mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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148 lines
4.5 KiB
C++
148 lines
4.5 KiB
C++
/* GStreamer
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* Copyright (C) 2023 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 "gstd3d11converter-builder.h"
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#include "gstd3d11device-private.h"
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#include "gstd3d11-private.h"
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#include "gstd3d11utils.h"
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#include <gst/d3dshader/gstd3dshader.h>
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_converter_debug);
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#define GST_CAT_DEFAULT gst_d3d11_converter_debug
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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/* *INDENT-ON* */
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PixelShaderList
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gst_d3d11_get_converter_pixel_shader (GstD3D11Device * device,
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GstVideoFormat in_format, GstVideoFormat out_format, gboolean in_premul,
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gboolean out_premul, CONVERT_TYPE type)
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{
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GstD3DConverterType conv_type;
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GstD3DShaderModel sm;
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PixelShaderList ret;
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switch (type) {
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case CONVERT_TYPE::IDENTITY:
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conv_type = GST_D3D_CONVERTER_IDENTITY;
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break;
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case CONVERT_TYPE::SIMPLE:
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conv_type = GST_D3D_CONVERTER_SIMPLE;
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break;
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case CONVERT_TYPE::RANGE:
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conv_type = GST_D3D_CONVERTER_RANGE;
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break;
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case CONVERT_TYPE::GAMMA:
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conv_type = GST_D3D_CONVERTER_GAMMA;
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break;
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case CONVERT_TYPE::PRIMARY:
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conv_type = GST_D3D_CONVERTER_PRIMARY;
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break;
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default:
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g_assert_not_reached ();
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return ret;
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}
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auto handle = gst_d3d11_device_get_device_handle (device);
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auto level = handle->GetFeatureLevel ();
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if (level >= D3D_FEATURE_LEVEL_11_0)
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sm = GST_D3D_SM_5_0;
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else
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sm = GST_D3D_SM_4_0;
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GstD3DConverterPSByteCode blobs[4];
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auto num_blobs = gst_d3d_converter_shader_get_ps_blob (in_format, out_format,
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in_premul, out_premul, conv_type, sm, blobs);
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if (!num_blobs) {
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GST_ERROR_OBJECT (device, "Couldn't get compiled bytecode");
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return ret;
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}
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for (guint i = 0; i < num_blobs; i++) {
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ComPtr < ID3D11PixelShader > shader;
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auto blob = &blobs[i];
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auto hr = handle->CreatePixelShader (blob->byte_code.byte_code,
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blob->byte_code.byte_code_len, nullptr, &shader);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (device, "Couldn't create pixel shader");
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ret.clear ();
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return ret;
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}
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auto ps = std::make_shared < PixelShader > ();
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ps->shader = shader;
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ps->num_rtv = blob->num_rtv;
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ret.push_back (ps);
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}
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return ret;
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}
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HRESULT
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gst_d3d11_get_converter_vertex_shader (GstD3D11Device * device,
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ID3D11VertexShader ** vs, ID3D11InputLayout ** layout)
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{
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static gint64 token = 0;
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GST_D3D11_CALL_ONCE_BEGIN {
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token = gst_d3d11_vertex_shader_token_new ();
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} GST_D3D11_CALL_ONCE_END;
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auto handle = gst_d3d11_device_get_device_handle (device);
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auto level = handle->GetFeatureLevel ();
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GstD3DShaderModel sm;
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if (level >= D3D_FEATURE_LEVEL_11_0)
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sm = GST_D3D_SM_5_0;
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else
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sm = GST_D3D_SM_4_0;
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GstD3DShaderByteCode bytecode = { };
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if (!gst_d3d_converter_shader_get_vs_blob (sm, &bytecode)) {
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GST_ERROR_OBJECT (device, "Couldn't get compiled bytecode");
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return E_FAIL;
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}
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D3D11_INPUT_ELEMENT_DESC input_desc[2];
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input_desc[0].SemanticName = "POSITION";
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input_desc[0].SemanticIndex = 0;
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input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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input_desc[0].InputSlot = 0;
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input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[0].InstanceDataStepRate = 0;
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input_desc[1].SemanticName = "TEXCOORD";
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input_desc[1].SemanticIndex = 0;
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input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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input_desc[1].InputSlot = 0;
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input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[1].InstanceDataStepRate = 0;
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return gst_d3d11_device_get_vertex_shader (device, token, "VSMain_converter",
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&bytecode, input_desc, G_N_ELEMENTS (input_desc), vs, layout);
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}
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