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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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924574a608
``` ../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>
402 lines
No EOL
12 KiB
C++
402 lines
No EOL
12 KiB
C++
/*
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* GStreamer
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* Copyright (C) 2020 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 "d3d11device.h"
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#include <d3dcompiler.h>
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#include <wrl.h>
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#include <string.h>
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using namespace Microsoft::WRL;
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HRESULT
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prepare_d3d11_device (ID3D11Device ** d3d11_device,
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ID3D11DeviceContext ** d3d11_context, IDXGIFactory2 ** dxgi_factory)
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{
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HRESULT hr;
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static const D3D_FEATURE_LEVEL feature_levels[] = {
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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};
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D3D_FEATURE_LEVEL selected_level;
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ComPtr<IDXGIFactory1> factory;
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hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
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if (FAILED (hr)) {
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gst_printerrln ("IDXGIFactory1 is unavailable, hr 0x%x", (guint) hr);
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return hr;
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}
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ComPtr<IDXGIFactory2> factory2;
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hr = factory.As (&factory2);
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if (FAILED (hr)) {
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gst_printerrln ("IDXGIFactory2 is unavailable, hr 0x%x", (guint) hr);
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return hr;
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}
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ComPtr<IDXGIAdapter1> adapter;
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hr = factory->EnumAdapters1 (0, &adapter);
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if (FAILED (hr)) {
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gst_printerrln ("IDXGIAdapter1 is unavailable, hr 0x%x", (guint) hr);
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return hr;
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}
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ComPtr<ID3D11Device> device;
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ComPtr<ID3D11DeviceContext> context;
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hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN,
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NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels,
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G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device,
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&selected_level, &context);
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/* Try again with excluding D3D_FEATURE_LEVEL_11_1 */
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if (FAILED (hr)) {
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hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN,
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NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &feature_levels[1],
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G_N_ELEMENTS (feature_levels) - 1, D3D11_SDK_VERSION, &device,
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&selected_level, &context);
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}
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if (FAILED (hr)) {
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gst_printerrln ("ID3D11Device is unavailable, hr 0x%x", (guint) hr);
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return hr;
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}
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if (d3d11_device)
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*d3d11_device = device.Detach();
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if (d3d11_context)
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*d3d11_context = context.Detach();
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if (dxgi_factory)
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*dxgi_factory = factory2.Detach();
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return hr;
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}
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HRESULT
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prepare_shared_texture (ID3D11Device * d3d11_device, guint width,
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guint height, DXGI_FORMAT format, UINT misc_flags,
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ID3D11Texture2D ** texture, ID3D11ShaderResourceView ** srv,
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IDXGIKeyedMutex ** keyed_mutex, HANDLE * shared_handle)
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{
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D3D11_TEXTURE2D_DESC texture_desc = { 0, };
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HRESULT hr;
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/* Texture size doesn't need to be identical to that of backbuffer */
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texture_desc.Width = width;
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texture_desc.Height = height;
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texture_desc.MipLevels = 1;
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texture_desc.Format = format;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags =
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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texture_desc.MiscFlags = misc_flags;
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ComPtr<ID3D11Texture2D> shared_texture;
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hr = d3d11_device->CreateTexture2D (&texture_desc, nullptr, &shared_texture);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11Texture2D");
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return hr;
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}
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ComPtr<ID3D11ShaderResourceView> shader_resource_view;
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if (srv) {
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { DXGI_FORMAT_UNKNOWN, };
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srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MipLevels = 1;
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srv_desc.Format = format;
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hr = d3d11_device->CreateShaderResourceView (shared_texture.Get(), &srv_desc,
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&shader_resource_view);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11ShaderResourceView");
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return hr;
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}
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}
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ComPtr<IDXGIKeyedMutex> keyed;
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if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0 && keyed_mutex) {
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hr = shared_texture.As (&keyed);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't get IDXGIKeyedMutex");
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return hr;
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}
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}
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ComPtr<IDXGIResource> dxgi_resource;
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hr = shared_texture.As (&dxgi_resource);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't get IDXGIResource handle");
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return hr;
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}
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HANDLE handle;
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if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) != 0) {
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ComPtr<IDXGIResource1> dxgi_resource1;
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hr = dxgi_resource.As (&dxgi_resource1);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't get IDXGIResource1");
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return hr;
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}
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hr = dxgi_resource1->CreateSharedHandle (nullptr,
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DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
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&handle);
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} else {
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hr = dxgi_resource->GetSharedHandle (&handle);
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}
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't get shared handle from texture");
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return hr;
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}
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*texture = shared_texture.Detach();
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if (srv)
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*srv = shader_resource_view.Detach();
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*shared_handle = handle;
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if (keyed && keyed_mutex)
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*keyed_mutex = keyed.Detach();
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return S_OK;
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}
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static HRESULT
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d3d_compile (const gchar * source, gboolean is_pixel_shader, ID3DBlob ** code)
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{
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HRESULT hr;
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const gchar *shader_target = "ps_4_0";
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if (!is_pixel_shader)
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shader_target = "vs_4_0";
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ComPtr<ID3DBlob> blob;
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ComPtr<ID3DBlob> error;
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hr = D3DCompile (source, strlen (source), nullptr, nullptr,
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nullptr, "main", shader_target, 0, 0, &blob, &error);
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if (FAILED (hr)) {
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const gchar *err = nullptr;
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if (error)
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err = (const gchar *) error->GetBufferPointer ();
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gst_printerrln ("Couldn't compile pixel shader, error: %s",
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GST_STR_NULL (err));
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return hr;
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}
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*code = blob.Detach();
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return S_OK;
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}
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HRESULT
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prepare_shader (ID3D11Device * d3d11_device, ID3D11DeviceContext * context,
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ID3D11SamplerState ** sampler, ID3D11PixelShader ** ps,
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ID3D11VertexShader ** vs, ID3D11InputLayout ** layout,
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ID3D11Buffer ** vertex, ID3D11Buffer ** index)
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{
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static const gchar ps_code[] =
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"Texture2D shaderTexture;\n"
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"SamplerState samplerState;\n"
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"\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float3 Texture: TEXCOORD0;\n"
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"};\n"
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"\n"
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"struct PS_OUTPUT\n"
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"{\n"
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" float4 Plane: SV_Target;\n"
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"};\n"
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"\n"
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"PS_OUTPUT main(PS_INPUT input)\n"
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"{\n"
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" PS_OUTPUT output;\n"
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" output.Plane = shaderTexture.Sample(samplerState, input.Texture);\n"
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" return output;\n"
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"}\n";
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static const gchar vs_code[] =
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"struct VS_INPUT\n"
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"{\n"
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" float4 Position : POSITION;\n"
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" float4 Texture : TEXCOORD0;\n"
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"};\n"
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"\n"
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"struct VS_OUTPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float4 Texture: TEXCOORD0;\n"
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"};\n"
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"\n"
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"VS_OUTPUT main(VS_INPUT input)\n"
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"{\n"
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" return input;\n"
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"}\n";
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D3D11_SAMPLER_DESC sampler_desc = { D3D11_FILTER_MIN_MAG_MIP_POINT, };
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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sampler_desc.MinLOD = 0;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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ComPtr<ID3D11SamplerState> sampler_state;
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HRESULT hr = d3d11_device->CreateSamplerState (&sampler_desc, &sampler_state);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11SamplerState");
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return hr;
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}
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ComPtr<ID3DBlob> code;
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hr = d3d_compile (ps_code, TRUE, &code);
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if (FAILED (hr))
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return hr;
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ComPtr<ID3D11PixelShader> pixel_shader;
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hr = d3d11_device->CreatePixelShader (code->GetBufferPointer(),
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code->GetBufferSize(), nullptr, &pixel_shader);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11PixelShader");
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return hr;
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}
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hr = d3d_compile (vs_code, FALSE, code.ReleaseAndGetAddressOf());
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if (FAILED (hr))
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return hr;
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ComPtr<ID3D11VertexShader> vertex_shader;
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hr = d3d11_device->CreateVertexShader (code->GetBufferPointer(),
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code->GetBufferSize(), nullptr, &vertex_shader);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11VertexShader");
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return hr;
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}
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D3D11_INPUT_ELEMENT_DESC input_desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,
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D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0,
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D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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ComPtr<ID3D11InputLayout> input_layout;
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hr = d3d11_device->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc),
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code->GetBufferPointer(), code->GetBufferSize(), &input_layout);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11InputLayout");
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return hr;
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}
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D3D11_BUFFER_DESC buffer_desc = { 0, };
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.ByteWidth = sizeof (VertexData) * 4;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ComPtr<ID3D11Buffer> vertex_buffer;
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hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11Buffer for vertex buffer");
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return hr;
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}
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D3D11_MAPPED_SUBRESOURCE map;
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hr = context->Map (vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't map vertex buffer");
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return hr;
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}
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VertexData *vertex_data = (VertexData *) map.pData;
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vertex_data[0].position.x = -1.0f;
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vertex_data[0].position.y = -1.0f;
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vertex_data[0].position.z = 0.0f;
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vertex_data[0].texture.x = 0.0f;
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vertex_data[0].texture.y = 1.0f;
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vertex_data[1].position.x = -1.0f;
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vertex_data[1].position.y = 1.0f;
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vertex_data[1].position.z = 0.0f;
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vertex_data[1].texture.x = 0.0f;
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vertex_data[1].texture.y = 0.0f;
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vertex_data[2].position.x = 1.0f;
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vertex_data[2].position.y = 1.0f;
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vertex_data[2].position.z = 0.0f;
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vertex_data[2].texture.x = 1.0f;
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vertex_data[2].texture.y = 0.0f;
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vertex_data[3].position.x = 1.0f;
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vertex_data[3].position.y = -1.0f;
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vertex_data[3].position.z = 0.0f;
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vertex_data[3].texture.x = 1.0f;
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vertex_data[3].texture.y = 1.0f;
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context->Unmap (vertex_buffer.Get(), 0);
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ComPtr<ID3D11Buffer> index_buffer;
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buffer_desc.ByteWidth = sizeof (WORD) * 2 * 3;
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buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &index_buffer);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't create ID3D11Buffer for index buffer");
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return hr;
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}
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hr = context->Map (index_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (FAILED (hr)) {
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gst_printerrln ("Couldn't map index buffer");
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return hr;
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}
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WORD *indices = (WORD *) map.pData;
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indices[0] = 0;
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indices[1] = 1;
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indices[2] = 2;
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indices[3] = 3;
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indices[4] = 0;
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indices[5] = 2;
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context->Unmap (index_buffer.Get(), 0);
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*sampler = sampler_state.Detach();
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*ps = pixel_shader.Detach();
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*vs = vertex_shader.Detach();
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*layout = input_layout.Detach();
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*vertex = vertex_buffer.Detach();
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*index = index_buffer.Detach();
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return S_OK;
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} |