gstreamer/sys/d3d11/gstd3d11shader.cpp
Matthew Waters 640a65bf96 gst: don't use volatile to mean atomic
volatile is not sufficient to provide atomic guarantees and real atomics
should be used instead.  GCC 11 has started warning about using volatile
with atomic operations.

https://gitlab.gnome.org/GNOME/glib/-/merge_requests/1719

Discovered in https://gitlab.freedesktop.org/gstreamer/gst-plugins-good/-/issues/868

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2098>
2021-03-22 14:34:36 +11:00

404 lines
12 KiB
C++

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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 "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <gmodule.h>
#include <wrl.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
G_BEGIN_DECLS
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
G_END_DECLS
/* *INDENT-ON* */
static GModule *d3d_compiler_module = NULL;
static pD3DCompile GstD3DCompileFunc = NULL;
gboolean
gst_d3d11_shader_init (void)
{
static gsize _init = 0;
if (g_once_init_enter (&_init)) {
#if GST_D3D11_WINAPI_ONLY_APP
/* Assuming that d3d compiler library is available */
GstD3DCompileFunc = D3DCompile;
#else
static const gchar *d3d_compiler_names[] = {
"d3dcompiler_47.dll",
"d3dcompiler_46.dll",
"d3dcompiler_45.dll",
"d3dcompiler_44.dll",
"d3dcompiler_43.dll",
};
guint i;
for (i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
d3d_compiler_module =
g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
if (d3d_compiler_module) {
GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
(gpointer *) & GstD3DCompileFunc)) {
GST_ERROR ("Cannot load D3DCompile symbol from %s",
d3d_compiler_names[i]);
g_module_close (d3d_compiler_module);
d3d_compiler_module = NULL;
GstD3DCompileFunc = NULL;
} else {
break;
}
}
}
if (!GstD3DCompileFunc)
GST_WARNING ("D3D11 compiler library is unavailable");
#endif
g_once_init_leave (&_init, 1);
}
return !!GstD3DCompileFunc;
}
static gboolean
compile_shader (GstD3D11Device * device, const gchar * shader_source,
gboolean is_pixel_shader, ID3DBlob ** blob)
{
const gchar *shader_target;
D3D_FEATURE_LEVEL feature_level;
HRESULT hr;
ID3D11Device *device_handle;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> ret;
ComPtr<ID3DBlob> error;
/* *INDENT-ON* */
if (!gst_d3d11_shader_init ()) {
GST_ERROR ("D3DCompiler is unavailable");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (is_pixel_shader) {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "ps_4_0_level_9_3";
else
shader_target = "ps_4_0_level_9_1";
} else {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "vs_4_0_level_9_3";
else
shader_target = "vs_4_0_level_9_1";
}
g_assert (GstD3DCompileFunc);
GST_TRACE ("Compile code \n%s", shader_source);
hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
NULL, "main", shader_target, 0, 0, &ret, &error);
if (!gst_d3d11_result (hr, device)) {
const gchar *err = NULL;
if (error)
err = (const gchar *) error->GetBufferPointer ();
GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
(guint) hr, GST_STR_NULL (err));
return FALSE;
}
if (error) {
const gchar *err = (const gchar *) error->GetBufferPointer ();
GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s",
GST_STR_NULL (err), GST_STR_NULL (shader_source));
}
*blob = ret.Detach ();
return TRUE;
}
gboolean
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
const gchar * source, ID3D11PixelShader ** shader)
{
ID3D11Device *device_handle;
HRESULT hr;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> ps_blob;
/* *INDENT-ON* */
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
if (!compile_shader (device, source, TRUE, &ps_blob)) {
GST_ERROR ("Failed to compile pixel shader");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
ps_blob->GetBufferSize (), NULL, shader);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
return FALSE;
}
return TRUE;
}
gboolean
gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
ID3D11Device *device_handle;
HRESULT hr;
/* *INDENT-OFF* */
ComPtr<ID3DBlob> vs_blob;
ComPtr<ID3D11VertexShader> vs;
ComPtr<ID3D11InputLayout> in_layout;
/* *INDENT-ON* */
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (input_desc != NULL, FALSE);
g_return_val_if_fail (desc_len > 0, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
g_return_val_if_fail (layout != NULL, FALSE);
if (!compile_shader (device, source, FALSE, &vs_blob)) {
GST_ERROR ("Failed to compile shader code");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), NULL, &vs);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
return FALSE;
}
hr = device_handle->CreateInputLayout (input_desc,
desc_len, vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), &in_layout);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
return FALSE;
}
*shader = vs.Detach ();
*layout = in_layout.Detach ();
return TRUE;
}
struct _GstD3D11Quad
{
GstD3D11Device *device;
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
ID3D11BlendState *blend;
ID3D11DepthStencilState *depth_stencil;
ID3D11Buffer *const_buffer;
ID3D11Buffer *vertex_buffer;
guint vertex_stride;
ID3D11Buffer *index_buffer;
DXGI_FORMAT index_format;
guint index_count;
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
guint num_srv;
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
guint num_rtv;
};
GstD3D11Quad *
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
ID3D11SamplerState * sampler, ID3D11BlendState * blend,
ID3D11DepthStencilState * depth_stencil,
ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer, guint vertex_stride,
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
{
GstD3D11Quad *quad;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (pixel_shader != NULL, NULL);
g_return_val_if_fail (vertex_shader != NULL, NULL);
g_return_val_if_fail (layout != NULL, NULL);
g_return_val_if_fail (vertex_buffer != NULL, NULL);
g_return_val_if_fail (vertex_stride > 0, NULL);
g_return_val_if_fail (index_buffer != NULL, NULL);
g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
quad = g_new0 (GstD3D11Quad, 1);
quad->device = (GstD3D11Device *) gst_object_ref (device);
quad->ps = pixel_shader;
quad->vs = vertex_shader;
quad->layout = layout;
quad->sampler = sampler;
quad->blend = blend;
quad->depth_stencil = depth_stencil;
quad->vertex_buffer = vertex_buffer;
quad->vertex_stride = vertex_stride;
quad->index_buffer = index_buffer;
quad->index_format = index_format;
quad->index_count = index_count;
pixel_shader->AddRef ();
vertex_shader->AddRef ();
layout->AddRef ();
vertex_buffer->AddRef ();
index_buffer->AddRef ();
if (sampler)
sampler->AddRef ();
if (blend)
blend->AddRef ();
if (depth_stencil)
depth_stencil->AddRef ();
if (const_buffer) {
quad->const_buffer = const_buffer;
const_buffer->AddRef ();
}
return quad;
}
void
gst_d3d11_quad_free (GstD3D11Quad * quad)
{
g_return_if_fail (quad != NULL);
GST_D3D11_CLEAR_COM (quad->ps);
GST_D3D11_CLEAR_COM (quad->vs);
GST_D3D11_CLEAR_COM (quad->layout);
GST_D3D11_CLEAR_COM (quad->sampler);
GST_D3D11_CLEAR_COM (quad->blend);
GST_D3D11_CLEAR_COM (quad->depth_stencil);
GST_D3D11_CLEAR_COM (quad->const_buffer);
GST_D3D11_CLEAR_COM (quad->vertex_buffer);
GST_D3D11_CLEAR_COM (quad->index_buffer);
gst_clear_object (&quad->device);
g_free (quad);
}
gboolean
gst_d3d11_draw_quad (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
{
gboolean ret;
g_return_val_if_fail (quad != NULL, FALSE);
gst_d3d11_device_lock (quad->device);
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
srv, num_srv, rtv, num_viewport, dsv, blend, blend_factor);
gst_d3d11_device_unlock (quad->device);
return ret;
}
gboolean
gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
{
ID3D11DeviceContext *context;
UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11BlendState *blend_state = blend;
g_return_val_if_fail (quad != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
context = gst_d3d11_device_get_device_context_handle (quad->device);
context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context->IASetInputLayout (quad->layout);
context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride,
&offsets);
context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0);
if (quad->sampler)
context->PSSetSamplers (0, 1, &quad->sampler);
context->VSSetShader (quad->vs, NULL, 0);
context->PSSetShader (quad->ps, NULL, 0);
context->RSSetViewports (num_viewport, viewport);
if (quad->const_buffer)
context->PSSetConstantBuffers (0, 1, &quad->const_buffer);
if (srv)
context->PSSetShaderResources (0, num_srv, srv);
context->OMSetRenderTargets (num_rtv, rtv, dsv);
if (!blend_state)
blend_state = quad->blend;
context->OMSetBlendState (blend_state, blend_factor, 0xffffffff);
context->OMSetDepthStencilState (quad->depth_stencil, 1);
context->DrawIndexed (quad->index_count, 0, 0);
if (srv)
context->PSSetShaderResources (0, num_srv, clear_view);
context->OMSetRenderTargets (0, NULL, NULL);
return TRUE;
}