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f52ecb9607
Precompile pixel shaders for simple conversion path (without gamma/primaries conversion) in case of MSVC build. Even if runtime compile is required (cross-compiled or complex conversion path), do it only once and reuse the compiled bytecode. This precompile/caching can save about 95% of time taken by gst_d3d11_converter_new() call. Fixes: https://gitlab.freedesktop.org/gstreamer/gstreamer/-/issues/3004 Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5457>
55 lines
1.4 KiB
HLSL
55 lines
1.4 KiB
HLSL
/* GStreamer
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* Copyright (C) 2023 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 BUILDING_HLSL
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float2 Texture : TEXCOORD;
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};
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float2 Texture : TEXCOORD;
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};
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VS_OUTPUT VSMain_converter (VS_INPUT input)
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{
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return input;
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}
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#else
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static const char g_VSMain_converter_str[] =
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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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" float2 Texture : TEXCOORD;\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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" float2 Texture : TEXCOORD;\n"
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"};\n"
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"\n"
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"VS_OUTPUT VSMain_converter (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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#endif
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