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f52ecb9607
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>
84 lines
2.3 KiB
C++
84 lines
2.3 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d11shadercache.h"
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#include "gstd3d11compile.h"
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#include <string.h>
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#include <mutex>
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#include <map>
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/* *INDENT-OFF* */
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static std::mutex cache_lock_;
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static std::map <gint64, ID3DBlob *> ps_blob_;
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static std::map <gint64, ID3DBlob *> vs_blob_;
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/* *INDENT-ON* */
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HRESULT
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gst_d3d11_shader_cache_get_pixel_shader_blob (gint64 token,
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const gchar * source, gsize source_size, const gchar * entry_point,
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const D3D_SHADER_MACRO * defines, ID3DBlob ** blob)
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{
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std::lock_guard < std::mutex > lk (cache_lock_);
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auto cached = ps_blob_.find (token);
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if (cached != ps_blob_.end ()) {
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*blob = cached->second;
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cached->second->AddRef ();
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return S_OK;
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}
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HRESULT hr = gst_d3d11_compile (source, source_size, nullptr, defines,
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nullptr, entry_point, "ps_5_0", 0, 0, blob, nullptr);
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if (FAILED (hr))
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return hr;
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(*blob)->AddRef ();
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ps_blob_[token] = *blob;
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return S_OK;
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}
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HRESULT
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gst_d3d11_shader_cache_get_vertex_shader_blob (gint64 token,
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const gchar * source, gsize source_size, const gchar * entry_point,
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ID3DBlob ** blob)
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{
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std::lock_guard < std::mutex > lk (cache_lock_);
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auto cached = vs_blob_.find (token);
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if (cached != vs_blob_.end ()) {
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*blob = cached->second;
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cached->second->AddRef ();
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return S_OK;
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}
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HRESULT hr = gst_d3d11_compile (source, source_size, nullptr, nullptr,
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nullptr, entry_point, "vs_5_0", 0, 0, blob, nullptr);
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if (FAILED (hr))
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return hr;
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(*blob)->AddRef ();
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vs_blob_[token] = *blob;
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return S_OK;
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}
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