1 /*
2 * GStreamer
3 * Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Library General Public
7 * License as published by the Free Software Foundation; either
8 * version 2 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Library General Public License for more details.
14 *
15 * You should have received a copy of the GNU Library General Public
16 * License along with this library; if not, write to the
17 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
18 * Boston, MA 02110-1301, USA.
19 */
20
21 #ifdef HAVE_CONFIG_H
22 #include "config.h"
23 #endif
24
25 #include "d3d11device.h"
26 #include <d3dcompiler.h>
27 #include <wrl.h>
28 #include <string.h>
29
30 using namespace Microsoft::WRL;
31
32 HRESULT
prepare_d3d11_device(ID3D11Device ** d3d11_device,ID3D11DeviceContext ** d3d11_context,IDXGIFactory2 ** dxgi_factory)33 prepare_d3d11_device (ID3D11Device ** d3d11_device,
34 ID3D11DeviceContext ** d3d11_context, IDXGIFactory2 ** dxgi_factory)
35 {
36 HRESULT hr;
37 static const D3D_FEATURE_LEVEL feature_levels[] = {
38 D3D_FEATURE_LEVEL_11_1,
39 D3D_FEATURE_LEVEL_11_0,
40 D3D_FEATURE_LEVEL_10_1,
41 D3D_FEATURE_LEVEL_10_0,
42 D3D_FEATURE_LEVEL_9_3,
43 D3D_FEATURE_LEVEL_9_2,
44 D3D_FEATURE_LEVEL_9_1
45 };
46 D3D_FEATURE_LEVEL selected_level;
47
48 ComPtr<IDXGIFactory1> factory;
49 hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
50 if (FAILED (hr)) {
51 gst_printerrln ("IDXGIFactory1 is unavailable, hr 0x%x", (guint) hr);
52 return hr;
53 }
54
55 ComPtr<IDXGIFactory2> factory2;
56 hr = factory.As (&factory2);
57 if (FAILED (hr)) {
58 gst_printerrln ("IDXGIFactory2 is unavailable, hr 0x%x", (guint) hr);
59 return hr;
60 }
61
62 ComPtr<IDXGIAdapter1> adapter;
63 hr = factory->EnumAdapters1 (0, &adapter);
64 if (FAILED (hr)) {
65 gst_printerrln ("IDXGIAdapter1 is unavailable, hr 0x%x", (guint) hr);
66 return hr;
67 }
68
69 ComPtr<ID3D11Device> device;
70 ComPtr<ID3D11DeviceContext> context;
71 hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN,
72 NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels,
73 G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device,
74 &selected_level, &context);
75
76 /* Try again with excluding D3D_FEATURE_LEVEL_11_1 */
77 if (FAILED (hr)) {
78 hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN,
79 NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &feature_levels[1],
80 G_N_ELEMENTS (feature_levels) - 1, D3D11_SDK_VERSION, &device,
81 &selected_level, &context);
82 }
83
84 if (FAILED (hr)) {
85 gst_printerrln ("ID3D11Device is unavailable, hr 0x%x", (guint) hr);
86 return hr;
87 }
88
89 if (d3d11_device)
90 *d3d11_device = device.Detach();
91 if (d3d11_context)
92 *d3d11_context = context.Detach();
93 if (dxgi_factory)
94 *dxgi_factory = factory2.Detach();
95
96 return hr;
97 }
98
99 HRESULT
prepare_shared_texture(ID3D11Device * d3d11_device,guint width,guint height,DXGI_FORMAT format,UINT misc_flags,ID3D11Texture2D ** texture,ID3D11ShaderResourceView ** srv,IDXGIKeyedMutex ** keyed_mutex,HANDLE * shared_handle)100 prepare_shared_texture (ID3D11Device * d3d11_device, guint width,
101 guint height, DXGI_FORMAT format, UINT misc_flags,
102 ID3D11Texture2D ** texture, ID3D11ShaderResourceView ** srv,
103 IDXGIKeyedMutex ** keyed_mutex, HANDLE * shared_handle)
104 {
105 D3D11_TEXTURE2D_DESC texture_desc = { 0, };
106 HRESULT hr;
107
108 /* Texture size doesn't need to be identical to that of backbuffer */
109 texture_desc.Width = width;
110 texture_desc.Height = height;
111 texture_desc.MipLevels = 1;
112 texture_desc.Format = format;
113 texture_desc.SampleDesc.Count = 1;
114 texture_desc.ArraySize = 1;
115 texture_desc.Usage = D3D11_USAGE_DEFAULT;
116 texture_desc.BindFlags =
117 D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
118 texture_desc.MiscFlags = misc_flags;
119
120 ComPtr<ID3D11Texture2D> shared_texture;
121 hr = d3d11_device->CreateTexture2D (&texture_desc, nullptr, &shared_texture);
122 if (FAILED (hr)) {
123 gst_printerrln ("Couldn't create ID3D11Texture2D");
124 return hr;
125 }
126
127 ComPtr<ID3D11ShaderResourceView> shader_resource_view;
128 if (srv) {
129 D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0, };
130 srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
131 srv_desc.Texture2D.MipLevels = 1;
132 srv_desc.Format = format;
133
134 hr = d3d11_device->CreateShaderResourceView (shared_texture.Get(), &srv_desc,
135 &shader_resource_view);
136 if (FAILED (hr)) {
137 gst_printerrln ("Couldn't create ID3D11ShaderResourceView");
138 return hr;
139 }
140 }
141
142 ComPtr<IDXGIKeyedMutex> keyed;
143 if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0 && keyed_mutex) {
144 hr = shared_texture.As (&keyed);
145 if (FAILED (hr)) {
146 gst_printerrln ("Couldn't get IDXGIKeyedMutex");
147 return hr;
148 }
149 }
150
151 ComPtr<IDXGIResource> dxgi_resource;
152 hr = shared_texture.As (&dxgi_resource);
153 if (FAILED (hr)) {
154 gst_printerrln ("Couldn't get IDXGIResource handle");
155 return hr;
156 }
157
158 HANDLE handle;
159 if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) != 0) {
160 ComPtr<IDXGIResource1> dxgi_resource1;
161 hr = dxgi_resource.As (&dxgi_resource1);
162
163 if (FAILED (hr)) {
164 gst_printerrln ("Couldn't get IDXGIResource1");
165 return hr;
166 }
167
168 hr = dxgi_resource1->CreateSharedHandle (nullptr,
169 DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
170 &handle);
171 } else {
172 hr = dxgi_resource->GetSharedHandle (&handle);
173 }
174
175 if (FAILED (hr)) {
176 gst_printerrln ("Couldn't get shared handle from texture");
177 return hr;
178 }
179
180 *texture = shared_texture.Detach();
181 if (srv)
182 *srv = shader_resource_view.Detach();
183 *shared_handle = handle;
184 if (keyed && keyed_mutex)
185 *keyed_mutex = keyed.Detach();
186
187 return S_OK;
188 }
189
190 static HRESULT
d3d_compile(const gchar * source,gboolean is_pixel_shader,ID3DBlob ** code)191 d3d_compile (const gchar * source, gboolean is_pixel_shader, ID3DBlob ** code)
192 {
193 HRESULT hr;
194 const gchar *shader_target = "ps_4_0";
195
196 if (!is_pixel_shader)
197 shader_target = "vs_4_0";
198
199 ComPtr<ID3DBlob> blob;
200 ComPtr<ID3DBlob> error;
201 hr = D3DCompile (source, strlen (source), nullptr, nullptr,
202 nullptr, "main", shader_target, 0, 0, &blob, &error);
203
204 if (FAILED (hr)) {
205 const gchar *err = nullptr;
206 if (error)
207 err = (const gchar *) error->GetBufferPointer ();
208
209 gst_printerrln ("Couldn't compile pixel shader, error: %s",
210 GST_STR_NULL (err));
211 return hr;
212 }
213
214 *code = blob.Detach();
215
216 return S_OK;
217 }
218
219 HRESULT
prepare_shader(ID3D11Device * d3d11_device,ID3D11DeviceContext * context,ID3D11SamplerState ** sampler,ID3D11PixelShader ** ps,ID3D11VertexShader ** vs,ID3D11InputLayout ** layout,ID3D11Buffer ** vertex,ID3D11Buffer ** index)220 prepare_shader (ID3D11Device * d3d11_device, ID3D11DeviceContext * context,
221 ID3D11SamplerState ** sampler, ID3D11PixelShader ** ps,
222 ID3D11VertexShader ** vs, ID3D11InputLayout ** layout,
223 ID3D11Buffer ** vertex, ID3D11Buffer ** index)
224 {
225 static const gchar ps_code[] =
226 "Texture2D shaderTexture;\n"
227 "SamplerState samplerState;\n"
228 "\n"
229 "struct PS_INPUT\n"
230 "{\n"
231 " float4 Position: SV_POSITION;\n"
232 " float3 Texture: TEXCOORD0;\n"
233 "};\n"
234 "\n"
235 "struct PS_OUTPUT\n"
236 "{\n"
237 " float4 Plane: SV_Target;\n"
238 "};\n"
239 "\n"
240 "PS_OUTPUT main(PS_INPUT input)\n"
241 "{\n"
242 " PS_OUTPUT output;\n"
243 " output.Plane = shaderTexture.Sample(samplerState, input.Texture);\n"
244 " return output;\n"
245 "}\n";
246
247 static const gchar vs_code[] =
248 "struct VS_INPUT\n"
249 "{\n"
250 " float4 Position : POSITION;\n"
251 " float4 Texture : TEXCOORD0;\n"
252 "};\n"
253 "\n"
254 "struct VS_OUTPUT\n"
255 "{\n"
256 " float4 Position: SV_POSITION;\n"
257 " float4 Texture: TEXCOORD0;\n"
258 "};\n"
259 "\n"
260 "VS_OUTPUT main(VS_INPUT input)\n"
261 "{\n"
262 " return input;\n"
263 "}\n";
264
265 D3D11_SAMPLER_DESC sampler_desc = { 0, };
266 sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
267 sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
268 sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
269 sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
270 sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
271 sampler_desc.MinLOD = 0;
272 sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
273
274 ComPtr<ID3D11SamplerState> sampler_state;
275 HRESULT hr = d3d11_device->CreateSamplerState (&sampler_desc, &sampler_state);
276 if (FAILED (hr)) {
277 gst_printerrln ("Couldn't create ID3D11SamplerState");
278 return hr;
279 }
280
281 ComPtr<ID3DBlob> code;
282 hr = d3d_compile (ps_code, TRUE, &code);
283 if (FAILED (hr))
284 return hr;
285
286 ComPtr<ID3D11PixelShader> pixel_shader;
287 hr = d3d11_device->CreatePixelShader (code->GetBufferPointer(),
288 code->GetBufferSize(), nullptr, &pixel_shader);
289 if (FAILED (hr)) {
290 gst_printerrln ("Couldn't create ID3D11PixelShader");
291 return hr;
292 }
293
294 hr = d3d_compile (vs_code, FALSE, code.ReleaseAndGetAddressOf());
295 if (FAILED (hr))
296 return hr;
297
298 ComPtr<ID3D11VertexShader> vertex_shader;
299 hr = d3d11_device->CreateVertexShader (code->GetBufferPointer(),
300 code->GetBufferSize(), nullptr, &vertex_shader);
301 if (FAILED (hr)) {
302 gst_printerrln ("Couldn't create ID3D11VertexShader");
303 return hr;
304 }
305
306 D3D11_INPUT_ELEMENT_DESC input_desc[] = {
307 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,
308 D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
309 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0,
310 D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
311 };
312
313 ComPtr<ID3D11InputLayout> input_layout;
314 hr = d3d11_device->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc),
315 code->GetBufferPointer(), code->GetBufferSize(), &input_layout);
316 if (FAILED (hr)) {
317 gst_printerrln ("Couldn't create ID3D11InputLayout");
318 return hr;
319 }
320
321 D3D11_BUFFER_DESC buffer_desc = { 0, };
322 buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
323 buffer_desc.ByteWidth = sizeof (VertexData) * 4;
324 buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
325 buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
326
327 ComPtr<ID3D11Buffer> vertex_buffer;
328 hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer);
329 if (FAILED (hr)) {
330 gst_printerrln ("Couldn't create ID3D11Buffer for vertex buffer");
331 return hr;
332 }
333
334 D3D11_MAPPED_SUBRESOURCE map;
335 hr = context->Map (vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
336 if (FAILED (hr)) {
337 gst_printerrln ("Couldn't map vertex buffer");
338 return hr;
339 }
340
341 VertexData *vertex_data = (VertexData *) map.pData;
342 vertex_data[0].position.x = -1.0f;
343 vertex_data[0].position.y = -1.0f;
344 vertex_data[0].position.z = 0.0f;
345 vertex_data[0].texture.x = 0.0f;
346 vertex_data[0].texture.y = 1.0f;
347
348 vertex_data[1].position.x = -1.0f;
349 vertex_data[1].position.y = 1.0f;
350 vertex_data[1].position.z = 0.0f;
351 vertex_data[1].texture.x = 0.0f;
352 vertex_data[1].texture.y = 0.0f;
353
354 vertex_data[2].position.x = 1.0f;
355 vertex_data[2].position.y = 1.0f;
356 vertex_data[2].position.z = 0.0f;
357 vertex_data[2].texture.x = 1.0f;
358 vertex_data[2].texture.y = 0.0f;
359
360 vertex_data[3].position.x = 1.0f;
361 vertex_data[3].position.y = -1.0f;
362 vertex_data[3].position.z = 0.0f;
363 vertex_data[3].texture.x = 1.0f;
364 vertex_data[3].texture.y = 1.0f;
365
366 context->Unmap (vertex_buffer.Get(), 0);
367
368 ComPtr<ID3D11Buffer> index_buffer;
369 buffer_desc.ByteWidth = sizeof (WORD) * 2 * 3;
370 buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
371 hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &index_buffer);
372 if (FAILED (hr)) {
373 gst_printerrln ("Couldn't create ID3D11Buffer for index buffer");
374 return hr;
375 }
376
377 hr = context->Map (index_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
378 if (FAILED (hr)) {
379 gst_printerrln ("Couldn't map index buffer");
380 return hr;
381 }
382
383 WORD *indices = (WORD *) map.pData;
384 indices[0] = 0;
385 indices[1] = 1;
386 indices[2] = 2;
387
388 indices[3] = 3;
389 indices[4] = 0;
390 indices[5] = 2;
391
392 context->Unmap (index_buffer.Get(), 0);
393
394 *sampler = sampler_state.Detach();
395 *ps = pixel_shader.Detach();
396 *vs = vertex_shader.Detach();
397 *layout = input_layout.Detach();
398 *vertex = vertex_buffer.Detach();
399 *index = index_buffer.Detach();
400
401 return S_OK;
402 }