gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/gstd3d11compile.cpp
Seungha Yang 1dd29a2564 d3d11: Move HLSL compiler to gst-libs
We should move this functionality to gst-libs so that GstD3D11Converter
can be moved to gst-libs.
Another advantage is that applications can call our
HLSL compiler wrapper method without any worry about OS version
dependent system installed HLSL library.
Note that there are multiple HLSL compiler library versions
on Windows and system installed one would be OS version dependent.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2760>
2022-07-15 06:31:51 +09:00

309 lines
9.4 KiB
C++

/* GStreamer
* Copyright (C) 2022 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 "gstd3d11compile.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
#include <gmodule.h>
#include <wrl.h>
#include <string.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
#ifndef GST_DISABLE_GST_DEBUG
#define GST_CAT_DEFAULT ensure_debug_category()
static GstDebugCategory *
ensure_debug_category (void)
{
static gsize cat_gonce = 0;
if (g_once_init_enter (&cat_gonce)) {
gsize cat_done;
cat_done = (gsize) _gst_debug_category_new ("d3d11compile", 0,
"d3d11compile");
g_once_init_leave (&cat_gonce, cat_done);
}
return (GstDebugCategory *) cat_gonce;
}
#else
#define ensure_debug_category() /* NOOP */
#endif /* GST_DISABLE_GST_DEBUG */
static GModule *d3d_compiler_module = nullptr;
static pD3DCompile GstD3DCompileFunc = nullptr;
/**
* gst_d3d11_compile_init:
*
* Loads HLSL compiler library
*
* Returns: %TRUE if HLSL compiler library is available
*/
gboolean
gst_d3d11_compile_init (void)
{
static gsize init_once = 0;
if (g_once_init_enter (&init_once)) {
#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",
};
for (guint 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 = nullptr;
GstD3DCompileFunc = nullptr;
} else {
break;
}
}
}
if (!GstD3DCompileFunc)
GST_WARNING ("D3D11 compiler library is unavailable");
#endif
g_once_init_leave (&init_once, 1);
}
if (!GstD3DCompileFunc)
return FALSE;
return TRUE;
}
/**
* gst_d3d11_compile:
* @src_data: source data to compile
* @src_data_size: length of src_data
* @source_name: (nullable): used for strings that specify error messages
* @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros
* @include: (nullable): a ID3DInclude
* @entry_point: (nullable): the name of entry point function
* @target: a string specifies the shader target
* @flags1: flags defined by D3DCOMPILE constants
* @flags2: flags defined by D3DCOMPILE_EFFECT constants
* @code: (out) (optional): a compiled code
* @error_msgs: (out) (optional) (nullable): compiler error messages
*
* Compiles HLSL code or an effect file into bytecode for a given target
*
* Returns: HRESULT return code
*/
HRESULT
gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name,
CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point,
LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code,
ID3DBlob ** error_msgs)
{
if (!gst_d3d11_compile_init ())
return E_FAIL;
return GstD3DCompileFunc (src_data, src_data_size, source_name, defines,
include, entry_point, target, flags1, flags2, code, error_msgs);
}
/**
* gst_d3d11_create_pixel_shader_simple:
* @device: a #GstD3D11Device
* @source: a pixel shader code to compile
* @entry_point: the name of entry point function
* @shader: (out): a ID3D11PixelShader
* Compiles pixel shader code and creates ID3D11PixelShader
*
* Returns: HRESULT return code
*/
HRESULT
gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device,
const gchar * source, const gchar * entry_point,
ID3D11PixelShader ** shader)
{
ID3D11Device *device_handle;
HRESULT hr;
ComPtr < ID3DBlob > ps_blob;
ComPtr < ID3DBlob > error_msg;
D3D_FEATURE_LEVEL feature_level;
const gchar *target;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
g_return_val_if_fail (source != nullptr, E_INVALIDARG);
g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (feature_level >= D3D_FEATURE_LEVEL_11_0)
target = "ps_5_0";
else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
target = "ps_4_0_level_9_3";
else
target = "ps_4_0_level_9_1";
GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
entry_point, target, 0, 0, &ps_blob, &error_msg);
if (!gst_d3d11_result (hr, device)) {
const gchar *err = nullptr;
if (error_msg)
err = (const gchar *) error_msg->GetBufferPointer ();
GST_ERROR_OBJECT (device,
"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
(guint) hr, GST_STR_NULL (err), source);
return hr;
}
if (error_msg) {
const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
GST_STR_NULL (err), source);
}
return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
ps_blob->GetBufferSize (), nullptr, shader);
}
/**
* gst_d3d11_create_vertex_shader_simple:
* @device: a #GstD3D11Device
* @source: a vertex shader code to compile
* @entry_point: the name of entry point function
* @input_desc: an array of D3D11_INPUT_ELEMENT_DESC
* @desc_len: length of input_desc
* @shader: (out): a ID3D11VertexShader
* @layout: (out): a ID3D11InputLayout
* Compiles vertex shader code and creates ID3D11VertexShader and
* ID3D11InputLayout
*
* Returns: HRESULT return code
*/
HRESULT
gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device,
const gchar * source, const gchar * entry_point,
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
ID3D11Device *device_handle;
HRESULT hr;
ComPtr < ID3DBlob > vs_blob;
ComPtr < ID3DBlob > error_msg;
ComPtr < ID3D11VertexShader > vs;
ComPtr < ID3D11InputLayout > input_layout;
D3D_FEATURE_LEVEL feature_level;
const gchar *target;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG);
g_return_val_if_fail (source != nullptr, E_INVALIDARG);
g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG);
g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG);
g_return_val_if_fail (desc_len > 0, E_INVALIDARG);
g_return_val_if_fail (shader != nullptr, E_INVALIDARG);
g_return_val_if_fail (layout != nullptr, E_INVALIDARG);
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (feature_level >= D3D_FEATURE_LEVEL_11_0)
target = "vs_5_0";
else if (feature_level >= D3D_FEATURE_LEVEL_10_0)
target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
target = "vs_4_0_level_9_3";
else
target = "vs_4_0_level_9_1";
GST_DEBUG_OBJECT (device, "Compile code\n%s", source);
hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr,
entry_point, target, 0, 0, &vs_blob, &error_msg);
if (!gst_d3d11_result (hr, device)) {
const gchar *err = nullptr;
if (error_msg)
err = (const gchar *) error_msg->GetBufferPointer ();
GST_ERROR_OBJECT (device,
"Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s",
(guint) hr, GST_STR_NULL (err), source);
return hr;
}
if (error_msg) {
const gchar *err = (const gchar *) error_msg->GetBufferPointer ();
GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s",
GST_STR_NULL (err), source);
}
hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
vs_blob->GetBufferSize (), nullptr, &vs);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create vertex shader");
return hr;
}
hr = device_handle->CreateInputLayout (input_desc, desc_len,
vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create input layout");
return hr;
}
*shader = vs.Detach ();
*layout = input_layout.Detach ();
return hr;
}