gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/gstd3d11converterbuilder.h
Seungha Yang f52ecb9607 d3d11converter: Add support for HLSL precompile and bytecode caching
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>
2023-10-11 18:40:46 +00:00

57 lines
1.8 KiB
C++

/* GStreamer
* Copyright (C) 2023 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.
*/
#pragma once
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/d3d11/gstd3d11_fwd.h>
#include <vector>
#include <wrl.h>
#include <memory>
#include <vector>
enum class CONVERT_TYPE
{
IDENTITY,
SIMPLE,
RANGE,
GAMMA,
PRIMARY,
};
struct PixelShader
{
Microsoft::WRL::ComPtr<ID3D11PixelShader> shader;
guint num_rtv;
};
typedef std::vector<std::shared_ptr<PixelShader>> PixelShaderList;
PixelShaderList
gst_d3d11_get_converter_pixel_shader (GstD3D11Device * device,
GstVideoFormat in_format,
GstVideoFormat out_format,
gboolean in_premul,
gboolean out_premul,
CONVERT_TYPE type);
HRESULT gst_d3d11_get_converter_vertex_shader (GstD3D11Device * device,
ID3D11VertexShader ** vs,
ID3D11InputLayout ** layout);