gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/gstd3d11shadercache.cpp
Seungha Yang cf1286b0e9 d3d11: Add support for HLSL precompile and shader caching
Compile HLSL at build time in case of MSVC, and use it if device
supports shader model 5. Also cache/reuse pixel shader and vertex
shader objects.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5426>
2023-10-03 09:42:03 +00:00

82 lines
2.3 KiB
C++

/* GStreamer
* Copyright (C) 2023 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 "gstd3d11shadercache.h"
#include "gstd3d11compile.h"
#include <string.h>
#include <mutex>
#include <map>
/* *INDENT-OFF* */
static std::mutex cache_lock_;
static std::map <gint64, ID3DBlob *> ps_blob_;
static std::map <gint64, ID3DBlob *> vs_blob_;
/* *INDENT-ON* */
HRESULT
gst_d3d11_shader_cache_get_pixel_shader_blob (gint64 token,
const gchar * source, const gchar * entry_point, ID3DBlob ** blob)
{
std::lock_guard < std::mutex > lk (cache_lock_);
auto cached = ps_blob_.find (token);
if (cached != ps_blob_.end ()) {
*blob = cached->second;
cached->second->AddRef ();
return S_OK;
}
HRESULT hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr,
nullptr, entry_point, "ps_5_0", 0, 0, blob, nullptr);
if (FAILED (hr))
return hr;
(*blob)->AddRef ();
ps_blob_[token] = *blob;
return S_OK;
}
HRESULT
gst_d3d11_shader_cache_get_vertex_shader_blob (gint64 token,
const gchar * source, const gchar * entry_point, ID3DBlob ** blob)
{
std::lock_guard < std::mutex > lk (cache_lock_);
auto cached = vs_blob_.find (token);
if (cached != vs_blob_.end ()) {
*blob = cached->second;
cached->second->AddRef ();
return S_OK;
}
HRESULT hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr,
nullptr, entry_point, "vs_5_0", 0, 0, blob, nullptr);
if (FAILED (hr))
return hr;
(*blob)->AddRef ();
vs_blob_[token] = *blob;
return S_OK;
}