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