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1 /* GStreamer
2  * Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
3  *
4  * This library is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU Library General Public
6  * License as published by the Free Software Foundation; either
7  * version 2 of the License, or (at your option) any later version.
8  *
9  * This library is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * Library General Public License for more details.
13  *
14  * You should have received a copy of the GNU Library General Public
15  * License along with this library; if not, write to the
16  * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
17  * Boston, MA 02110-1301, USA.
18  */
19 
20 #ifdef HAVE_CONFIG_H
21 #include "config.h"
22 #endif
23 
24 #include "gstd3d11shader.h"
25 #include "gstd3d11pluginutils.h"
26 #include <gmodule.h>
27 #include <wrl.h>
28 
29 /* *INDENT-OFF* */
30 using namespace Microsoft::WRL;
31 /* *INDENT-ON* */
32 
33 GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug);
34 #define GST_CAT_DEFAULT gst_d3d11_shader_debug
35 
36 /* too many const buffers doesn't make sense */
37 #define MAX_CONST_BUFFERS 16
38 
39 static GModule *d3d_compiler_module = NULL;
40 static pD3DCompile GstD3DCompileFunc = NULL;
41 
42 gboolean
gst_d3d11_shader_init(void)43 gst_d3d11_shader_init (void)
44 {
45   static gsize _init = 0;
46 
47   if (g_once_init_enter (&_init)) {
48 #if GST_D3D11_WINAPI_ONLY_APP
49     /* Assuming that d3d compiler library is available */
50     GstD3DCompileFunc = D3DCompile;
51 #else
52     static const gchar *d3d_compiler_names[] = {
53       "d3dcompiler_47.dll",
54       "d3dcompiler_46.dll",
55       "d3dcompiler_45.dll",
56       "d3dcompiler_44.dll",
57       "d3dcompiler_43.dll",
58     };
59     guint i;
60     for (i = 0; i < G_N_ELEMENTS (d3d_compiler_names); i++) {
61       d3d_compiler_module =
62           g_module_open (d3d_compiler_names[i], G_MODULE_BIND_LAZY);
63 
64       if (d3d_compiler_module) {
65         GST_INFO ("D3D compiler %s is available", d3d_compiler_names[i]);
66         if (!g_module_symbol (d3d_compiler_module, "D3DCompile",
67                 (gpointer *) & GstD3DCompileFunc)) {
68           GST_ERROR ("Cannot load D3DCompile symbol from %s",
69               d3d_compiler_names[i]);
70           g_module_close (d3d_compiler_module);
71           d3d_compiler_module = NULL;
72           GstD3DCompileFunc = NULL;
73         } else {
74           break;
75         }
76       }
77     }
78 
79     if (!GstD3DCompileFunc)
80       GST_WARNING ("D3D11 compiler library is unavailable");
81 #endif
82 
83     g_once_init_leave (&_init, 1);
84   }
85 
86   return !!GstD3DCompileFunc;
87 }
88 
89 static gboolean
compile_shader(GstD3D11Device * device,const gchar * shader_source,gboolean is_pixel_shader,ID3DBlob ** blob)90 compile_shader (GstD3D11Device * device, const gchar * shader_source,
91     gboolean is_pixel_shader, ID3DBlob ** blob)
92 {
93   const gchar *shader_target;
94   D3D_FEATURE_LEVEL feature_level;
95   HRESULT hr;
96   ID3D11Device *device_handle;
97   /* *INDENT-OFF* */
98   ComPtr<ID3DBlob> ret;
99   ComPtr<ID3DBlob> error;
100   /* *INDENT-ON* */
101 
102   if (!gst_d3d11_shader_init ()) {
103     GST_ERROR ("D3DCompiler is unavailable");
104     return FALSE;
105   }
106 
107   device_handle = gst_d3d11_device_get_device_handle (device);
108   feature_level = device_handle->GetFeatureLevel ();
109 
110   if (is_pixel_shader) {
111     if (feature_level >= D3D_FEATURE_LEVEL_10_0)
112       shader_target = "ps_4_0";
113     else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
114       shader_target = "ps_4_0_level_9_3";
115     else
116       shader_target = "ps_4_0_level_9_1";
117   } else {
118     if (feature_level >= D3D_FEATURE_LEVEL_10_0)
119       shader_target = "vs_4_0";
120     else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
121       shader_target = "vs_4_0_level_9_3";
122     else
123       shader_target = "vs_4_0_level_9_1";
124   }
125 
126   g_assert (GstD3DCompileFunc);
127 
128   GST_TRACE ("Compile code \n%s", shader_source);
129 
130   hr = GstD3DCompileFunc (shader_source, strlen (shader_source), NULL, NULL,
131       NULL, "main", shader_target, 0, 0, &ret, &error);
132 
133   if (!gst_d3d11_result (hr, device)) {
134     const gchar *err = NULL;
135 
136     if (error)
137       err = (const gchar *) error->GetBufferPointer ();
138 
139     GST_ERROR ("could not compile source, hr: 0x%x, error detail %s",
140         (guint) hr, GST_STR_NULL (err));
141     return FALSE;
142   }
143 
144   if (error) {
145     const gchar *err = (const gchar *) error->GetBufferPointer ();
146 
147     GST_DEBUG ("HLSL compiler warnings:\n%s\nShader code:\n%s",
148         GST_STR_NULL (err), GST_STR_NULL (shader_source));
149   }
150 
151   *blob = ret.Detach ();
152 
153   return TRUE;
154 }
155 
156 gboolean
gst_d3d11_create_pixel_shader(GstD3D11Device * device,const gchar * source,ID3D11PixelShader ** shader)157 gst_d3d11_create_pixel_shader (GstD3D11Device * device,
158     const gchar * source, ID3D11PixelShader ** shader)
159 {
160   ID3D11Device *device_handle;
161   HRESULT hr;
162   /* *INDENT-OFF* */
163   ComPtr<ID3DBlob> ps_blob;
164   /* *INDENT-ON* */
165 
166   g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
167   g_return_val_if_fail (source != NULL, FALSE);
168   g_return_val_if_fail (shader != NULL, FALSE);
169 
170   if (!compile_shader (device, source, TRUE, &ps_blob)) {
171     GST_ERROR ("Failed to compile pixel shader");
172     return FALSE;
173   }
174 
175   device_handle = gst_d3d11_device_get_device_handle (device);
176   hr = device_handle->CreatePixelShader (ps_blob->GetBufferPointer (),
177       ps_blob->GetBufferSize (), NULL, shader);
178   if (!gst_d3d11_result (hr, device)) {
179     GST_ERROR ("could not create pixel shader, hr: 0x%x", (guint) hr);
180     return FALSE;
181   }
182 
183   return TRUE;
184 }
185 
186 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)187 gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source,
188     const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len,
189     ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
190 {
191   ID3D11Device *device_handle;
192   HRESULT hr;
193   /* *INDENT-OFF* */
194   ComPtr<ID3DBlob> vs_blob;
195   ComPtr<ID3D11VertexShader> vs;
196   ComPtr<ID3D11InputLayout> in_layout;
197   /* *INDENT-ON* */
198 
199   g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), FALSE);
200   g_return_val_if_fail (source != NULL, FALSE);
201   g_return_val_if_fail (input_desc != NULL, FALSE);
202   g_return_val_if_fail (desc_len > 0, FALSE);
203   g_return_val_if_fail (shader != NULL, FALSE);
204   g_return_val_if_fail (layout != NULL, FALSE);
205 
206   if (!compile_shader (device, source, FALSE, &vs_blob)) {
207     GST_ERROR ("Failed to compile shader code");
208     return FALSE;
209   }
210 
211   device_handle = gst_d3d11_device_get_device_handle (device);
212   hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (),
213       vs_blob->GetBufferSize (), NULL, &vs);
214   if (!gst_d3d11_result (hr, device)) {
215     GST_ERROR ("could not create vertex shader, hr: 0x%x", (guint) hr);
216     return FALSE;
217   }
218 
219   hr = device_handle->CreateInputLayout (input_desc,
220       desc_len, vs_blob->GetBufferPointer (),
221       vs_blob->GetBufferSize (), &in_layout);
222   if (!gst_d3d11_result (hr, device)) {
223     GST_ERROR ("could not create input layout shader, hr: 0x%x", (guint) hr);
224     return FALSE;
225   }
226 
227   *shader = vs.Detach ();
228   *layout = in_layout.Detach ();
229 
230   return TRUE;
231 }
232 
233 struct _GstD3D11Quad
234 {
235   GstD3D11Device *device;
236   ID3D11PixelShader *ps;
237   ID3D11VertexShader *vs;
238   ID3D11InputLayout *layout;
239   ID3D11Buffer *const_buffer[MAX_CONST_BUFFERS];
240   guint num_const_buffers;
241   ID3D11Buffer *vertex_buffer;
242   guint vertex_stride;
243   ID3D11Buffer *index_buffer;
244   DXGI_FORMAT index_format;
245   guint index_count;
246   D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES];
247   ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
248   guint num_srv;
249   ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
250   guint num_rtv;
251 };
252 
253 GstD3D11Quad *
gst_d3d11_quad_new(GstD3D11Device * device,ID3D11PixelShader * pixel_shader,ID3D11VertexShader * vertex_shader,ID3D11InputLayout * layout,ID3D11Buffer ** const_buffers,guint num_const_buffers,ID3D11Buffer * vertex_buffer,guint vertex_stride,ID3D11Buffer * index_buffer,DXGI_FORMAT index_format,guint index_count)254 gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
255     ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
256     ID3D11Buffer ** const_buffers, guint num_const_buffers,
257     ID3D11Buffer * vertex_buffer, guint vertex_stride,
258     ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
259 {
260   GstD3D11Quad *quad;
261 
262   g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
263   g_return_val_if_fail (pixel_shader != NULL, NULL);
264   g_return_val_if_fail (vertex_shader != NULL, NULL);
265   g_return_val_if_fail (layout != NULL, NULL);
266   g_return_val_if_fail (num_const_buffers <= MAX_CONST_BUFFERS, NULL);
267   g_return_val_if_fail (vertex_buffer != NULL, NULL);
268   g_return_val_if_fail (vertex_stride > 0, NULL);
269   g_return_val_if_fail (index_buffer != NULL, NULL);
270   g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL);
271 
272   quad = g_new0 (GstD3D11Quad, 1);
273 
274   quad->device = (GstD3D11Device *) gst_object_ref (device);
275   quad->ps = pixel_shader;
276   quad->vs = vertex_shader;
277   quad->layout = layout;
278   quad->vertex_buffer = vertex_buffer;
279   quad->vertex_stride = vertex_stride;
280   quad->index_buffer = index_buffer;
281   quad->index_format = index_format;
282   quad->index_count = index_count;
283 
284   pixel_shader->AddRef ();
285   vertex_shader->AddRef ();
286   layout->AddRef ();
287   vertex_buffer->AddRef ();
288   index_buffer->AddRef ();
289 
290   if (num_const_buffers > 0) {
291     guint i;
292 
293     g_assert (const_buffers);
294 
295     for (i = 0; i < num_const_buffers; i++) {
296       quad->const_buffer[i] = const_buffers[i];
297       quad->const_buffer[i]->AddRef ();
298     }
299 
300     quad->num_const_buffers = num_const_buffers;
301   }
302 
303   return quad;
304 }
305 
306 void
gst_d3d11_quad_free(GstD3D11Quad * quad)307 gst_d3d11_quad_free (GstD3D11Quad * quad)
308 {
309   guint i;
310 
311   g_return_if_fail (quad != NULL);
312 
313   GST_D3D11_CLEAR_COM (quad->ps);
314   GST_D3D11_CLEAR_COM (quad->vs);
315   GST_D3D11_CLEAR_COM (quad->layout);
316   for (i = 0; i < quad->num_const_buffers; i++)
317     quad->const_buffer[i]->Release ();
318   GST_D3D11_CLEAR_COM (quad->vertex_buffer);
319   GST_D3D11_CLEAR_COM (quad->index_buffer);
320 
321   gst_clear_object (&quad->device);
322   g_free (quad);
323 }
324 
325 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,ID3D11BlendState * blend,gfloat blend_factor[4],ID3D11SamplerState ** sampler,guint num_sampler)326 gst_d3d11_draw_quad (GstD3D11Quad * quad,
327     D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
328     ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
329     ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
330     ID3D11BlendState * blend, gfloat blend_factor[4],
331     ID3D11SamplerState ** sampler, guint num_sampler)
332 {
333   gboolean ret;
334 
335   g_return_val_if_fail (quad != NULL, FALSE);
336 
337   gst_d3d11_device_lock (quad->device);
338   ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
339       srv, num_srv, rtv, num_viewport, blend, blend_factor, sampler,
340       num_sampler);
341   gst_d3d11_device_unlock (quad->device);
342 
343   return ret;
344 }
345 
346 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,ID3D11BlendState * blend,gfloat blend_factor[4],ID3D11SamplerState ** sampler,guint num_sampler)347 gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
348     D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
349     ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
350     ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
351     ID3D11BlendState * blend, gfloat blend_factor[4],
352     ID3D11SamplerState ** sampler, guint num_sampler)
353 {
354   ID3D11DeviceContext *context;
355   UINT offsets = 0;
356   ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
357   ID3D11BlendState *blend_state = blend;
358 
359   g_return_val_if_fail (quad != NULL, FALSE);
360   g_return_val_if_fail (viewport != NULL, FALSE);
361   g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE);
362   g_return_val_if_fail (rtv != NULL, FALSE);
363   g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE);
364 
365   context = gst_d3d11_device_get_device_context_handle (quad->device);
366 
367   context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
368   context->IASetInputLayout (quad->layout);
369   context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride,
370       &offsets);
371   context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0);
372 
373   if (sampler)
374     context->PSSetSamplers (0, num_sampler, sampler);
375   context->VSSetShader (quad->vs, NULL, 0);
376   context->PSSetShader (quad->ps, NULL, 0);
377   context->RSSetViewports (num_viewport, viewport);
378 
379   if (quad->num_const_buffers) {
380     context->PSSetConstantBuffers (0, quad->num_const_buffers,
381         quad->const_buffer);
382   }
383 
384   if (srv)
385     context->PSSetShaderResources (0, num_srv, srv);
386   context->OMSetRenderTargets (num_rtv, rtv, NULL);
387   context->OMSetBlendState (blend_state, blend_factor, 0xffffffff);
388 
389   context->DrawIndexed (quad->index_count, 0, 0);
390 
391   if (srv)
392     context->PSSetShaderResources (0, num_srv, clear_view);
393   context->OMSetRenderTargets (0, NULL, NULL);
394 
395   return TRUE;
396 }
397