gstreamer/sys/d3d11/gstd3d11colorconverter.c
Seungha Yang 0f7af4b143 d3d11: Move core methods to gst-libs
Move d3d11 device, memory, buffer pool and minimal method
to gst-libs so that other plugins can access d3d11 resource.
Since Direct3D is primary graphics API on Windows, we need
this infrastructure for various plugins can share GPU resource
without downloading GPU memory.
Note that this implementation is public only for -bad scope
for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
2021-01-13 15:01:20 +00:00

1687 lines
50 KiB
C

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) <2019> Jeongki Kim <jeongki.kim@jeongki.kim>
*
* 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 "gstd3d11colorconverter.h"
#include "gstd3d11shader.h"
#include <string.h>
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_colorconverter_debug);
#define GST_CAT_DEFAULT gst_d3d11_colorconverter_debug
#define CONVERTER_MAX_QUADS 2
/* *INDENT-OFF* */
typedef struct
{
FLOAT trans_matrix[12];
FLOAT padding[4];
} PixelShaderColorTransform;
typedef struct
{
struct {
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct {
FLOAT x;
FLOAT y;
} texture;
} VertexData;
typedef struct
{
const gchar *constant_buffer;
const gchar *func;
} PixelShaderTemplate;
#define COLOR_TRANSFORM_COEFF \
"cbuffer PixelShaderColorTransform : register(b0)\n" \
"{\n" \
" float3x4 trans_matrix;\n" \
" float3 padding;\n" \
"};\n"
#define HLSL_FUNC_YUV_TO_RGB \
"float3 yuv_to_rgb (float3 yuv)\n" \
"{\n" \
" yuv += float3(-0.062745f, -0.501960f, -0.501960f);\n" \
" yuv = mul(yuv, trans_matrix);\n" \
" return saturate(yuv);\n" \
"}\n"
#define HLSL_FUNC_RGB_TO_YUV \
"float3 rgb_to_yuv (float3 rgb)\n" \
"{\n" \
" float3 yuv;\n" \
" yuv = mul(rgb, trans_matrix);\n" \
" yuv += float3(0.062745f, 0.501960f, 0.501960f);\n" \
" return saturate(yuv);\n" \
"}\n"
static const PixelShaderTemplate templ_REORDER =
{ NULL, NULL };
static const PixelShaderTemplate templ_YUV_to_RGB =
{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_YUV_TO_RGB };
static const PixelShaderTemplate templ_RGB_to_YUV =
{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_RGB_TO_YUV };
static const gchar templ_REORDER_BODY[] =
" float4 xyza;\n"
" xyza.xyz = shaderTexture[0].Sample(samplerState, input.Texture).xyz;\n"
" xyza.a = shaderTexture[0].Sample(samplerState, input.Texture).a * %f;\n"
" output.Plane_0 = xyza;\n";
static const gchar templ_VUYA_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).y;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.a = shaderTexture[0].Sample(samplerState, input.Texture).a;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = sample.a;\n"
" output.Plane_0 = rgba;\n";
static const gchar templ_RGB_to_VUYA_BODY[] =
" float4 sample, vuya;\n"
" sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
" vuya.zyx = rgb_to_yuv (sample.rgb);\n"
" vuya.a = sample.a;\n"
" output.Plane_0 = vuya;\n";
static const gchar templ_PACKED_YUV_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1;\n"
" output.Plane_0 = rgba;\n";
/* YUV to RGB conversion */
static const gchar templ_PLANAR_YUV_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" output.Plane_0 = rgba;\n";
static const gchar templ_SEMI_PLANAR_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" output.Plane_0 = rgba;\n";
/* RGB to YUV conversion */
static const gchar templ_RGB_to_LUMA_BODY[] =
" float4 sample, rgba;\n"
" rgba.rgb = shaderTexture[0].Sample(samplerState, input.Texture).rgb;\n"
" sample.xyz = rgb_to_yuv (rgba.rgb);\n"
" sample.y = 0.0;\n"
" sample.z = 0.0;\n"
" sample.a = 0.0;\n"
" sample.x = sample.x / %d;\n"
" output.Plane_0 = sample;\n";
static const gchar templ_RGB_to_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample, rgba;\n"
" rgba.rgb = shaderTexture[0].Sample(samplerState, input.Texture).rgb;\n"
" sample.xyz = rgb_to_yuv (rgba.rgb);\n"
" sample.x = sample.y;\n"
" sample.y = sample.z;\n"
" sample.z = 0.0;\n"
" sample.a = 0.0;\n"
" output.Plane_0 = sample;\n";
static const gchar templ_RGB_to_PLANAR_CHROMA_BODY[] =
" float4 sample, rgba;\n"
" rgba.rgb = shaderTexture[0].Sample(samplerState, input.Texture).rgb;\n"
" sample.xyz = rgb_to_yuv (rgba.rgb);\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
/* YUV to YUV conversion */
static const gchar templ_LUMA_to_LUMA_BODY[] =
" float4 sample;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.x / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
static const gchar templ_SEMI_PLANAR_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_SEMI_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
static const gchar templ_PLANAR_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
/* VUYA to YUV */
static const gchar templ_VUYA_to_LUMA_BODY[] =
" float4 sample;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
" output.Plane_0 = float4(sample.x / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_VUYA_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[0].Sample(samplerState, input.Texture).yx;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_VUYA_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.yz = shaderTexture[0].Sample(samplerState, input.Texture).yx;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
/* YUV to VUYA */
static const gchar templ_PLANAR_to_VUYA_BODY[] =
" float4 sample;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.x = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" output.Plane_0 = float4(sample.xyz, 1.0f);\n";
static const gchar templ_SEMI_PLANAR_to_VUYA_BODY[] =
" float4 sample;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.xy = shaderTexture[1].Sample(samplerState, input.Texture).yx;\n"
" output.Plane_0 = float4(sample.xyz, 1.0f);\n";
static const gchar templ_PACKED_YUV_to_VUYA_BODY[] =
" float4 sample;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.xyz, 1.0f);\n";
/* packed YUV to (semi) planar YUV */
static const gchar templ_PACKED_YUV_to_LUMA_BODY[] =
" float4 sample;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.x / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_PACKED_YUV_TO_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.y / %d, 0.0, 0.0, 0.0);\n"
" output.Plane_1 = float4(sample.z / %d, 0.0, 0.0, 0.0);\n";
static const gchar templ_PACKED_YUV_TO_SEMI_PLANAR_CHROMA_BODY[] =
" float4 sample;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).%c;\n"
" output.Plane_0 = float4(sample.yz, 0.0, 0.0);\n";
static const gchar templ_pixel_shader[] =
/* constant buffer */
"%s\n"
"Texture2D shaderTexture[4];\n"
"SamplerState samplerState;\n"
"\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float3 Texture: TEXCOORD0;\n"
"};\n"
"\n"
"struct PS_OUTPUT\n"
"{\n"
" float4 Plane_0: SV_TARGET0;\n"
" float4 Plane_1: SV_TARGET1;\n"
"};\n"
"\n"
/* rgb <-> yuv function */
"%s\n"
"PS_OUTPUT main(PS_INPUT input)\n"
"{\n"
" PS_OUTPUT output;\n"
"%s"
" return output;\n"
"}\n";
static const gchar templ_vertex_shader[] =
"struct VS_INPUT\n"
"{\n"
" float4 Position : POSITION;\n"
" float4 Texture : TEXCOORD0;\n"
"};\n"
"\n"
"struct VS_OUTPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float4 Texture: TEXCOORD0;\n"
"};\n"
"\n"
"VS_OUTPUT main(VS_INPUT input)\n"
"{\n"
" return input;\n"
"}\n";
/* *INDENT-ON* */
typedef struct
{
const PixelShaderTemplate *templ;
gchar *ps_body[CONVERTER_MAX_QUADS];
PixelShaderColorTransform transform;
} ConvertInfo;
struct _GstD3D11ColorConverter
{
GstD3D11Device *device;
GstVideoInfo in_info;
GstVideoInfo out_info;
gfloat alpha;
const GstD3D11Format *in_d3d11_format;
const GstD3D11Format *out_d3d11_format;
guint num_input_view;
guint num_output_view;
GstD3D11Quad *quad[CONVERTER_MAX_QUADS];
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
RECT src_rect;
RECT dest_rect;
gint input_texture_width;
gint input_texture_height;
ID3D11Buffer *vertex_buffer;
gboolean update_vertex;
ConvertInfo convert_info;
};
/* from video-converter.c */
typedef struct
{
gfloat dm[4][4];
} MatrixData;
static void
color_matrix_set_identity (MatrixData * m)
{
gint i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
m->dm[i][j] = (i == j);
}
}
}
static void
color_matrix_copy (MatrixData * d, const MatrixData * s)
{
gint i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
d->dm[i][j] = s->dm[i][j];
}
/* Perform 4x4 matrix multiplication:
* - @dst@ = @a@ * @b@
* - @dst@ may be a pointer to @a@ andor @b@
*/
static void
color_matrix_multiply (MatrixData * dst, MatrixData * a, MatrixData * b)
{
MatrixData tmp;
gint i, j, k;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
gfloat x = 0;
for (k = 0; k < 4; k++) {
x += a->dm[i][k] * b->dm[k][j];
}
tmp.dm[i][j] = x;
}
}
color_matrix_copy (dst, &tmp);
}
static void
color_matrix_offset_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
{
MatrixData a;
color_matrix_set_identity (&a);
a.dm[0][3] = a1;
a.dm[1][3] = a2;
a.dm[2][3] = a3;
color_matrix_multiply (m, &a, m);
}
static void
color_matrix_scale_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
{
MatrixData a;
color_matrix_set_identity (&a);
a.dm[0][0] = a1;
a.dm[1][1] = a2;
a.dm[2][2] = a3;
color_matrix_multiply (m, &a, m);
}
static void
color_matrix_debug (GstD3D11ColorConverter * self, const MatrixData * s)
{
GST_DEBUG ("[%f %f %f %f]",
s->dm[0][0], s->dm[0][1], s->dm[0][2], s->dm[0][3]);
GST_DEBUG ("[%f %f %f %f]",
s->dm[1][0], s->dm[1][1], s->dm[1][2], s->dm[1][3]);
GST_DEBUG ("[%f %f %f %f]",
s->dm[2][0], s->dm[2][1], s->dm[2][2], s->dm[2][3]);
GST_DEBUG ("[%f %f %f %f]",
s->dm[3][0], s->dm[3][1], s->dm[3][2], s->dm[3][3]);
}
static void
color_matrix_YCbCr_to_RGB (MatrixData * m, gfloat Kr, gfloat Kb)
{
gfloat Kg = 1.0 - Kr - Kb;
MatrixData k = {
{
{1., 0., 2 * (1 - Kr), 0.},
{1., -2 * Kb * (1 - Kb) / Kg, -2 * Kr * (1 - Kr) / Kg, 0.},
{1., 2 * (1 - Kb), 0., 0.},
{0., 0., 0., 1.},
}
};
color_matrix_multiply (m, &k, m);
}
static void
color_matrix_RGB_to_YCbCr (MatrixData * m, gfloat Kr, gfloat Kb)
{
gfloat Kg = 1.0 - Kr - Kb;
MatrixData k;
gfloat x;
k.dm[0][0] = Kr;
k.dm[0][1] = Kg;
k.dm[0][2] = Kb;
k.dm[0][3] = 0;
x = 1 / (2 * (1 - Kb));
k.dm[1][0] = -x * Kr;
k.dm[1][1] = -x * Kg;
k.dm[1][2] = x * (1 - Kb);
k.dm[1][3] = 0;
x = 1 / (2 * (1 - Kr));
k.dm[2][0] = x * (1 - Kr);
k.dm[2][1] = -x * Kg;
k.dm[2][2] = -x * Kb;
k.dm[2][3] = 0;
k.dm[3][0] = 0;
k.dm[3][1] = 0;
k.dm[3][2] = 0;
k.dm[3][3] = 1;
color_matrix_multiply (m, &k, m);
}
static void
compute_matrix_to_RGB (GstD3D11ColorConverter * self, MatrixData * data,
GstVideoInfo * info)
{
gdouble Kr = 0, Kb = 0;
gint offset[4], scale[4];
/* bring color components to [0..1.0] range */
gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
scale);
color_matrix_offset_components (data, -offset[0], -offset[1], -offset[2]);
color_matrix_scale_components (data, 1 / ((float) scale[0]),
1 / ((float) scale[1]), 1 / ((float) scale[2]));
if (!GST_VIDEO_INFO_IS_RGB (info)) {
/* bring components to R'G'B' space */
if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
color_matrix_YCbCr_to_RGB (data, Kr, Kb);
}
color_matrix_debug (self, data);
}
static void
compute_matrix_to_YUV (GstD3D11ColorConverter * self, MatrixData * data,
GstVideoInfo * info)
{
gdouble Kr = 0, Kb = 0;
gint offset[4], scale[4];
if (!GST_VIDEO_INFO_IS_RGB (info)) {
/* bring components to YCbCr space */
if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
color_matrix_RGB_to_YCbCr (data, Kr, Kb);
}
/* bring color components to nominal range */
gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
scale);
color_matrix_scale_components (data, (float) scale[0], (float) scale[1],
(float) scale[2]);
color_matrix_offset_components (data, offset[0], offset[1], offset[2]);
color_matrix_debug (self, data);
}
static gboolean
converter_get_matrix (GstD3D11ColorConverter * self, MatrixData * matrix,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
gboolean same_matrix;
guint in_bits, out_bits;
in_bits = GST_VIDEO_INFO_COMP_DEPTH (in_info, 0);
out_bits = GST_VIDEO_INFO_COMP_DEPTH (out_info, 0);
same_matrix = in_info->colorimetry.matrix == out_info->colorimetry.matrix;
GST_DEBUG ("matrix %d -> %d (%d)", in_info->colorimetry.matrix,
out_info->colorimetry.matrix, same_matrix);
color_matrix_set_identity (matrix);
if (same_matrix) {
GST_DEBUG ("conversion matrix is not required");
return FALSE;
}
if (in_bits < out_bits) {
gint scale = 1 << (out_bits - in_bits);
color_matrix_scale_components (matrix,
1 / (float) scale, 1 / (float) scale, 1 / (float) scale);
}
GST_DEBUG ("to RGB matrix");
compute_matrix_to_RGB (self, matrix, in_info);
GST_DEBUG ("current matrix");
color_matrix_debug (self, matrix);
GST_DEBUG ("to YUV matrix");
compute_matrix_to_YUV (self, matrix, out_info);
GST_DEBUG ("current matrix");
color_matrix_debug (self, matrix);
if (in_bits > out_bits) {
gint scale = 1 << (in_bits - out_bits);
color_matrix_scale_components (matrix,
(float) scale, (float) scale, (float) scale);
}
GST_DEBUG ("final matrix");
color_matrix_debug (self, matrix);
return TRUE;
}
static gboolean
setup_convert_info_rgb_to_rgb (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *convert_info = &self->convert_info;
convert_info->templ = &templ_REORDER;
convert_info->ps_body[0] = g_strdup_printf (templ_REORDER_BODY, self->alpha);
return TRUE;
}
static gboolean
get_packed_yuv_components (GstD3D11ColorConverter * self, GstVideoFormat
format, gchar * y, gchar * u, gchar * v)
{
switch (format) {
case GST_VIDEO_FORMAT_YUY2:
{
const GstD3D11Format *d3d11_format =
gst_d3d11_device_format_from_gst (self->device,
GST_VIDEO_FORMAT_YUY2);
g_assert (d3d11_format != NULL);
if (d3d11_format->resource_format[0] == DXGI_FORMAT_R8G8B8A8_UNORM) {
*y = 'x';
*u = 'y';
*v = 'a';
} else if (d3d11_format->resource_format[0] ==
DXGI_FORMAT_G8R8_G8B8_UNORM) {
*y = 'y';
*u = 'x';
*v = 'z';
} else {
g_assert_not_reached ();
return FALSE;
}
break;
}
case GST_VIDEO_FORMAT_UYVY:
*y = 'y';
*u = 'x';
*v = 'z';
break;
case GST_VIDEO_FORMAT_VYUY:
*y = 'y';
*u = 'z';
*v = 'x';
break;
case GST_VIDEO_FORMAT_Y210:
*y = 'r';
*u = 'g';
*v = 'a';
break;
case GST_VIDEO_FORMAT_Y410:
*y = 'g';
*u = 'r';
*v = 'b';
break;
default:
g_assert_not_reached ();
return FALSE;
}
return TRUE;
}
static gboolean
setup_convert_info_yuv_to_rgb (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_YUV_to_RGB;
switch (GST_VIDEO_INFO_FORMAT (in_info)) {
case GST_VIDEO_FORMAT_VUYA:
info->ps_body[0] = g_strdup_printf (templ_VUYA_to_RGB_BODY);
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_VYUY:
case GST_VIDEO_FORMAT_Y210:
case GST_VIDEO_FORMAT_Y410:
{
gchar y, u, v;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] =
g_strdup_printf (templ_PACKED_YUV_to_RGB_BODY, y, u, v);
break;
}
case GST_VIDEO_FORMAT_I420:
info->ps_body[0] =
g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY, 1, 1, 1);
break;
case GST_VIDEO_FORMAT_I420_10LE:
info->ps_body[0] =
g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY, 64, 64, 64);
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
case GST_VIDEO_FORMAT_P016_LE:
info->ps_body[0] = 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)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_RGB_to_YUV;
switch (GST_VIDEO_INFO_FORMAT (out_info)) {
case GST_VIDEO_FORMAT_VUYA:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_VUYA_BODY);
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
case GST_VIDEO_FORMAT_P016_LE:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_LUMA_BODY, 1);
info->ps_body[1] = g_strdup_printf (templ_RGB_to_SEMI_PLANAR_CHROMA_BODY);
break;
case GST_VIDEO_FORMAT_I420:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_LUMA_BODY, 1);
info->ps_body[1] =
g_strdup_printf (templ_RGB_to_PLANAR_CHROMA_BODY, 1, 1);
break;
case GST_VIDEO_FORMAT_I420_10LE:
info->ps_body[0] = g_strdup_printf (templ_RGB_to_LUMA_BODY, 64);
info->ps_body[1] =
g_strdup_printf (templ_RGB_to_PLANAR_CHROMA_BODY, 64, 64);
break;
default:
GST_FIXME_OBJECT (self,
"Unhandled output format %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
return FALSE;
}
return TRUE;
}
static gboolean
setup_convert_info_planar_to_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE)
mul = 64;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_PLANAR_TO_PLANAR_CHROMA_BODY, mul, mul, div, div);
return TRUE;
}
static gboolean
setup_convert_info_planar_to_semi_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE)
mul = 64;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY, mul, mul);
return TRUE;
}
static gboolean
setup_convert_info_semi_planar_to_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_SEMI_PLANAR_TO_PLANAR_CHROMA_BODY, div, div);
return TRUE;
}
static gboolean
setup_convert_info_semi_planar_to_semi_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_body[0] = g_strdup_printf (templ_LUMA_to_LUMA_BODY, mul, div);
info->ps_body[1] =
g_strdup_printf (templ_SEMI_PLANAR_TO_SEMI_PLANAR_CHROMA_BODY);
return TRUE;
}
static gboolean
setup_convert_info_vuya_to_vuya (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_REORDER;
info->ps_body[0] = g_strdup_printf (templ_REORDER_BODY, self->alpha);
return TRUE;
}
static gboolean
setup_convert_info_vuya_to_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
info->templ = &templ_REORDER;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
info->ps_body[0] = g_strdup_printf (templ_VUYA_to_LUMA_BODY, div);
info->ps_body[1] =
g_strdup_printf (templ_VUYA_TO_PLANAR_CHROMA_BODY, div, div);
return TRUE;
}
static gboolean
setup_convert_info_vuya_to_semi_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
info->templ = &templ_REORDER;
info->ps_body[0] = g_strdup_printf (templ_VUYA_to_LUMA_BODY, div);
info->ps_body[1] = g_strdup_printf (templ_VUYA_TO_SEMI_PLANAR_CHROMA_BODY);
return TRUE;
}
static gboolean
setup_convert_info_planar_to_vuya (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint mul = 1;
info->templ = &templ_REORDER;
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE)
mul = 64;
info->ps_body[0] = g_strdup_printf (templ_PLANAR_to_VUYA_BODY, mul, mul, mul);
return TRUE;
}
static gboolean
setup_convert_info_packed_yuv_to_vuya (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gchar y, u, v;
info->templ = &templ_REORDER;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] = g_strdup_printf (templ_PACKED_YUV_to_VUYA_BODY, y, u, v);
return TRUE;
}
static gboolean
setup_convert_info_semi_planar_to_vuya (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
info->templ = &templ_REORDER;
info->ps_body[0] = g_strdup_printf (templ_SEMI_PLANAR_to_VUYA_BODY);
return TRUE;
}
static gboolean
setup_convert_info_packed_yuv_to_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
gchar y, u, v;
info->templ = &templ_REORDER;
if (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE)
div = 64;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] = g_strdup_printf (templ_PACKED_YUV_to_LUMA_BODY, y, div);
info->ps_body[1] =
g_strdup_printf (templ_PACKED_YUV_TO_PLANAR_CHROMA_BODY, u, v, div, div);
return TRUE;
}
static gboolean
setup_convert_info_packed_yuv_to_semi_planar (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->convert_info;
gint div = 1;
gchar y, u, v;
info->templ = &templ_REORDER;
if (!get_packed_yuv_components (self, GST_VIDEO_INFO_FORMAT (in_info),
&y, &u, &v)) {
return FALSE;
}
info->ps_body[0] = g_strdup_printf (templ_PACKED_YUV_to_LUMA_BODY, y, div);
info->ps_body[1] =
g_strdup_printf (templ_PACKED_YUV_TO_SEMI_PLANAR_CHROMA_BODY, u, v);
return TRUE;
}
static gboolean
setup_convert_info_yuv_to_yuv (GstD3D11ColorConverter * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
gboolean in_planar, out_planar;
gboolean in_vuya, out_vuya;
gboolean in_packed;
in_vuya = GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_VUYA;
out_vuya = GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_VUYA;
in_planar = (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420 ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_I420_10LE);
in_packed = (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_YUY2 ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_UYVY ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_VYUY ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_Y210 ||
GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_Y410);
out_planar = (GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420 ||
GST_VIDEO_INFO_FORMAT (out_info) == GST_VIDEO_FORMAT_I420_10LE);
/* From/to VUYA */
if (in_vuya && out_vuya) {
return setup_convert_info_vuya_to_vuya (self, in_info, out_info);
} else if (in_vuya) {
if (out_planar)
return setup_convert_info_vuya_to_planar (self, in_info, out_info);
else
return setup_convert_info_vuya_to_semi_planar (self, in_info, out_info);
} else if (out_vuya) {
if (in_planar)
return setup_convert_info_planar_to_vuya (self, in_info, out_info);
else if (in_packed)
return setup_convert_info_packed_yuv_to_vuya (self, in_info, out_info);
else
return setup_convert_info_semi_planar_to_vuya (self, in_info, out_info);
}
if (in_planar) {
if (out_planar)
return setup_convert_info_planar_to_planar (self, in_info, out_info);
else
return setup_convert_info_planar_to_semi_planar (self, in_info, out_info);
} else if (in_packed) {
if (out_planar)
return setup_convert_info_packed_yuv_to_planar (self, in_info, out_info);
else
return setup_convert_info_packed_yuv_to_semi_planar (self, in_info,
out_info);
} else {
if (out_planar)
return setup_convert_info_semi_planar_to_planar (self, in_info, out_info);
else
return setup_convert_info_semi_planar_to_semi_planar (self, in_info,
out_info);
}
return FALSE;
}
static gboolean
gst_d3d11_color_convert_setup_shader (GstD3D11ColorConverter * self,
GstD3D11Device * device, GstVideoInfo * in_info, GstVideoInfo * out_info)
{
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;
ConvertInfo *convert_info = &self->convert_info;
ID3D11PixelShader *ps[CONVERTER_MAX_QUADS] = { NULL, 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;
gboolean ret = TRUE;
gint i;
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);
ret = FALSE;
goto clear;
}
for (i = 0; i < CONVERTER_MAX_QUADS; i++) {
gchar *shader_code = NULL;
if (convert_info->ps_body[i]) {
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[i]);
ret = gst_d3d11_create_pixel_shader (device, shader_code, &ps[i]);
g_free (shader_code);
if (!ret) {
GST_ERROR ("Couldn't create pixel shader");
goto clear;
}
}
}
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);
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);
gst_d3d11_device_unlock (device);
ret = FALSE;
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");
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);
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);
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);
gst_d3d11_device_unlock (device);
ret = FALSE;
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);
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[0] = gst_d3d11_quad_new (device,
ps[0], vs, layout, sampler, NULL, NULL, const_buffer, vertex_buffer,
sizeof (VertexData), index_buffer, DXGI_FORMAT_R16_UINT, index_count);
if (ps[1]) {
self->quad[1] = gst_d3d11_quad_new (device,
ps[1], 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 (in_info);
self->num_output_view = GST_VIDEO_INFO_N_PLANES (out_info);
/* holds vertex buffer for crop rect update */
self->vertex_buffer = vertex_buffer;
ID3D11Buffer_AddRef (vertex_buffer);
self->src_rect.left = 0;
self->src_rect.top = 0;
self->src_rect.right = GST_VIDEO_INFO_WIDTH (in_info);
self->src_rect.bottom = GST_VIDEO_INFO_HEIGHT (in_info);
self->dest_rect.left = 0;
self->dest_rect.top = 0;
self->dest_rect.right = GST_VIDEO_INFO_WIDTH (out_info);
self->dest_rect.bottom = GST_VIDEO_INFO_HEIGHT (out_info);
self->input_texture_width = GST_VIDEO_INFO_WIDTH (in_info);
self->input_texture_height = GST_VIDEO_INFO_HEIGHT (in_info);
clear:
for (i = 0; i < CONVERTER_MAX_QUADS; i++) {
if (ps[i])
ID3D11PixelShader_Release (ps[i]);
}
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 ret;
}
static GstD3D11ColorConverter *
gst_d3d11_color_converter_new_internal (GstD3D11Device * device,
GstVideoInfo * in_info, GstVideoInfo * out_info, gfloat alpha)
{
const GstVideoInfo *unknown_info;
const GstD3D11Format *in_d3d11_format;
const GstD3D11Format *out_d3d11_format;
gboolean is_supported = FALSE;
MatrixData matrix;
GstD3D11ColorConverter *converter = NULL;
gboolean ret;
gint i;
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_device_format_from_gst (device,
GST_VIDEO_INFO_FORMAT (in_info));
if (!in_d3d11_format) {
unknown_info = in_info;
goto format_unknown;
}
out_d3d11_format =
gst_d3d11_device_format_from_gst (device,
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);
converter->alpha = alpha;
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;
}
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (out_info); i++) {
converter->viewport[i].TopLeftX = 0;
converter->viewport[i].TopLeftY = 0;
converter->viewport[i].Width = GST_VIDEO_INFO_COMP_WIDTH (out_info, i);
converter->viewport[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (out_info, i);
converter->viewport[i].MinDepth = 0.0f;
converter->viewport[i].MaxDepth = 1.0f;
}
ret = gst_d3d11_color_convert_setup_shader (converter,
device, in_info, out_info);
if (!ret) {
GST_ERROR ("Couldn't setup shader");
gst_d3d11_color_converter_free (converter);
converter = NULL;
} else {
converter->in_info = *in_info;
converter->out_info = *out_info;
}
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;
}
}
GstD3D11ColorConverter *
gst_d3d11_color_converter_new (GstD3D11Device * device,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
return gst_d3d11_color_converter_new_internal (device, in_info, out_info,
1.0f);
}
GstD3D11ColorConverter *
gst_d3d11_color_converter_new_with_alpha (GstD3D11Device * device,
GstVideoInfo * in_info, GstVideoInfo * out_info, gfloat alpha)
{
g_return_val_if_fail (alpha >= 0.0f, NULL);
g_return_val_if_fail (alpha <= 1.0f, NULL);
return gst_d3d11_color_converter_new_internal (device, in_info, out_info,
alpha);
}
void
gst_d3d11_color_converter_free (GstD3D11ColorConverter * converter)
{
gint i;
g_return_if_fail (converter != NULL);
for (i = 0; i < CONVERTER_MAX_QUADS; i++) {
if (converter->quad[i])
gst_d3d11_quad_free (converter->quad[i]);
g_free (converter->convert_info.ps_body[i]);
}
if (converter->vertex_buffer)
ID3D11Buffer_Release (converter->vertex_buffer);
gst_clear_object (&converter->device);
g_free (converter);
}
/* must be called with gst_d3d11_device_lock since ID3D11DeviceContext is not
* thread-safe */
static gboolean
gst_d3d11_color_converter_update_vertex_buffer (GstD3D11ColorConverter * self)
{
D3D11_MAPPED_SUBRESOURCE map;
VertexData *vertex_data;
ID3D11DeviceContext *context_handle;
HRESULT hr;
FLOAT x1, y1, x2, y2;
FLOAT u, v;
const RECT *src_rect = &self->src_rect;
const RECT *dest_rect = &self->dest_rect;
gint texture_width = self->input_texture_width;
gint texture_height = self->input_texture_height;
gdouble val;
context_handle = gst_d3d11_device_get_device_context_handle (self->device);
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD,
0, &map);
if (!gst_d3d11_result (hr, self->device)) {
GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
return FALSE;
}
vertex_data = (VertexData *) map.pData;
/* bottom left */
gst_util_fraction_to_double (dest_rect->left,
GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
x1 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (dest_rect->bottom,
GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
y1 = (val * -2.0f) + 1.0f;
/* top right */
gst_util_fraction_to_double (dest_rect->right,
GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
x2 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (dest_rect->top,
GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
y2 = (val * -2.0f) + 1.0f;
/* bottom left */
u = (src_rect->left / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->bottom / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[0].position.x = x1;
vertex_data[0].position.y = y1;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.x = u;
vertex_data[0].texture.y = v;
/* top left */
u = (src_rect->left / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->top / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[1].position.x = x1;
vertex_data[1].position.y = y2;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.x = u;
vertex_data[1].texture.y = v;
/* top right */
u = (src_rect->right / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->top / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[2].position.x = x2;
vertex_data[2].position.y = y2;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.x = u;
vertex_data[2].texture.y = v;
/* bottom right */
u = (src_rect->right / (gfloat) texture_width) - 0.5f / texture_width;
v = (src_rect->bottom / (gfloat) texture_height) - 0.5f / texture_height;
vertex_data[3].position.x = x2;
vertex_data[3].position.y = y1;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.x = u;
vertex_data[3].texture.y = v;
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0);
self->update_vertex = FALSE;
return TRUE;
}
gboolean
gst_d3d11_color_converter_convert (GstD3D11ColorConverter * converter,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES],
ID3D11BlendState * blend, gfloat blend_factor[4])
{
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, blend, blend_factor);
gst_d3d11_device_unlock (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],
ID3D11BlendState * blend, gfloat blend_factor[4])
{
gboolean ret;
ID3D11Resource *resource;
D3D11_TEXTURE2D_DESC desc;
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (srv != NULL, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
/* check texture resolution and update crop area */
ID3D11ShaderResourceView_GetResource (srv[0], &resource);
ID3D11Texture2D_GetDesc ((ID3D11Texture2D *) resource, &desc);
ID3D11Resource_Release (resource);
if (converter->update_vertex ||
desc.Width != converter->input_texture_width ||
desc.Height != converter->input_texture_height) {
GST_DEBUG ("Update vertext buffer, texture resolution: %dx%d",
desc.Width, desc.Height);
converter->input_texture_width = desc.Width;
converter->input_texture_height = desc.Height;
if (!gst_d3d11_color_converter_update_vertex_buffer (converter)) {
GST_ERROR ("Cannot update vertex buffer");
return FALSE;
}
}
ret = gst_d3d11_draw_quad_unlocked (converter->quad[0], converter->viewport,
1, srv, converter->num_input_view, rtv, 1, NULL, blend, blend_factor);
if (!ret)
return FALSE;
if (converter->quad[1]) {
ret = gst_d3d11_draw_quad_unlocked (converter->quad[1],
&converter->viewport[1], converter->num_output_view - 1,
srv, converter->num_input_view, &rtv[1], converter->num_output_view - 1,
NULL, blend, blend_factor);
if (!ret)
return FALSE;
}
return TRUE;
}
gboolean
gst_d3d11_color_converter_update_viewport (GstD3D11ColorConverter * converter,
D3D11_VIEWPORT * viewport)
{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
converter->viewport[0] = *viewport;
switch (GST_VIDEO_INFO_FORMAT (&converter->out_info)) {
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
case GST_VIDEO_FORMAT_P016_LE:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_I420_10LE:{
gint i;
converter->viewport[1].TopLeftX = converter->viewport[0].TopLeftX / 2;
converter->viewport[1].TopLeftY = converter->viewport[0].TopLeftY / 2;
converter->viewport[1].Width = converter->viewport[0].Width / 2;
converter->viewport[1].Height = converter->viewport[0].Height / 2;
for (i = 2; i < GST_VIDEO_INFO_N_PLANES (&converter->out_info); i++)
converter->viewport[i] = converter->viewport[1];
break;
}
default:
if (converter->num_output_view > 1)
g_assert_not_reached ();
break;
}
return TRUE;
}
gboolean
gst_d3d11_color_converter_update_src_rect (GstD3D11ColorConverter * converter,
RECT * src_rect)
{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (src_rect != NULL, FALSE);
if (converter->src_rect.left != src_rect->left ||
converter->src_rect.top != src_rect->top ||
converter->src_rect.right != src_rect->right ||
converter->src_rect.bottom != src_rect->bottom) {
converter->src_rect = *src_rect;
/* vertex buffer will be updated on next convert() call */
converter->update_vertex = TRUE;
}
return TRUE;
}
gboolean
gst_d3d11_color_converter_update_dest_rect (GstD3D11ColorConverter * converter,
RECT * dest_rect)
{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (dest_rect != NULL, FALSE);
if (converter->dest_rect.left != dest_rect->left ||
converter->dest_rect.top != dest_rect->top ||
converter->dest_rect.right != dest_rect->right ||
converter->dest_rect.bottom != dest_rect->bottom) {
converter->dest_rect = *dest_rect;
/* vertex buffer will be updated on next convert() call */
converter->update_vertex = TRUE;
}
return TRUE;
}