gstreamer/sys/d3d11/gstd3d11shader.c
Seungha Yang 0f7af4b143 d3d11: Move core methods to gst-libs
Move d3d11 device, memory, buffer pool and minimal method
to gst-libs so that other plugins can access d3d11 resource.
Since Direct3D is primary graphics API on Windows, we need
this infrastructure for various plugins can share GPU resource
without downloading GPU memory.
Note that this implementation is public only for -bad scope
for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
2021-01-13 15:01:20 +00:00

432 lines
13 KiB
C

/* GStreamer
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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 "gstd3d11shader.h"
#include <gmodule.h>
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
#define GST_CAT_DEFAULT gst_d3d11_shader_debug
static GModule *d3d_compiler_module = NULL;
static pD3DCompile GstD3DCompileFunc = NULL;
gboolean
gst_d3d11_shader_init (void)
{
static volatile gsize _init = 0;
if (g_once_init_enter (&_init)) {
#if GST_D3D11_WINAPI_ONLY_APP
/* Assuming that d3d compiler library is available */
GstD3DCompileFunc = D3DCompile;
#else
static const gchar *d3d_compiler_names[] = {
"d3dcompiler_47.dll",
"d3dcompiler_46.dll",
"d3dcompiler_45.dll",
"d3dcompiler_44.dll",
"d3dcompiler_43.dll",
};
gint i;
for (i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
d3d_compiler_module =
g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
if (d3d_compiler_module) {
GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
(gpointer *) & GstD3DCompileFunc)) {
GST_ERROR ("Cannot load D3DCompile symbol from %s",
d3d_compiler_names[i]);
g_module_close (d3d_compiler_module);
d3d_compiler_module = NULL;
GstD3DCompileFunc = NULL;
} else {
break;
}
}
}
if (!GstD3DCompileFunc)
GST_WARNING ("D3D11 compiler library is unavailable");
#endif
g_once_init_leave (&_init, 1);
}
return ! !GstD3DCompileFunc;
}
static ID3DBlob *
compile_shader (GstD3D11Device * device, const gchar * shader_source,
gboolean is_pixel_shader)
{
ID3DBlob *ret;
ID3DBlob *error = NULL;
const gchar *shader_target;
D3D_FEATURE_LEVEL feature_level;
HRESULT hr;
ID3D11Device *device_handle;
if (!gst_d3d11_shader_init ()) {
GST_ERROR ("D3DCompiler is unavailable");
return NULL;
}
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = ID3D11Device_GetFeatureLevel (device_handle);
if (is_pixel_shader) {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "ps_4_0_level_9_3";
else
shader_target = "ps_4_0_level_9_1";
} else {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "vs_4_0_level_9_3";
else
shader_target = "vs_4_0_level_9_1";
}
g_assert (GstD3DCompileFunc);
GST_TRACE ("Compile code \n%s", shader_source);
hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
NULL, "main", shader_target, 0, 0, &ret, &error);
if (!gst_d3d11_result (hr, device)) {
const gchar *err = NULL;
if (error)
err = ID3D10Blob_GetBufferPointer (error);
GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
(guint) hr, GST_STR_NULL (err));
if (error)
ID3D10Blob_Release (error);
return NULL;
}
if (error) {
const gchar *err = ID3D10Blob_GetBufferPointer (error);
GST_WARNING ("HLSL compiler warnings:\n%s", GST_STR_NULL (err));
ID3D10Blob_Release (error);
}
return ret;
}
gboolean
gst_d3d11_create_pixel_shader (GstD3D11Device * device,
const gchar * source, ID3D11PixelShader ** shader)
{
ID3DBlob *ps_blob;
ID3D11Device *device_handle;
HRESULT hr;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
gst_d3d11_device_lock (device);
ps_blob = compile_shader (device, source, TRUE);
if (!ps_blob) {
GST_ERROR ("Failed to compile pixel shader");
gst_d3d11_device_unlock (device);
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = ID3D11Device_CreatePixelShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
gst_d3d11_device_unlock (device);
return FALSE;
}
ID3D10Blob_Release (ps_blob);
gst_d3d11_device_unlock (device);
return TRUE;
}
gboolean
gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
ID3DBlob *vs_blob;
ID3D11Device *device_handle;
HRESULT hr;
ID3D11VertexShader *vshader = NULL;
ID3D11InputLayout *in_layout = NULL;
gboolean ret = FALSE;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
g_return_val_if_fail (source != NULL, FALSE);
g_return_val_if_fail (input_desc != NULL, FALSE);
g_return_val_if_fail (desc_len > 0, FALSE);
g_return_val_if_fail (shader != NULL, FALSE);
g_return_val_if_fail (layout != NULL, FALSE);
gst_d3d11_device_lock (device);
vs_blob = compile_shader (device, source, FALSE);
if (!vs_blob) {
GST_ERROR ("Failed to compile shader code");
goto done;
}
device_handle = gst_d3d11_device_get_device_handle (device);
hr = ID3D11Device_CreateVertexShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
goto done;
}
hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
desc_len, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
ID3D11VertexShader_Release (vshader);
goto done;
}
ID3D10Blob_Release (vs_blob);
*shader = vshader;
*layout = in_layout;
ret = TRUE;
done:
gst_d3d11_device_unlock (device);
return ret;
}
struct _GstD3D11Quad
{
GstD3D11Device *device;
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
ID3D11BlendState *blend;
ID3D11DepthStencilState *depth_stencil;
ID3D11Buffer *const_buffer;
ID3D11Buffer *vertex_buffer;
guint vertex_stride;
ID3D11Buffer *index_buffer;
DXGI_FORMAT index_format;
guint index_count;
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
guint num_srv;
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
guint num_rtv;
};
GstD3D11Quad *
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
ID3D11SamplerState * sampler, ID3D11BlendState * blend,
ID3D11DepthStencilState * depth_stencil,
ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer, guint vertex_stride,
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
{
GstD3D11Quad *quad;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (pixel_shader != NULL, NULL);
g_return_val_if_fail (vertex_shader != NULL, NULL);
g_return_val_if_fail (layout != NULL, NULL);
g_return_val_if_fail (vertex_buffer != NULL, NULL);
g_return_val_if_fail (vertex_stride > 0, NULL);
g_return_val_if_fail (index_buffer != NULL, NULL);
g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
quad = g_new0 (GstD3D11Quad, 1);
quad->device = gst_object_ref (device);
quad->ps = pixel_shader;
quad->vs = vertex_shader;
quad->layout = layout;
quad->sampler = sampler;
quad->blend = blend;
quad->depth_stencil = depth_stencil;
quad->vertex_buffer = vertex_buffer;
quad->vertex_stride = vertex_stride;
quad->index_buffer = index_buffer;
quad->index_format = index_format;
quad->index_count = index_count;
ID3D11PixelShader_AddRef (pixel_shader);
ID3D11VertexShader_AddRef (vertex_shader);
ID3D11InputLayout_AddRef (layout);
if (sampler)
ID3D11SamplerState_AddRef (sampler);
if (blend)
ID3D11BlendState_AddRef (blend);
if (depth_stencil)
ID3D11DepthStencilState_AddRef (depth_stencil);
if (const_buffer) {
quad->const_buffer = const_buffer;
ID3D11Buffer_AddRef (const_buffer);
}
ID3D11Buffer_AddRef (vertex_buffer);
ID3D11Buffer_AddRef (index_buffer);
return quad;
}
void
gst_d3d11_quad_free (GstD3D11Quad * quad)
{
g_return_if_fail (quad != NULL);
if (quad->ps)
ID3D11PixelShader_Release (quad->ps);
if (quad->vs)
ID3D11VertexShader_Release (quad->vs);
if (quad->layout)
ID3D11InputLayout_Release (quad->layout);
if (quad->sampler)
ID3D11SamplerState_Release (quad->sampler);
if (quad->blend)
ID3D11BlendState_Release (quad->blend);
if (quad->depth_stencil)
ID3D11DepthStencilState_Release (quad->depth_stencil);
if (quad->const_buffer)
ID3D11Buffer_Release (quad->const_buffer);
if (quad->vertex_buffer)
ID3D11Buffer_Release (quad->vertex_buffer);
if (quad->index_buffer)
ID3D11Buffer_Release (quad->index_buffer);
gst_clear_object (&quad->device);
g_free (quad);
}
gboolean
gst_d3d11_draw_quad (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
{
gboolean ret;
g_return_val_if_fail (quad != NULL, FALSE);
gst_d3d11_device_lock (quad->device);
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
srv, num_srv, rtv, num_viewport, dsv, blend, blend_factor);
gst_d3d11_device_unlock (quad->device);
return ret;
}
gboolean
gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
gfloat blend_factor[4])
{
ID3D11DeviceContext *context_handle;
UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11BlendState *blend_state = blend;
g_return_val_if_fail (quad != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
context_handle = gst_d3d11_device_get_device_context_handle (quad->device);
ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_IASetInputLayout (context_handle, quad->layout);
ID3D11DeviceContext_IASetVertexBuffers (context_handle,
0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets);
ID3D11DeviceContext_IASetIndexBuffer (context_handle,
quad->index_buffer, quad->index_format, 0);
if (quad->sampler)
ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &quad->sampler);
ID3D11DeviceContext_VSSetShader (context_handle, quad->vs, NULL, 0);
ID3D11DeviceContext_PSSetShader (context_handle, quad->ps, NULL, 0);
ID3D11DeviceContext_RSSetViewports (context_handle, num_viewport, viewport);
if (quad->const_buffer)
ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
0, 1, &quad->const_buffer);
if (srv)
ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, srv);
ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, dsv);
if (!blend_state)
blend_state = quad->blend;
ID3D11DeviceContext_OMSetBlendState (context_handle,
blend_state, blend_factor, 0xffffffff);
ID3D11DeviceContext_OMSetDepthStencilState (context_handle,
quad->depth_stencil, 1);
ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0);
if (srv) {
ID3D11DeviceContext_PSSetShaderResources (context_handle,
0, num_srv, clear_view);
}
ID3D11DeviceContext_OMSetRenderTargets (context_handle, 0, NULL, NULL);
return TRUE;
}