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_YUV_TO_RGB };
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#if 0
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static const PixelShaderTemplate templ_RGB_to_YUV =
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{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_RGB_TO_YUV };
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#endif
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static const gchar templ_REORDER_BODY[] =
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" float4 sample;\n"
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" sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
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/* alpha channel */
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" %s\n"
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" return sample;\n";
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static const gchar templ_VUYA_to_RGB_BODY[] =
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" float4 sample, rgba;\n"
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" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
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" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).y;\n"
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" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
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" sample.a = shaderTexture[0].Sample(samplerState, input.Texture).a;\n"
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" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
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" rgba.a = sample.a;\n"
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" return rgba;\n";
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#if 0
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static const gchar templ_RGB_to_VUYA_BODY[] =
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" float4 sample, vuya;\n"
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" sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
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" vuya.zyx = rgb_to_yuv (sample.rgb);\n"
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" vuya.a = %s;\n"
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" return vuya;\n";
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#endif
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/* YUV to RGB conversion */
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static const gchar templ_PLANAR_YUV_to_RGB_BODY[] =
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" float4 sample, rgba;\n"
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" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
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" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x;\n"
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" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x;\n"
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" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
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" rgba.a = 1.0;\n"
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" return rgba;\n";
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static const gchar templ_PLANAR_YUV_HIGH_to_RGB_BODY[] =
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" float4 sample, rgba;\n"
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" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
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" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
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" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
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" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
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" rgba.a = 1.0;\n"
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" return rgba;\n";
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/* FIXME: add RGB to planar */
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static const gchar templ_SEMI_PLANAR_to_RGB_BODY[] =
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" float4 sample, rgba;\n"
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" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
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" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
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" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
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" rgba.a = 1.0;\n"
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" return rgba;\n";
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/* FIXME: add RGB to semi-planar */
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static const gchar templ_pixel_shader[] =
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/* constant buffer */
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"%s\n"
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"Texture2D shaderTexture[4];\n"
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"SamplerState samplerState;\n"
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"\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float3 Texture: TEXCOORD0;\n"
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"};\n"
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"\n"
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/* rgb <-> yuv function */
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"%s\n"
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"float4 main(PS_INPUT input): SV_TARGET\n"
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"{\n"
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"%s"
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"}\n";
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static const gchar templ_vertex_shader[] =
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"struct VS_INPUT\n"
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"{\n"
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" float4 Position : POSITION;\n"
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" float4 Texture : TEXCOORD0;\n"
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"};\n"
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"\n"
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"struct VS_OUTPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float4 Texture: TEXCOORD0;\n"
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"};\n"
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"\n"
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"VS_OUTPUT main(VS_INPUT input)\n"
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"{\n"
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" return input;\n"
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"}\n";
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/* *INDENT-ON* */
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typedef struct
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{
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const PixelShaderTemplate *templ;
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gchar *ps_body;
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PixelShaderColorTransform transform;
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} ConvertInfo;
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struct _GstD3D11ColorConverter
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{
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GstD3D11Device *device;
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GstVideoInfo in_info;
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GstVideoInfo out_info;
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const GstD3D11Format *in_d3d11_format;
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const GstD3D11Format *out_d3d11_format;
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guint num_input_view;
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guint num_output_view;
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GstD3D11Quad *quad;
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D3D11_VIEWPORT viewport;
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ConvertInfo convert_info;
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};
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/* from video-converter.c */
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typedef struct
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{
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gfloat dm[4][4];
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} MatrixData;
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static void
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color_matrix_set_identity (MatrixData * m)
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{
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gint i, j;
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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m->dm[i][j] = (i == j);
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}
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}
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}
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static void
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color_matrix_copy (MatrixData * d, const MatrixData * s)
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{
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gint i, j;
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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d->dm[i][j] = s->dm[i][j];
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}
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/* Perform 4x4 matrix multiplication:
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* - @dst@ = @a@ * @b@
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* - @dst@ may be a pointer to @a@ andor @b@
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*/
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static void
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color_matrix_multiply (MatrixData * dst, MatrixData * a, MatrixData * b)
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{
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MatrixData tmp;
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gint i, j, k;
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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gfloat x = 0;
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for (k = 0; k < 4; k++) {
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x += a->dm[i][k] * b->dm[k][j];
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}
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tmp.dm[i][j] = x;
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}
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}
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color_matrix_copy (dst, &tmp);
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}
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static void
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color_matrix_offset_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
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{
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MatrixData a;
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color_matrix_set_identity (&a);
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a.dm[0][3] = a1;
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a.dm[1][3] = a2;
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a.dm[2][3] = a3;
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color_matrix_multiply (m, &a, m);
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}
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static void
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color_matrix_scale_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
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{
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MatrixData a;
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color_matrix_set_identity (&a);
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a.dm[0][0] = a1;
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a.dm[1][1] = a2;
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a.dm[2][2] = a3;
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color_matrix_multiply (m, &a, m);
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}
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static void
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color_matrix_debug (GstD3D11ColorConverter * self, const MatrixData * s)
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{
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GST_DEBUG ("[%f %f %f %f]",
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s->dm[0][0], s->dm[0][1], s->dm[0][2], s->dm[0][3]);
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GST_DEBUG ("[%f %f %f %f]",
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s->dm[1][0], s->dm[1][1], s->dm[1][2], s->dm[1][3]);
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GST_DEBUG ("[%f %f %f %f]",
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s->dm[2][0], s->dm[2][1], s->dm[2][2], s->dm[2][3]);
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GST_DEBUG ("[%f %f %f %f]",
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s->dm[3][0], s->dm[3][1], s->dm[3][2], s->dm[3][3]);
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}
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static void
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color_matrix_YCbCr_to_RGB (MatrixData * m, gfloat Kr, gfloat Kb)
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{
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gfloat Kg = 1.0 - Kr - Kb;
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MatrixData k = {
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{
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{1., 0., 2 * (1 - Kr), 0.},
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{1., -2 * Kb * (1 - Kb) / Kg, -2 * Kr * (1 - Kr) / Kg, 0.},
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{1., 2 * (1 - Kb), 0., 0.},
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{0., 0., 0., 1.},
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}
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};
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color_matrix_multiply (m, &k, m);
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}
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static void
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color_matrix_RGB_to_YCbCr (MatrixData * m, gfloat Kr, gfloat Kb)
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{
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gfloat Kg = 1.0 - Kr - Kb;
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MatrixData k;
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gfloat x;
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k.dm[0][0] = Kr;
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k.dm[0][1] = Kg;
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k.dm[0][2] = Kb;
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k.dm[0][3] = 0;
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x = 1 / (2 * (1 - Kb));
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k.dm[1][0] = -x * Kr;
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k.dm[1][1] = -x * Kg;
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k.dm[1][2] = x * (1 - Kb);
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k.dm[1][3] = 0;
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x = 1 / (2 * (1 - Kr));
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k.dm[2][0] = x * (1 - Kr);
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k.dm[2][1] = -x * Kg;
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k.dm[2][2] = -x * Kb;
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k.dm[2][3] = 0;
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k.dm[3][0] = 0;
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k.dm[3][1] = 0;
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k.dm[3][2] = 0;
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k.dm[3][3] = 1;
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color_matrix_multiply (m, &k, m);
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}
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static void
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compute_matrix_to_RGB (GstD3D11ColorConverter * self, MatrixData * data,
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GstVideoInfo * info)
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{
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gdouble Kr = 0, Kb = 0;
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gint offset[4], scale[4];
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/* bring color components to [0..1.0] range */
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gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
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scale);
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color_matrix_offset_components (data, -offset[0], -offset[1], -offset[2]);
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color_matrix_scale_components (data, 1 / ((float) scale[0]),
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1 / ((float) scale[1]), 1 / ((float) scale[2]));
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if (!GST_VIDEO_INFO_IS_RGB (info)) {
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/* bring components to R'G'B' space */
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if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
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color_matrix_YCbCr_to_RGB (data, Kr, Kb);
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}
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color_matrix_debug (self, data);
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}
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static void
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compute_matrix_to_YUV (GstD3D11ColorConverter * self, MatrixData * data,
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GstVideoInfo * info)
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{
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gdouble Kr = 0, Kb = 0;
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gint offset[4], scale[4];
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if (!GST_VIDEO_INFO_IS_RGB (info)) {
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/* bring components to YCbCr space */
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if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
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color_matrix_RGB_to_YCbCr (data, Kr, Kb);
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}
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/* bring color components to nominal range */
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gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
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scale);
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color_matrix_scale_components (data, (float) scale[0], (float) scale[1],
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(float) scale[2]);
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color_matrix_offset_components (data, offset[0], offset[1], offset[2]);
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color_matrix_debug (self, data);
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}
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static gboolean
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converter_get_matrix (GstD3D11ColorConverter * self, MatrixData * matrix,
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GstVideoInfo * in_info, GstVideoInfo * out_info)
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{
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gboolean same_matrix;
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guint in_bits, out_bits;
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in_bits = GST_VIDEO_INFO_COMP_DEPTH (in_info, 0);
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out_bits = GST_VIDEO_INFO_COMP_DEPTH (out_info, 0);
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same_matrix = in_info->colorimetry.matrix == out_info->colorimetry.matrix;
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GST_DEBUG ("matrix %d -> %d (%d)", in_info->colorimetry.matrix,
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out_info->colorimetry.matrix, same_matrix);
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color_matrix_set_identity (matrix);
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if (same_matrix) {
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GST_DEBUG ("conversion matrix is not required");
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return FALSE;
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}
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if (in_bits < out_bits) {
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gint scale = 1 << (out_bits - in_bits);
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color_matrix_scale_components (matrix,
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1 / (float) scale, 1 / (float) scale, 1 / (float) scale);
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}
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GST_DEBUG ("to RGB matrix");
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compute_matrix_to_RGB (self, matrix, in_info);
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GST_DEBUG ("current matrix");
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color_matrix_debug (self, matrix);
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GST_DEBUG ("to YUV matrix");
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compute_matrix_to_YUV (self, matrix, out_info);
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GST_DEBUG ("current matrix");
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color_matrix_debug (self, matrix);
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if (in_bits > out_bits) {
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gint scale = 1 << (in_bits - out_bits);
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color_matrix_scale_components (matrix,
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(float) scale, (float) scale, (float) scale);
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}
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GST_DEBUG ("final matrix");
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color_matrix_debug (self, matrix);
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return TRUE;
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}
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static gboolean
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setup_convert_info_rgb_to_rgb (GstD3D11ColorConverter * self,
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const GstVideoInfo * in_info, const GstVideoInfo * out_info)
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{
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ConvertInfo *convert_info = &self->convert_info;
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GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (in_info);
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#define IS_RGBX_FORMAT(f) \
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((f) == GST_VIDEO_FORMAT_RGBx || \
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(f) == GST_VIDEO_FORMAT_xRGB || \
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(f) == GST_VIDEO_FORMAT_BGRx || \
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(f) == GST_VIDEO_FORMAT_xBGR)
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convert_info->templ = &templ_REORDER;
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convert_info->ps_body = g_strdup_printf (templ_REORDER_BODY,
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IS_RGBX_FORMAT (in_format) ? "sample.a = 1.0f;" : "");
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#undef IS_RGBX_FORMAT
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return TRUE;
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}
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static gboolean
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setup_convert_info_yuv_to_rgb (GstD3D11ColorConverter * self,
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const GstVideoInfo * in_info, const GstVideoInfo * out_info)
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{
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ConvertInfo *info = &self->convert_info;
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info->templ = &templ_YUV_to_RGB;
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switch (GST_VIDEO_INFO_FORMAT (in_info)) {
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case GST_VIDEO_FORMAT_VUYA:
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info->ps_body = g_strdup_printf (templ_VUYA_to_RGB_BODY);
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break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
info->ps_body = g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY);
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420_10LE:
|
|
info->ps_body =
|
|
g_strdup_printf (templ_PLANAR_YUV_HIGH_to_RGB_BODY, 64, 64, 64);
|
|
break;
|
|
case GST_VIDEO_FORMAT_NV12:
|
|
case GST_VIDEO_FORMAT_P010_10LE:
|
|
info->ps_body = 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 (GstD3D11ColorConverter * self,
|
|
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
|
|
{
|
|
GST_FIXME ("Implement RGB to YUV format conversion");
|
|
return FALSE;
|
|
}
|
|
|
|
static gboolean
|
|
setup_convert_info_yuv_to_yuv (GstD3D11ColorConverter * self,
|
|
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
|
|
{
|
|
GST_FIXME ("Implement YUV to YUV format conversion");
|
|
return FALSE;
|
|
}
|
|
|
|
typedef struct
|
|
{
|
|
GstD3D11ColorConverter *self;
|
|
GstVideoInfo *in_info;
|
|
GstVideoInfo *out_info;
|
|
gboolean ret;
|
|
} SetupShaderData;
|
|
|
|
static void
|
|
gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
|
|
SetupShaderData * data)
|
|
{
|
|
GstD3D11ColorConverter *self = data->self;
|
|
HRESULT hr;
|
|
D3D11_SAMPLER_DESC sampler_desc = { 0, };
|
|
D3D11_INPUT_ELEMENT_DESC input_desc[2] = { 0, };
|
|
D3D11_BUFFER_DESC buffer_desc = { 0, };
|
|
D3D11_MAPPED_SUBRESOURCE map;
|
|
VertexData *vertex_data;
|
|
WORD *indices;
|
|
ID3D11Device *device_handle;
|
|
ID3D11DeviceContext *context_handle;
|
|
gchar *shader_code = NULL;
|
|
ConvertInfo *convert_info = &self->convert_info;
|
|
ID3D11PixelShader *ps = NULL;
|
|
ID3D11VertexShader *vs = NULL;
|
|
ID3D11InputLayout *layout = NULL;
|
|
ID3D11SamplerState *sampler = NULL;
|
|
ID3D11Buffer *const_buffer = NULL;
|
|
ID3D11Buffer *vertex_buffer = NULL;
|
|
ID3D11Buffer *index_buffer = NULL;
|
|
const guint index_count = 2 * 3;
|
|
|
|
data->ret = TRUE;
|
|
|
|
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 = ID3D11Device_CreateSamplerState (device_handle, &sampler_desc, &sampler);
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
shader_code = g_strdup_printf (templ_pixel_shader,
|
|
convert_info->templ->constant_buffer ?
|
|
convert_info->templ->constant_buffer : "",
|
|
convert_info->templ->func ? convert_info->templ->func : "",
|
|
convert_info->ps_body);
|
|
|
|
GST_LOG ("Create Pixel Shader \n%s", shader_code);
|
|
|
|
if (!gst_d3d11_create_pixel_shader (device, shader_code, &ps)) {
|
|
GST_ERROR ("Couldn't create pixel shader");
|
|
|
|
g_free (shader_code);
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
g_free (shader_code);
|
|
|
|
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 = ID3D11Device_CreateBuffer (device_handle, &const_buffer_desc, NULL,
|
|
&const_buffer);
|
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR ("Couldn't create constant buffer, hr: 0x%x", (guint) hr);
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
gst_d3d11_device_lock (device);
|
|
hr = ID3D11DeviceContext_Map (context_handle,
|
|
(ID3D11Resource *) const_buffer, 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);
|
|
data->ret = FALSE;
|
|
gst_d3d11_device_unlock (device);
|
|
goto clear;
|
|
}
|
|
|
|
memcpy (map.pData, &convert_info->transform,
|
|
sizeof (PixelShaderColorTransform));
|
|
|
|
ID3D11DeviceContext_Unmap (context_handle,
|
|
(ID3D11Resource *) const_buffer, 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");
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
/* 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 = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
|
|
&vertex_buffer);
|
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
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 = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
|
|
&index_buffer);
|
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
gst_d3d11_device_lock (device);
|
|
hr = ID3D11DeviceContext_Map (context_handle,
|
|
(ID3D11Resource *) vertex_buffer, 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);
|
|
data->ret = FALSE;
|
|
gst_d3d11_device_unlock (device);
|
|
goto clear;
|
|
}
|
|
|
|
vertex_data = (VertexData *) map.pData;
|
|
|
|
hr = ID3D11DeviceContext_Map (context_handle,
|
|
(ID3D11Resource *) index_buffer, 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);
|
|
ID3D11DeviceContext_Unmap (context_handle,
|
|
(ID3D11Resource *) vertex_buffer, 0);
|
|
gst_d3d11_device_unlock (device);
|
|
data->ret = FALSE;
|
|
goto clear;
|
|
}
|
|
|
|
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 */
|
|
|
|
ID3D11DeviceContext_Unmap (context_handle,
|
|
(ID3D11Resource *) vertex_buffer, 0);
|
|
ID3D11DeviceContext_Unmap (context_handle,
|
|
(ID3D11Resource *) index_buffer, 0);
|
|
gst_d3d11_device_unlock (device);
|
|
|
|
self->quad = gst_d3d11_quad_new (device,
|
|
ps, vs, layout, sampler, NULL, NULL, const_buffer, vertex_buffer,
|
|
sizeof (VertexData), index_buffer, DXGI_FORMAT_R16_UINT, index_count);
|
|
|
|
self->num_input_view = GST_VIDEO_INFO_N_PLANES (data->in_info);
|
|
self->num_output_view = GST_VIDEO_INFO_N_PLANES (data->out_info);
|
|
|
|
clear:
|
|
if (ps)
|
|
ID3D11PixelShader_Release (ps);
|
|
if (vs)
|
|
ID3D11VertexShader_Release (vs);
|
|
if (layout)
|
|
ID3D11InputLayout_Release (layout);
|
|
if (sampler)
|
|
ID3D11SamplerState_Release (sampler);
|
|
if (const_buffer)
|
|
ID3D11Buffer_Release (const_buffer);
|
|
if (vertex_buffer)
|
|
ID3D11Buffer_Release (vertex_buffer);
|
|
if (index_buffer)
|
|
ID3D11Buffer_Release (index_buffer);
|
|
|
|
return;
|
|
}
|
|
|
|
GstD3D11ColorConverter *
|
|
gst_d3d11_color_converter_new (GstD3D11Device * device,
|
|
GstVideoInfo * in_info, GstVideoInfo * out_info)
|
|
{
|
|
SetupShaderData data;
|
|
const GstVideoInfo *unknown_info;
|
|
const GstD3D11Format *in_d3d11_format;
|
|
const GstD3D11Format *out_d3d11_format;
|
|
gboolean is_supported = FALSE;
|
|
MatrixData matrix;
|
|
GstD3D11ColorConverter *converter = NULL;
|
|
|
|
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_format_from_gst (GST_VIDEO_INFO_FORMAT (in_info));
|
|
if (!in_d3d11_format) {
|
|
unknown_info = in_info;
|
|
goto format_unknown;
|
|
}
|
|
|
|
out_d3d11_format =
|
|
gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (out_info));
|
|
if (!out_d3d11_format) {
|
|
unknown_info = out_info;
|
|
goto format_unknown;
|
|
}
|
|
|
|
converter = g_new0 (GstD3D11ColorConverter, 1);
|
|
converter->device = gst_object_ref (device);
|
|
|
|
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;
|
|
}
|
|
|
|
converter->viewport.TopLeftX = 0;
|
|
converter->viewport.TopLeftY = 0;
|
|
converter->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
|
|
converter->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
|
|
converter->viewport.MinDepth = 0.0f;
|
|
converter->viewport.MaxDepth = 1.0f;
|
|
|
|
data.self = converter;
|
|
data.in_info = in_info;
|
|
data.out_info = out_info;
|
|
gst_d3d11_color_convert_setup_shader (device, &data);
|
|
|
|
if (!data.ret || !converter->quad) {
|
|
GST_ERROR ("Couldn't setup shader");
|
|
gst_d3d11_color_converter_free (converter);
|
|
converter = NULL;
|
|
}
|
|
|
|
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_color_converter_free (converter);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
void
|
|
gst_d3d11_color_converter_free (GstD3D11ColorConverter * converter)
|
|
{
|
|
g_return_if_fail (converter != NULL);
|
|
|
|
if (converter->quad)
|
|
gst_d3d11_quad_free (converter->quad);
|
|
|
|
gst_clear_object (&converter->device);
|
|
g_free (converter->convert_info.ps_body);
|
|
g_free (converter);
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_color_converter_convert (GstD3D11ColorConverter * converter,
|
|
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
|
|
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
|
|
{
|
|
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_color_converter_convert_unlocked (converter, srv, rtv);
|
|
gst_d3d11_device_lock (converter->device);
|
|
|
|
return ret;
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_color_converter_convert_unlocked (GstD3D11ColorConverter * converter,
|
|
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
|
|
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
|
|
{
|
|
g_return_val_if_fail (converter != NULL, FALSE);
|
|
g_return_val_if_fail (srv != NULL, FALSE);
|
|
g_return_val_if_fail (rtv != NULL, FALSE);
|
|
|
|
return gst_d3d11_draw_quad_unlocked (converter->quad, &converter->viewport, 1,
|
|
srv, converter->num_input_view, rtv, converter->num_output_view, NULL);
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_color_converter_update_rect (GstD3D11ColorConverter * converter,
|
|
RECT * rect)
|
|
{
|
|
g_return_val_if_fail (converter != NULL, FALSE);
|
|
g_return_val_if_fail (rect != NULL, FALSE);
|
|
|
|
converter->viewport.TopLeftX = rect->left;
|
|
converter->viewport.TopLeftY = rect->top;
|
|
converter->viewport.Width = rect->right - rect->left;
|
|
converter->viewport.Height = rect->bottom - rect->top;
|
|
|
|
return TRUE;
|
|
}
|