mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-08 10:31:05 +00:00
0f7af4b143
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>
432 lines
13 KiB
C
432 lines
13 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 <gmodule.h>
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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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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 volatile 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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gint 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 ID3DBlob *
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compile_shader (GstD3D11Device * device, const gchar * shader_source,
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gboolean is_pixel_shader)
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{
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ID3DBlob *ret;
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ID3DBlob *error = NULL;
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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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if (!gst_d3d11_shader_init ()) {
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GST_ERROR ("D3DCompiler is unavailable");
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return NULL;
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}
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device_handle = gst_d3d11_device_get_device_handle (device);
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feature_level = ID3D11Device_GetFeatureLevel (device_handle);
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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 = ID3D10Blob_GetBufferPointer (error);
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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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if (error)
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ID3D10Blob_Release (error);
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return NULL;
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}
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if (error) {
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const gchar *err = ID3D10Blob_GetBufferPointer (error);
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GST_WARNING ("HLSL compiler warnings:\n%s", GST_STR_NULL (err));
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ID3D10Blob_Release (error);
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}
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return ret;
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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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ID3DBlob *ps_blob;
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ID3D11Device *device_handle;
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HRESULT hr;
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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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gst_d3d11_device_lock (device);
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ps_blob = compile_shader (device, source, TRUE);
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if (!ps_blob) {
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GST_ERROR ("Failed to compile pixel shader");
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gst_d3d11_device_unlock (device);
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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 = ID3D11Device_CreatePixelShader (device_handle,
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(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
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ID3D10Blob_GetBufferSize (ps_blob), 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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gst_d3d11_device_unlock (device);
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return FALSE;
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}
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ID3D10Blob_Release (ps_blob);
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gst_d3d11_device_unlock (device);
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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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ID3DBlob *vs_blob;
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ID3D11Device *device_handle;
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HRESULT hr;
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ID3D11VertexShader *vshader = NULL;
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ID3D11InputLayout *in_layout = NULL;
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gboolean ret = FALSE;
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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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gst_d3d11_device_lock (device);
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vs_blob = compile_shader (device, source, FALSE);
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if (!vs_blob) {
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GST_ERROR ("Failed to compile shader code");
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goto done;
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}
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device_handle = gst_d3d11_device_get_device_handle (device);
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hr = ID3D11Device_CreateVertexShader (device_handle,
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(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
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ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
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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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ID3D10Blob_Release (vs_blob);
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goto done;
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}
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hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
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desc_len, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
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ID3D10Blob_GetBufferSize (vs_blob), &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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ID3D10Blob_Release (vs_blob);
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ID3D11VertexShader_Release (vshader);
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goto done;
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}
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ID3D10Blob_Release (vs_blob);
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*shader = vshader;
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*layout = in_layout;
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ret = TRUE;
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done:
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gst_d3d11_device_unlock (device);
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return ret;
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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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ID3D11SamplerState *sampler;
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ID3D11BlendState *blend;
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ID3D11DepthStencilState *depth_stencil;
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ID3D11Buffer *const_buffer;
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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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ID3D11SamplerState * sampler, ID3D11BlendState * blend,
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ID3D11DepthStencilState * depth_stencil,
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ID3D11Buffer * const_buffer,
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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 (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 = 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->sampler = sampler;
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quad->blend = blend;
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quad->depth_stencil = depth_stencil;
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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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ID3D11PixelShader_AddRef (pixel_shader);
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ID3D11VertexShader_AddRef (vertex_shader);
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ID3D11InputLayout_AddRef (layout);
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if (sampler)
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ID3D11SamplerState_AddRef (sampler);
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if (blend)
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ID3D11BlendState_AddRef (blend);
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if (depth_stencil)
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ID3D11DepthStencilState_AddRef (depth_stencil);
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if (const_buffer) {
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quad->const_buffer = const_buffer;
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ID3D11Buffer_AddRef (const_buffer);
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}
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ID3D11Buffer_AddRef (vertex_buffer);
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ID3D11Buffer_AddRef (index_buffer);
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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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g_return_if_fail (quad != NULL);
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if (quad->ps)
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ID3D11PixelShader_Release (quad->ps);
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if (quad->vs)
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ID3D11VertexShader_Release (quad->vs);
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if (quad->layout)
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ID3D11InputLayout_Release (quad->layout);
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if (quad->sampler)
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ID3D11SamplerState_Release (quad->sampler);
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if (quad->blend)
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ID3D11BlendState_Release (quad->blend);
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if (quad->depth_stencil)
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ID3D11DepthStencilState_Release (quad->depth_stencil);
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if (quad->const_buffer)
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ID3D11Buffer_Release (quad->const_buffer);
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if (quad->vertex_buffer)
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ID3D11Buffer_Release (quad->vertex_buffer);
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if (quad->index_buffer)
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ID3D11Buffer_Release (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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ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
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gfloat blend_factor[4])
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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, dsv, blend, blend_factor);
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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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ID3D11DepthStencilView * dsv, ID3D11BlendState * blend,
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gfloat blend_factor[4])
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{
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ID3D11DeviceContext *context_handle;
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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_handle = gst_d3d11_device_get_device_context_handle (quad->device);
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ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_IASetInputLayout (context_handle, quad->layout);
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ID3D11DeviceContext_IASetVertexBuffers (context_handle,
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0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets);
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ID3D11DeviceContext_IASetIndexBuffer (context_handle,
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quad->index_buffer, quad->index_format, 0);
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if (quad->sampler)
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ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &quad->sampler);
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ID3D11DeviceContext_VSSetShader (context_handle, quad->vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader (context_handle, quad->ps, NULL, 0);
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ID3D11DeviceContext_RSSetViewports (context_handle, num_viewport, viewport);
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if (quad->const_buffer)
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ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
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0, 1, &quad->const_buffer);
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if (srv)
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ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, srv);
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ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, dsv);
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if (!blend_state)
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blend_state = quad->blend;
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ID3D11DeviceContext_OMSetBlendState (context_handle,
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blend_state, blend_factor, 0xffffffff);
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ID3D11DeviceContext_OMSetDepthStencilState (context_handle,
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quad->depth_stencil, 1);
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ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0);
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if (srv) {
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ID3D11DeviceContext_PSSetShaderResources (context_handle,
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0, num_srv, clear_view);
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}
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ID3D11DeviceContext_OMSetRenderTargets (context_handle, 0, NULL, NULL);
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return TRUE;
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}
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