gstreamer/sys/d3d11/gstd3d11shader.c
Seungha Yang 0788492461 d3d11: Use GRecMutex to protect immediate context and dxgi API call
In some cases, rendering and dxgi (e.g., swapchain) APIs should be
called from window message pump thread, but current design (dedicated d3d11 thread)
make it impossible. To solve it, change concurrency model to locking based one
from single-thread model.
2019-12-20 19:21:03 +09:00

332 lines
10 KiB
C

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "gstd3d11shader.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
static ID3DBlob *
compile_shader (GstD3D11Device * device, const gchar * shader_source,
gboolean is_pixel_shader)
{
ID3DBlob *ret;
ID3DBlob *error = NULL;
const gchar *shader_target;
D3D_FEATURE_LEVEL feature_level;
HRESULT hr;
feature_level = gst_d3d11_device_get_chosen_feature_level (device);
if (is_pixel_shader) {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "ps_4_0_level_9_3";
else
shader_target = "ps_4_0_level_9_1";
} else {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "vs_4_0_level_9_3";
else
shader_target = "vs_4_0_level_9_1";
}
hr = D3DCompile (shader_source, strlen (shader_source), NULL, NULL, NULL,
"main", shader_target, 0, 0, &ret, &error);
if (!gst_d3d11_result (hr)) {
const gchar *err = NULL;
if (error)
err = ID3D10Blob_GetBufferPointer (error);
GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
(guint) hr, GST_STR_NULL (err));
if (error)
ID3D10Blob_Release (error);
return NULL;
}
return ret;
}
gboolean
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
const gchar * source, ID3D11PixelShader ** shader)
{
ID3DBlob *ps_blob;
ID3D11Device *device_handle;
HRESULT hr;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
gst_d3d11_device_lock (device);
ps_blob = compile_shader (device, source, TRUE);
if (!ps_blob) {
GST_ERROR ("Failed to compile pixel shader");
gst_d3d11_device_unlock (device);
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = ID3D11Device_CreatePixelShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
if (!gst_d3d11_result (hr)) {
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
gst_d3d11_device_unlock (device);
return FALSE;
}
ID3D10Blob_Release (ps_blob);
gst_d3d11_device_unlock (device);
return TRUE;
}
gboolean
gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
ID3DBlob *vs_blob;
ID3D11Device *device_handle;
HRESULT hr;
ID3D11VertexShader *vshader = NULL;
ID3D11InputLayout *in_layout = NULL;
gboolean ret = FALSE;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (input_desc != NULL, FALSE);
g_return_val_if_fail (desc_len > 0, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
g_return_val_if_fail (layout != NULL, FALSE);
gst_d3d11_device_lock (device);
vs_blob = compile_shader (device, source, FALSE);
if (!vs_blob) {
GST_ERROR ("Failed to compile shader code");
goto done;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = ID3D11Device_CreateVertexShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
if (!gst_d3d11_result (hr)) {
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
goto done;
}
hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
desc_len, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
if (!gst_d3d11_result (hr)) {
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
ID3D11VertexShader_Release (vshader);
goto done;
}
ID3D10Blob_Release (vs_blob);
*shader = vshader;
*layout = in_layout;
ret = TRUE;
done:
gst_d3d11_device_unlock (device);
return ret;
}
struct _GstD3D11Quad
{
GstD3D11Device *device;
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
ID3D11Buffer *const_buffer;
ID3D11Buffer *vertex_buffer;
guint vertex_stride;
ID3D11Buffer *index_buffer;
DXGI_FORMAT index_format;
guint index_count;
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
guint num_srv;
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
guint num_rtv;
};
GstD3D11Quad *
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
ID3D11SamplerState * sampler, ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer, guint vertex_stride,
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
{
GstD3D11Quad *quad;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (pixel_shader != NULL, NULL);
g_return_val_if_fail (vertex_shader != NULL, NULL);
g_return_val_if_fail (layout != NULL, NULL);
g_return_val_if_fail (sampler != NULL, NULL);
g_return_val_if_fail (vertex_buffer != NULL, NULL);
g_return_val_if_fail (vertex_stride > 0, NULL);
g_return_val_if_fail (index_buffer != NULL, NULL);
g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
quad = g_new0 (GstD3D11Quad, 1);
quad->device = gst_object_ref (device);
quad->ps = pixel_shader;
quad->vs = vertex_shader;
quad->layout = layout;
quad->sampler = sampler;
quad->vertex_buffer = vertex_buffer;
quad->vertex_stride = vertex_stride;
quad->index_buffer = index_buffer;
quad->index_format = index_format;
quad->index_count = index_count;
ID3D11PixelShader_AddRef (pixel_shader);
ID3D11VertexShader_AddRef (vertex_shader);
ID3D11InputLayout_AddRef (layout);
ID3D11SamplerState_AddRef (sampler);
if (const_buffer) {
quad->const_buffer = const_buffer;
ID3D11Buffer_AddRef (const_buffer);
}
ID3D11Buffer_AddRef (vertex_buffer);
ID3D11Buffer_AddRef (index_buffer);
return quad;
}
void
gst_d3d11_quad_free (GstD3D11Quad * quad)
{
g_return_if_fail (quad != NULL);
if (quad->ps)
ID3D11PixelShader_Release (quad->ps);
if (quad->vs)
ID3D11VertexShader_Release (quad->vs);
if (quad->layout)
ID3D11InputLayout_Release (quad->layout);
if (quad->sampler)
ID3D11SamplerState_Release (quad->sampler);
if (quad->const_buffer)
ID3D11Buffer_Release (quad->const_buffer);
if (quad->vertex_buffer)
ID3D11Buffer_Release (quad->vertex_buffer);
if (quad->index_buffer)
ID3D11Buffer_Release (quad->index_buffer);
gst_clear_object (&quad->device);
g_free (quad);
}
gboolean
gst_d3d11_draw_quad (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv)
{
gboolean ret;
g_return_val_if_fail (quad != NULL, FALSE);
gst_d3d11_device_lock (quad->device);
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
srv, num_srv, rtv, num_viewport);
gst_d3d11_device_unlock (quad->device);
return ret;
}
gboolean
gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv)
{
ID3D11DeviceContext *context_handle;
UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
g_return_val_if_fail (quad != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
g_return_val_if_fail (srv != NULL, FALSE);
g_return_val_if_fail (num_srv <= GST_VIDEO_MAX_PLANES, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
context_handle = gst_d3d11_device_get_device_context_handle (quad->device);
ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_IASetInputLayout (context_handle, quad->layout);
ID3D11DeviceContext_IASetVertexBuffers (context_handle,
0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets);
ID3D11DeviceContext_IASetIndexBuffer (context_handle,
quad->index_buffer, quad->index_format, 0);
ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &quad->sampler);
ID3D11DeviceContext_VSSetShader (context_handle, quad->vs, NULL, 0);
ID3D11DeviceContext_PSSetShader (context_handle, quad->ps, NULL, 0);
ID3D11DeviceContext_RSSetViewports (context_handle, num_viewport, viewport);
if (quad->const_buffer)
ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
0, 1, &quad->const_buffer);
ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, srv);
ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, NULL);
ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0);
ID3D11DeviceContext_PSSetShaderResources (context_handle,
0, num_srv, clear_view);
ID3D11DeviceContext_OMSetRenderTargets (context_handle, 0, NULL, NULL);
return TRUE;
}