mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-27 02:30:35 +00:00
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* Update member variable names to be consistent with the other object implementations in this library * Correct outdated documentation Part-of: 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
|
|
* Copyright (C) 2022 Seungha Yang <seungha@centricular.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 "gstd3d11compile.h"
|
|
#include "gstd3d11device.h"
|
|
#include "gstd3d11utils.h"
|
|
#include "gstd3d11-private.h"
|
|
#include <gmodule.h>
|
|
#include <wrl.h>
|
|
#include <string.h>
|
|
|
|
/**
|
|
* SECTION:gstd3d11compile
|
|
* @title: GstD3D11Compile
|
|
* @short_description: HLSL compiler and utility
|
|
*
|
|
* A set of HLSL compile helper methods
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
|
|
/* *INDENT-OFF* */
|
|
using namespace Microsoft::WRL;
|
|
/* *INDENT-ON* */
|
|
|
|
#ifndef GST_DISABLE_GST_DEBUG
|
|
#define GST_CAT_DEFAULT ensure_debug_category()
|
|
static GstDebugCategory *
|
|
ensure_debug_category (void)
|
|
{
|
|
static GstDebugCategory *cat = nullptr;
|
|
|
|
GST_D3D11_CALL_ONCE_BEGIN {
|
|
cat = _gst_debug_category_new ("d3d11compile", 0, "d3d11compile");
|
|
} GST_D3D11_CALL_ONCE_END;
|
|
|
|
return cat;
|
|
}
|
|
#else
|
|
#define ensure_debug_category() /* NOOP */
|
|
#endif /* GST_DISABLE_GST_DEBUG */
|
|
|
|
static GModule *d3d_compiler_module = nullptr;
|
|
static pD3DCompile GstD3DCompileFunc = nullptr;
|
|
|
|
/**
|
|
* gst_d3d11_compile_init:
|
|
*
|
|
* Loads HLSL compiler library
|
|
*
|
|
* Returns: %TRUE if HLSL compiler library is available
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
gboolean
|
|
gst_d3d11_compile_init (void)
|
|
{
|
|
GST_D3D11_CALL_ONCE_BEGIN {
|
|
#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",
|
|
};
|
|
for (guint 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 = nullptr;
|
|
GstD3DCompileFunc = nullptr;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!GstD3DCompileFunc)
|
|
GST_WARNING ("D3D11 compiler library is unavailable");
|
|
#endif
|
|
}
|
|
GST_D3D11_CALL_ONCE_END;
|
|
|
|
if (!GstD3DCompileFunc)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* gst_d3d11_compile:
|
|
* @src_data: source data to compile
|
|
* @src_data_size: length of src_data
|
|
* @source_name: (nullable): used for strings that specify error messages
|
|
* @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros
|
|
* @include: (nullable): a ID3DInclude
|
|
* @entry_point: (nullable): the name of entry point function
|
|
* @target: a string specifies the shader target
|
|
* @flags1: flags defined by D3DCOMPILE constants
|
|
* @flags2: flags defined by D3DCOMPILE_EFFECT constants
|
|
* @code: (out) (optional): a compiled code
|
|
* @error_msgs: (out) (optional) (nullable): compiler error messages
|
|
*
|
|
* Compiles HLSL code or an effect file into bytecode for a given target
|
|
*
|
|
* Returns: HRESULT return code
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
HRESULT
|
|
gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name,
|
|
CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point,
|
|
LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code,
|
|
ID3DBlob ** error_msgs)
|
|
{
|
|
if (!gst_d3d11_compile_init ())
|
|
return E_FAIL;
|
|
|
|
return GstD3DCompileFunc (src_data, src_data_size, source_name, defines,
|
|
include, entry_point, target, flags1, flags2, code, error_msgs);
|
|
}
|
|
|
|
/**
|
|
* gst_d3d11_create_pixel_shader_simple:
|
|
* @device: a #GstD3D11Device
|
|
* @source: a pixel shader code to compile
|
|
* @entry_point: the name of entry point function
|
|
* @shader: (out): a ID3D11PixelShader
|
|
|
|
* Compiles pixel shader code and creates ID3D11PixelShader
|
|
*
|
|
* Returns: HRESULT return code
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
HRESULT
|
|
gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device,
|
|
const gchar * source, const gchar * entry_point,
|
|
ID3D11PixelShader ** shader)
|
|
{
|
|
ID3D11Device *device_handle;
|
|
HRESULT hr;
|
|
ComPtr < ID3DBlob > ps_blob;
|
|
ComPtr < ID3DBlob > error_msg;
|
|
D3D_FEATURE_LEVEL feature_level;
|
|
const gchar *target;
|
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
|
|
g_return_val_if_fail (source != nullptr, E_INVALIDARG);
|
|
g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
|
|
g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
|
|
|
|
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
feature_level = device_handle->GetFeatureLevel ();
|
|
|
|
if (feature_level >= D3D_FEATURE_LEVEL_11_0)
|
|
target = "ps_5_0";
|
|
else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
|
|
target = "ps_4_0";
|
|
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
|
|
target = "ps_4_0_level_9_3";
|
|
else
|
|
target = "ps_4_0_level_9_1";
|
|
|
|
GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
|
|
|
|
hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
|
|
entry_point, target, 0, 0, &ps_blob, &error_msg);
|
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
const gchar *err = nullptr;
|
|
|
|
if (error_msg)
|
|
err = (const gchar *) error_msg->GetBufferPointer ();
|
|
|
|
GST_ERROR_OBJECT (device,
|
|
"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
|
|
(guint) hr, GST_STR_NULL (err), source);
|
|
|
|
return hr;
|
|
}
|
|
|
|
if (error_msg) {
|
|
const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
|
|
|
|
GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
|
|
GST_STR_NULL (err), source);
|
|
}
|
|
|
|
return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
|
|
ps_blob->GetBufferSize (), nullptr, shader);
|
|
}
|
|
|
|
/**
|
|
* gst_d3d11_create_vertex_shader_simple:
|
|
* @device: a #GstD3D11Device
|
|
* @source: a vertex shader code to compile
|
|
* @entry_point: the name of entry point function
|
|
* @input_desc: an array of D3D11_INPUT_ELEMENT_DESC
|
|
* @desc_len: length of input_desc
|
|
* @shader: (out): a ID3D11VertexShader
|
|
* @layout: (out): a ID3D11InputLayout
|
|
|
|
* Compiles vertex shader code and creates ID3D11VertexShader and
|
|
* ID3D11InputLayout
|
|
*
|
|
* Returns: HRESULT return code
|
|
*
|
|
* Since: 1.22
|
|
*/
|
|
HRESULT
|
|
gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device,
|
|
const gchar * source, const gchar * entry_point,
|
|
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
|
|
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
|
|
{
|
|
ID3D11Device *device_handle;
|
|
HRESULT hr;
|
|
ComPtr < ID3DBlob > vs_blob;
|
|
ComPtr < ID3DBlob > error_msg;
|
|
ComPtr < ID3D11VertexShader > vs;
|
|
ComPtr < ID3D11InputLayout > input_layout;
|
|
D3D_FEATURE_LEVEL feature_level;
|
|
const gchar *target;
|
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
|
|
g_return_val_if_fail (source != nullptr, E_INVALIDARG);
|
|
g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
|
|
g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG);
|
|
g_return_val_if_fail (desc_len > 0, E_INVALIDARG);
|
|
g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
|
|
g_return_val_if_fail (layout != nullptr, E_INVALIDARG);
|
|
|
|
device_handle = gst_d3d11_device_get_device_handle (device);
|
|
feature_level = device_handle->GetFeatureLevel ();
|
|
|
|
if (feature_level >= D3D_FEATURE_LEVEL_11_0)
|
|
target = "vs_5_0";
|
|
else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
|
|
target = "vs_4_0";
|
|
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
|
|
target = "vs_4_0_level_9_3";
|
|
else
|
|
target = "vs_4_0_level_9_1";
|
|
|
|
GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
|
|
|
|
hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
|
|
entry_point, target, 0, 0, &vs_blob, &error_msg);
|
|
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
const gchar *err = nullptr;
|
|
|
|
if (error_msg)
|
|
err = (const gchar *) error_msg->GetBufferPointer ();
|
|
|
|
GST_ERROR_OBJECT (device,
|
|
"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
|
|
(guint) hr, GST_STR_NULL (err), source);
|
|
|
|
return hr;
|
|
}
|
|
|
|
if (error_msg) {
|
|
const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
|
|
|
|
GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
|
|
GST_STR_NULL (err), source);
|
|
}
|
|
|
|
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
|
|
vs_blob->GetBufferSize (), nullptr, &vs);
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR_OBJECT (device, "Couldn't create vertex shader");
|
|
return hr;
|
|
}
|
|
|
|
hr = device_handle->CreateInputLayout (input_desc, desc_len,
|
|
vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout);
|
|
if (!gst_d3d11_result (hr, device)) {
|
|
GST_ERROR_OBJECT (device, "Couldn't create input layout");
|
|
return hr;
|
|
}
|
|
|
|
*shader = vs.Detach ();
|
|
*layout = input_layout.Detach ();
|
|
|
|
return hr;
|
|
}
|