gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3dshader/converter-hlsl/meson.build
Seungha Yang f3191aca58 d3dshader: Add shader for building gamma LUT
Newly added shader will be used by converter to construct
gamma encode/decode LUT texture

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7951>
2024-11-26 16:06:08 +00:00

252 lines
7.6 KiB
Meson

hlsl_ps_source = files('PSMain_converter.hlsl')
hlsl_vs_source = files('VSMain_converter.hlsl')
hlsl_cs_source = files('CSMain_converter.hlsl')
hlsl_ps_gamma_lut_source = files('PSMain_gamma_lut.hlsl')
hlsl_ps_input_formats = [
['NV12', false],
['NV21', false],
['I420', false],
['YV12', false],
['I420_10', false],
['I420_12', false],
['VUYA', false],
['VUYAPremul', false],
['Y410', false],
['AYUV', false],
['AYUVPremul', false],
['Y412', false],
['Y412Premul', false],
['RGBA', true],
['RGBAPremul', true],
['RGBx', true],
['GBR', true],
['GBR_10', true],
['GBR_12', true],
['GBRA', true],
['GBRAPremul', true],
['GBRA_10', true],
['GBRAPremul_10', true],
['GBRA_12', true],
['GBRAPremul_12', true],
['RGBP', true],
['BGRP', true],
['xRGB', true],
['ARGB', true],
['ARGBPremul', true],
['xBGR', true],
['ABGR', true],
['ABGRPremul', true],
['BGR10A2', true],
['BGRA64', true],
['BGRA64Premul', true],
['RBGA', true],
['RBGAPremul', true],
]
hlsl_ps_output_formats = [
['PS_OUTPUT_LUMA', 'Luma', false],
['PS_OUTPUT_LUMA', 'Luma_10', false],
['PS_OUTPUT_LUMA', 'Luma_12', false],
['PS_OUTPUT_CHROMA', 'ChromaNV12', false],
['PS_OUTPUT_CHROMA', 'ChromaNV21', false],
['PS_OUTPUT_CHROMA_PLANAR', 'ChromaI420', false],
['PS_OUTPUT_CHROMA_PLANAR', 'ChromaYV12', false],
['PS_OUTPUT_CHROMA_PLANAR', 'ChromaI420_10', false],
['PS_OUTPUT_CHROMA_PLANAR', 'ChromaI420_12', false],
['PS_OUTPUT_PLANAR', 'Y444', false],
['PS_OUTPUT_PLANAR', 'Y444_10', false],
['PS_OUTPUT_PLANAR', 'Y444_12', false],
['PS_OUTPUT_PLANAR', 'GBR', true],
['PS_OUTPUT_PLANAR', 'GBR_10', true],
['PS_OUTPUT_PLANAR', 'GBR_12', true],
['PS_OUTPUT_PLANAR', 'RGBP', true],
['PS_OUTPUT_PLANAR', 'BGRP', true],
['PS_OUTPUT_PLANAR_FULL', 'GBRA', true],
['PS_OUTPUT_PLANAR_FULL', 'GBRAPremul', true],
['PS_OUTPUT_PLANAR_FULL', 'GBRA_10', true],
['PS_OUTPUT_PLANAR_FULL', 'GBRAPremul_10', true],
['PS_OUTPUT_PLANAR_FULL', 'GBRA_12', true],
['PS_OUTPUT_PLANAR_FULL', 'GBRAPremul_12', true],
['PS_OUTPUT_PACKED', 'RGBA', true],
['PS_OUTPUT_PACKED', 'RGBAPremul', true],
['PS_OUTPUT_PACKED', 'RBGA', true],
['PS_OUTPUT_PACKED', 'RBGAPremul', true],
['PS_OUTPUT_PACKED', 'RGBx', true],
['PS_OUTPUT_PACKED', 'VUYA', false],
['PS_OUTPUT_PACKED', 'VUYAPremul', false],
['PS_OUTPUT_PACKED', 'AYUV', false],
['PS_OUTPUT_PACKED', 'AYUVPremul', false],
['PS_OUTPUT_PACKED', 'xRGB', true],
['PS_OUTPUT_PACKED', 'ARGB', true],
['PS_OUTPUT_PACKED', 'ARGBPremul', true],
['PS_OUTPUT_PACKED', 'xBGR', true],
['PS_OUTPUT_PACKED', 'ABGR', true],
['PS_OUTPUT_PACKED', 'ABGRPremul', true],
]
shader_model = '5_0'
hlsl_cs_entry_points = [
'CSMain_YUY2_to_AYUV',
'CSMain_UYVY_to_AYUV',
'CSMain_VYUY_to_AYUV',
'CSMain_YVYU_to_AYUV',
'CSMain_v210_to_AYUV',
'CSMain_v308_to_AYUV',
'CSMain_IYU2_to_AYUV',
'CSMain_AYUV_to_YUY2',
'CSMain_AYUV_to_UYVY',
'CSMain_AYUV_to_VYUY',
'CSMain_AYUV_to_YVYU',
'CSMain_AYUV_to_v210',
'CSMain_AYUV_to_v308',
'CSMain_AYUV_to_IYU2',
'CSMain_AYUV_to_Y410',
'CSMain_RGB_to_RGBA',
'CSMain_BGR_to_RGBA',
'CSMain_RGB16_to_RGBA',
'CSMain_BGR16_to_RGBA',
'CSMain_RGB15_to_RGBA',
'CSMain_BGR15_to_RGBA',
'CSMain_r210_to_RGBA',
'CSMain_RGBA_to_RGB',
'CSMain_RGBA_to_BGR',
'CSMain_RGBA_to_RGB16',
'CSMain_RGBA_to_BGR16',
'CSMain_RGBA_to_RGB15',
'CSMain_RGBA_to_BGR15',
'CSMain_RGBA_to_r210',
'CSMain_RGBA_to_BGRA',
]
hlsl_ps_lut_entry_points = [
'PSMain_Gamma_LUT',
]
conv_ps_precompiled = []
conv_vs_precompiled = []
conv_cs_precompiled = []
header_collector = find_program('collect_hlsl_headers.py')
foreach input_format : hlsl_ps_input_formats
in_format = input_format.get(0)
foreach output_format : hlsl_ps_output_formats
converter = ''
if input_format.get(1) != output_format.get(2)
converter = 'Simple'
else
converter = 'Identity'
endif
output_type = output_format.get(0)
output_builder = output_format.get(1)
entry_point = 'PSMain_@0@_@1@_@2@_@3@'.format(in_format, converter, output_builder, shader_model)
header = '@0@.h'.format(entry_point)
sm_target = 'ps_@0@'.format(shader_model)
compiled_shader = custom_target(header,
input : hlsl_ps_source,
output : header,
command : [fxc, '/Fh', '@OUTPUT@',
'/E', entry_point,
'/T', sm_target,
'/D', 'BUILDING_HLSL=1',
'/D', 'OUTPUT_TYPE=@0@'.format(output_type),
'/D', 'ENTRY_POINT=@0@'.format(entry_point),
'/D', 'SAMPLER=Sampler@0@'.format(in_format),
'/D', 'CONVERTER=Converter@0@'.format(converter),
'/D', 'OUTPUT_BUILDER=Output@0@'.format(output_builder),
'/nologo',
'@INPUT@'])
conv_ps_precompiled += [compiled_shader]
endforeach
endforeach
foreach shader : hlsl_ps_lut_entry_points
entry_point = '@0@_@1@'.format(shader, shader_model)
header = '@0@.h'.format(entry_point)
sm_target = 'ps_@0@'.format(shader_model)
compiled_shader = custom_target(header,
input : hlsl_ps_gamma_lut_source,
output : header,
command : [fxc, '/Fh', '@OUTPUT@',
'/E', entry_point,
'/T', sm_target,
'/D', 'BUILDING_HLSL=1',
'/D', 'ENTRY_POINT=@0@'.format(entry_point),
'/nologo',
'@INPUT@'])
conv_ps_precompiled += [compiled_shader]
endforeach
conv_ps_collection = custom_target('converter_hlsl_ps',
input : conv_ps_precompiled,
output : 'converter_hlsl_ps.h',
command : [header_collector,
'--input', meson.current_build_dir(),
'--prefix', 'PSMain_',
'--name', 'g_converter_ps_table',
'--output', '@OUTPUT@'
])
entry_point = 'VSMain_converter_@0@'.format(shader_model)
header = '@0@.h'.format(entry_point)
sm_target = 'vs_@0@'.format(shader_model)
compiled_shader = custom_target(header,
input : hlsl_vs_source,
output : header,
command : [fxc, '/Fh', '@OUTPUT@',
'/E', entry_point,
'/T', sm_target,
'/D', 'BUILDING_HLSL=1',
'/D', 'ENTRY_POINT=@0@'.format(entry_point),
'/nologo',
'@INPUT@'])
conv_vs_precompiled += [compiled_shader]
conv_vs_collection = custom_target('converter_hlsl_vs',
input : conv_vs_precompiled,
output : 'converter_hlsl_vs.h',
command : [header_collector,
'--input', meson.current_build_dir(),
'--prefix', 'VSMain_',
'--name', 'g_converter_vs_table',
'--output', '@OUTPUT@'
])
foreach shader : hlsl_cs_entry_points
entry_point = '@0@_@1@'.format(shader, shader_model)
header = '@0@.h'.format(entry_point)
sm_target = 'cs_@0@'.format(shader_model)
compiled_shader = custom_target(header,
input : hlsl_cs_source,
output : header,
command : [fxc, '/Fh', '@OUTPUT@',
'/E', entry_point,
'/T', sm_target,
'/D', 'BUILDING_HLSL=1',
'/D', 'ENTRY_POINT=@0@'.format(entry_point),
'/D', 'BUILDING_@0@=1'.format(shader),
'/nologo',
'@INPUT@'])
conv_cs_precompiled += [compiled_shader]
endforeach
conv_cs_collection = custom_target('converter_hlsl_cs',
input : conv_cs_precompiled,
output : 'converter_hlsl_cs.h',
command : [header_collector,
'--input', meson.current_build_dir(),
'--prefix', 'CSMain_',
'--name', 'g_converter_cs_table',
'--output', '@OUTPUT@'
])
hlsl_precompiled += [
conv_ps_precompiled,
conv_vs_precompiled,
conv_cs_precompiled,
conv_ps_collection,
conv_vs_collection,
conv_cs_collection,
]