gstreamer/subprojects/gst-plugins-bad/tests/examples/d3d11/d3d11device.cpp
Xavier Claessens 924574a608 d3d11: Fix example build error
```
../subprojects/gst-plugins-bad/tests/examples/d3d11/d3d11device.cpp:129:50: error: invalid conversion from ‘int’ to ‘DXGI_FORMAT’ [-fpermissive]
  129 |     D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0, };
```

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2029>
2022-03-25 19:40:53 +00:00

402 lines
12 KiB
C++

/*
* GStreamer
* Copyright (C) 2020 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 "d3d11device.h"
#include <d3dcompiler.h>
#include <wrl.h>
#include <string.h>
using namespace Microsoft::WRL;
HRESULT
prepare_d3d11_device (ID3D11Device ** d3d11_device,
ID3D11DeviceContext ** d3d11_context, IDXGIFactory2 ** dxgi_factory)
{
HRESULT hr;
static const D3D_FEATURE_LEVEL feature_levels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
D3D_FEATURE_LEVEL selected_level;
ComPtr<IDXGIFactory1> factory;
hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
if (FAILED (hr)) {
gst_printerrln ("IDXGIFactory1 is unavailable, hr 0x%x", (guint) hr);
return hr;
}
ComPtr<IDXGIFactory2> factory2;
hr = factory.As (&factory2);
if (FAILED (hr)) {
gst_printerrln ("IDXGIFactory2 is unavailable, hr 0x%x", (guint) hr);
return hr;
}
ComPtr<IDXGIAdapter1> adapter;
hr = factory->EnumAdapters1 (0, &adapter);
if (FAILED (hr)) {
gst_printerrln ("IDXGIAdapter1 is unavailable, hr 0x%x", (guint) hr);
return hr;
}
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN,
NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels,
G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device,
&selected_level, &context);
/* Try again with excluding D3D_FEATURE_LEVEL_11_1 */
if (FAILED (hr)) {
hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN,
NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &feature_levels[1],
G_N_ELEMENTS (feature_levels) - 1, D3D11_SDK_VERSION, &device,
&selected_level, &context);
}
if (FAILED (hr)) {
gst_printerrln ("ID3D11Device is unavailable, hr 0x%x", (guint) hr);
return hr;
}
if (d3d11_device)
*d3d11_device = device.Detach();
if (d3d11_context)
*d3d11_context = context.Detach();
if (dxgi_factory)
*dxgi_factory = factory2.Detach();
return hr;
}
HRESULT
prepare_shared_texture (ID3D11Device * d3d11_device, guint width,
guint height, DXGI_FORMAT format, UINT misc_flags,
ID3D11Texture2D ** texture, ID3D11ShaderResourceView ** srv,
IDXGIKeyedMutex ** keyed_mutex, HANDLE * shared_handle)
{
D3D11_TEXTURE2D_DESC texture_desc = { 0, };
HRESULT hr;
/* Texture size doesn't need to be identical to that of backbuffer */
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.MipLevels = 1;
texture_desc.Format = format;
texture_desc.SampleDesc.Count = 1;
texture_desc.ArraySize = 1;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags =
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
texture_desc.MiscFlags = misc_flags;
ComPtr<ID3D11Texture2D> shared_texture;
hr = d3d11_device->CreateTexture2D (&texture_desc, nullptr, &shared_texture);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11Texture2D");
return hr;
}
ComPtr<ID3D11ShaderResourceView> shader_resource_view;
if (srv) {
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { DXGI_FORMAT_UNKNOWN, };
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = 1;
srv_desc.Format = format;
hr = d3d11_device->CreateShaderResourceView (shared_texture.Get(), &srv_desc,
&shader_resource_view);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11ShaderResourceView");
return hr;
}
}
ComPtr<IDXGIKeyedMutex> keyed;
if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0 && keyed_mutex) {
hr = shared_texture.As (&keyed);
if (FAILED (hr)) {
gst_printerrln ("Couldn't get IDXGIKeyedMutex");
return hr;
}
}
ComPtr<IDXGIResource> dxgi_resource;
hr = shared_texture.As (&dxgi_resource);
if (FAILED (hr)) {
gst_printerrln ("Couldn't get IDXGIResource handle");
return hr;
}
HANDLE handle;
if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) != 0) {
ComPtr<IDXGIResource1> dxgi_resource1;
hr = dxgi_resource.As (&dxgi_resource1);
if (FAILED (hr)) {
gst_printerrln ("Couldn't get IDXGIResource1");
return hr;
}
hr = dxgi_resource1->CreateSharedHandle (nullptr,
DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
&handle);
} else {
hr = dxgi_resource->GetSharedHandle (&handle);
}
if (FAILED (hr)) {
gst_printerrln ("Couldn't get shared handle from texture");
return hr;
}
*texture = shared_texture.Detach();
if (srv)
*srv = shader_resource_view.Detach();
*shared_handle = handle;
if (keyed && keyed_mutex)
*keyed_mutex = keyed.Detach();
return S_OK;
}
static HRESULT
d3d_compile (const gchar * source, gboolean is_pixel_shader, ID3DBlob ** code)
{
HRESULT hr;
const gchar *shader_target = "ps_4_0";
if (!is_pixel_shader)
shader_target = "vs_4_0";
ComPtr<ID3DBlob> blob;
ComPtr<ID3DBlob> error;
hr = D3DCompile (source, strlen (source), nullptr, nullptr,
nullptr, "main", shader_target, 0, 0, &blob, &error);
if (FAILED (hr)) {
const gchar *err = nullptr;
if (error)
err = (const gchar *) error->GetBufferPointer ();
gst_printerrln ("Couldn't compile pixel shader, error: %s",
GST_STR_NULL (err));
return hr;
}
*code = blob.Detach();
return S_OK;
}
HRESULT
prepare_shader (ID3D11Device * d3d11_device, ID3D11DeviceContext * context,
ID3D11SamplerState ** sampler, ID3D11PixelShader ** ps,
ID3D11VertexShader ** vs, ID3D11InputLayout ** layout,
ID3D11Buffer ** vertex, ID3D11Buffer ** index)
{
static const gchar ps_code[] =
"Texture2D shaderTexture;\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: SV_Target;\n"
"};\n"
"\n"
"PS_OUTPUT main(PS_INPUT input)\n"
"{\n"
" PS_OUTPUT output;\n"
" output.Plane = shaderTexture.Sample(samplerState, input.Texture);\n"
" return output;\n"
"}\n";
static const gchar vs_code[] =
"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";
D3D11_SAMPLER_DESC sampler_desc = { D3D11_FILTER_MIN_MAG_MIP_POINT, };
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;
ComPtr<ID3D11SamplerState> sampler_state;
HRESULT hr = d3d11_device->CreateSamplerState (&sampler_desc, &sampler_state);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11SamplerState");
return hr;
}
ComPtr<ID3DBlob> code;
hr = d3d_compile (ps_code, TRUE, &code);
if (FAILED (hr))
return hr;
ComPtr<ID3D11PixelShader> pixel_shader;
hr = d3d11_device->CreatePixelShader (code->GetBufferPointer(),
code->GetBufferSize(), nullptr, &pixel_shader);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11PixelShader");
return hr;
}
hr = d3d_compile (vs_code, FALSE, code.ReleaseAndGetAddressOf());
if (FAILED (hr))
return hr;
ComPtr<ID3D11VertexShader> vertex_shader;
hr = d3d11_device->CreateVertexShader (code->GetBufferPointer(),
code->GetBufferSize(), nullptr, &vertex_shader);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11VertexShader");
return hr;
}
D3D11_INPUT_ELEMENT_DESC input_desc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0,
D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
ComPtr<ID3D11InputLayout> input_layout;
hr = d3d11_device->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc),
code->GetBufferPointer(), code->GetBufferSize(), &input_layout);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11InputLayout");
return hr;
}
D3D11_BUFFER_DESC buffer_desc = { 0, };
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;
ComPtr<ID3D11Buffer> vertex_buffer;
hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11Buffer for vertex buffer");
return hr;
}
D3D11_MAPPED_SUBRESOURCE map;
hr = context->Map (vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED (hr)) {
gst_printerrln ("Couldn't map vertex buffer");
return hr;
}
VertexData *vertex_data = (VertexData *) map.pData;
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;
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;
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;
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;
context->Unmap (vertex_buffer.Get(), 0);
ComPtr<ID3D11Buffer> index_buffer;
buffer_desc.ByteWidth = sizeof (WORD) * 2 * 3;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &index_buffer);
if (FAILED (hr)) {
gst_printerrln ("Couldn't create ID3D11Buffer for index buffer");
return hr;
}
hr = context->Map (index_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (FAILED (hr)) {
gst_printerrln ("Couldn't map index buffer");
return hr;
}
WORD *indices = (WORD *) map.pData;
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 3;
indices[4] = 0;
indices[5] = 2;
context->Unmap (index_buffer.Get(), 0);
*sampler = sampler_state.Detach();
*ps = pixel_shader.Detach();
*vs = vertex_shader.Detach();
*layout = input_layout.Detach();
*vertex = vertex_buffer.Detach();
*index = index_buffer.Detach();
return S_OK;
}