mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-18 15:51:11 +00:00
396 lines
12 KiB
C++
396 lines
12 KiB
C++
/* GStreamer
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* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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 "gstd3d11shader.h"
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#include "gstd3d11pluginutils.h"
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#include <gmodule.h>
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#include <wrl.h>
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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/* *INDENT-ON* */
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
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#define GST_CAT_DEFAULT gst_d3d11_shader_debug
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/* too many const buffers doesn't make sense */
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#define MAX_CONST_BUFFERS 16
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static GModule *d3d_compiler_module = NULL;
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static pD3DCompile GstD3DCompileFunc = NULL;
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gboolean
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gst_d3d11_shader_init (void)
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{
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static gsize _init = 0;
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if (g_once_init_enter (&_init)) {
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#if GST_D3D11_WINAPI_ONLY_APP
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/* Assuming that d3d compiler library is available */
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GstD3DCompileFunc = D3DCompile;
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#else
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static const gchar *d3d_compiler_names[] = {
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"d3dcompiler_47.dll",
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"d3dcompiler_46.dll",
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"d3dcompiler_45.dll",
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"d3dcompiler_44.dll",
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"d3dcompiler_43.dll",
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};
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guint i;
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for (i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
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d3d_compiler_module =
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g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
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if (d3d_compiler_module) {
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GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
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if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
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(gpointer *) & GstD3DCompileFunc)) {
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GST_ERROR ("Cannot load D3DCompile symbol from %s",
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d3d_compiler_names[i]);
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g_module_close (d3d_compiler_module);
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d3d_compiler_module = NULL;
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GstD3DCompileFunc = NULL;
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} else {
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break;
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}
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}
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}
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if (!GstD3DCompileFunc)
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GST_WARNING ("D3D11 compiler library is unavailable");
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#endif
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g_once_init_leave (&_init, 1);
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}
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return !!GstD3DCompileFunc;
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}
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static gboolean
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compile_shader (GstD3D11Device * device, const gchar * shader_source,
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gboolean is_pixel_shader, ID3DBlob ** blob)
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{
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const gchar *shader_target;
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D3D_FEATURE_LEVEL feature_level;
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HRESULT hr;
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ID3D11Device *device_handle;
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/* *INDENT-OFF* */
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ComPtr<ID3DBlob> ret;
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ComPtr<ID3DBlob> error;
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/* *INDENT-ON* */
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if (!gst_d3d11_shader_init ()) {
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GST_ERROR ("D3DCompiler is unavailable");
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return FALSE;
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}
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device_handle = gst_d3d11_device_get_device_handle (device);
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feature_level = device_handle->GetFeatureLevel ();
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if (is_pixel_shader) {
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if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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shader_target = "ps_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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shader_target = "ps_4_0_level_9_3";
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else
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shader_target = "ps_4_0_level_9_1";
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} else {
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if (feature_level >= D3D_FEATURE_LEVEL_10_0)
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shader_target = "vs_4_0";
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else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
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shader_target = "vs_4_0_level_9_3";
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else
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shader_target = "vs_4_0_level_9_1";
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}
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g_assert (GstD3DCompileFunc);
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GST_TRACE ("Compile code \n%s", shader_source);
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hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
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NULL, "main", shader_target, 0, 0, &ret, &error);
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if (!gst_d3d11_result (hr, device)) {
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const gchar *err = NULL;
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if (error)
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err = (const gchar *) error->GetBufferPointer ();
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GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
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(guint) hr, GST_STR_NULL (err));
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return FALSE;
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}
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if (error) {
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const gchar *err = (const gchar *) error->GetBufferPointer ();
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GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s",
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GST_STR_NULL (err), GST_STR_NULL (shader_source));
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}
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*blob = ret.Detach ();
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return TRUE;
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}
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gboolean
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gst_d3d11_create_pixel_shader (GstD3D11Device * device,
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const gchar * source, ID3D11PixelShader ** shader)
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{
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ID3D11Device *device_handle;
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HRESULT hr;
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/* *INDENT-OFF* */
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ComPtr<ID3DBlob> ps_blob;
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/* *INDENT-ON* */
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
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g_return_val_if_fail (source != NULL, FALSE);
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g_return_val_if_fail (shader != NULL, FALSE);
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if (!compile_shader (device, source, TRUE, &ps_blob)) {
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GST_ERROR ("Failed to compile pixel shader");
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return FALSE;
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}
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device_handle = gst_d3d11_device_get_device_handle (device);
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hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
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ps_blob->GetBufferSize (), NULL, shader);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
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return FALSE;
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}
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return TRUE;
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}
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gboolean
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gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
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const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
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ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
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{
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ID3D11Device *device_handle;
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HRESULT hr;
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/* *INDENT-OFF* */
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ComPtr<ID3DBlob> vs_blob;
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ComPtr<ID3D11VertexShader> vs;
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ComPtr<ID3D11InputLayout> in_layout;
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/* *INDENT-ON* */
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
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g_return_val_if_fail (source != NULL, FALSE);
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g_return_val_if_fail (input_desc != NULL, FALSE);
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g_return_val_if_fail (desc_len > 0, FALSE);
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g_return_val_if_fail (shader != NULL, FALSE);
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g_return_val_if_fail (layout != NULL, FALSE);
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if (!compile_shader (device, source, FALSE, &vs_blob)) {
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GST_ERROR ("Failed to compile shader code");
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return FALSE;
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}
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device_handle = gst_d3d11_device_get_device_handle (device);
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hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
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vs_blob->GetBufferSize (), NULL, &vs);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
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return FALSE;
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}
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hr = device_handle->CreateInputLayout (input_desc,
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desc_len, vs_blob->GetBufferPointer (),
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vs_blob->GetBufferSize (), &in_layout);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
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return FALSE;
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}
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*shader = vs.Detach ();
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*layout = in_layout.Detach ();
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return TRUE;
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}
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struct _GstD3D11Quad
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{
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GstD3D11Device *device;
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ID3D11PixelShader *ps;
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ID3D11VertexShader *vs;
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ID3D11InputLayout *layout;
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ID3D11Buffer *const_buffer[MAX_CONST_BUFFERS];
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guint num_const_buffers;
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ID3D11Buffer *vertex_buffer;
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guint vertex_stride;
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ID3D11Buffer *index_buffer;
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DXGI_FORMAT index_format;
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guint index_count;
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D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
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ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
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guint num_srv;
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ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
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guint num_rtv;
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};
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GstD3D11Quad *
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gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
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ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
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ID3D11Buffer ** const_buffers, guint num_const_buffers,
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ID3D11Buffer * vertex_buffer, guint vertex_stride,
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ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
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{
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GstD3D11Quad *quad;
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
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g_return_val_if_fail (pixel_shader != NULL, NULL);
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g_return_val_if_fail (vertex_shader != NULL, NULL);
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g_return_val_if_fail (layout != NULL, NULL);
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g_return_val_if_fail (num_const_buffers <= MAX_CONST_BUFFERS, NULL);
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g_return_val_if_fail (vertex_buffer != NULL, NULL);
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g_return_val_if_fail (vertex_stride > 0, NULL);
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g_return_val_if_fail (index_buffer != NULL, NULL);
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g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
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quad = g_new0 (GstD3D11Quad, 1);
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quad->device = (GstD3D11Device *) gst_object_ref (device);
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quad->ps = pixel_shader;
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quad->vs = vertex_shader;
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quad->layout = layout;
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quad->vertex_buffer = vertex_buffer;
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quad->vertex_stride = vertex_stride;
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quad->index_buffer = index_buffer;
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quad->index_format = index_format;
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quad->index_count = index_count;
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pixel_shader->AddRef ();
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vertex_shader->AddRef ();
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layout->AddRef ();
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vertex_buffer->AddRef ();
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index_buffer->AddRef ();
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if (num_const_buffers > 0) {
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guint i;
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g_assert (const_buffers);
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for (i = 0; i < num_const_buffers; i++) {
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quad->const_buffer[i] = const_buffers[i];
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quad->const_buffer[i]->AddRef ();
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}
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quad->num_const_buffers = num_const_buffers;
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}
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return quad;
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}
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void
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gst_d3d11_quad_free (GstD3D11Quad * quad)
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{
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guint i;
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g_return_if_fail (quad != NULL);
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GST_D3D11_CLEAR_COM (quad->ps);
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GST_D3D11_CLEAR_COM (quad->vs);
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GST_D3D11_CLEAR_COM (quad->layout);
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for (i = 0; i < quad->num_const_buffers; i++)
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quad->const_buffer[i]->Release ();
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GST_D3D11_CLEAR_COM (quad->vertex_buffer);
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GST_D3D11_CLEAR_COM (quad->index_buffer);
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gst_clear_object (&quad->device);
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g_free (quad);
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}
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gboolean
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gst_d3d11_draw_quad (GstD3D11Quad * quad,
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D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
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ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
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ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
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ID3D11BlendState * blend, gfloat blend_factor[4],
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ID3D11SamplerState ** sampler, guint num_sampler)
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{
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gboolean ret;
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g_return_val_if_fail (quad != NULL, FALSE);
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gst_d3d11_device_lock (quad->device);
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ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
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srv, num_srv, rtv, num_viewport, blend, blend_factor, sampler,
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num_sampler);
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gst_d3d11_device_unlock (quad->device);
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return ret;
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}
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gboolean
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gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
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D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
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ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
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ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
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ID3D11BlendState * blend, gfloat blend_factor[4],
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ID3D11SamplerState ** sampler, guint num_sampler)
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{
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ID3D11DeviceContext *context;
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UINT offsets = 0;
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ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
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ID3D11BlendState *blend_state = blend;
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g_return_val_if_fail (quad != NULL, FALSE);
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g_return_val_if_fail (viewport != NULL, FALSE);
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g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
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g_return_val_if_fail (rtv != NULL, FALSE);
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g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
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context = gst_d3d11_device_get_device_context_handle (quad->device);
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context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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context->IASetInputLayout (quad->layout);
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context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride,
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&offsets);
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context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0);
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if (sampler)
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context->PSSetSamplers (0, num_sampler, sampler);
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context->VSSetShader (quad->vs, NULL, 0);
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context->PSSetShader (quad->ps, NULL, 0);
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context->RSSetViewports (num_viewport, viewport);
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if (quad->num_const_buffers) {
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context->PSSetConstantBuffers (0, quad->num_const_buffers,
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quad->const_buffer);
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}
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if (srv)
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context->PSSetShaderResources (0, num_srv, srv);
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context->OMSetRenderTargets (num_rtv, rtv, NULL);
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context->OMSetBlendState (blend_state, blend_factor, 0xffffffff);
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context->DrawIndexed (quad->index_count, 0, 0);
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if (srv)
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context->PSSetShaderResources (0, num_srv, clear_view);
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context->OMSetRenderTargets (0, NULL, NULL);
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return TRUE;
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}
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