| /* GStreamer | |
| * Copyright (C) 2022 Seungha Yang <seungha@centricular.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 "gstd3d11compile.h" | |
| #include "gstd3d11device.h" | |
| #include "gstd3d11utils.h" | |
| #include "gstd3d11-private.h" | |
| #include <gmodule.h> | |
| #include <wrl.h> | |
| #include <string.h> | |
| /** | |
| * SECTION:gstd3d11compile | |
| * @title: GstD3D11Compile | |
| * @short_description: HLSL compiler and utility | |
| * | |
| * A set of HLSL compile helper methods | |
| * | |
| * Since: 1.22 | |
| */ | |
| /* *INDENT-OFF* */ | |
| using namespace Microsoft::WRL; | |
| /* *INDENT-ON* */ | |
| #ifndef GST_DISABLE_GST_DEBUG | |
| #define GST_CAT_DEFAULT ensure_debug_category() | |
| static GstDebugCategory * | |
| ensure_debug_category (void) | |
| { | |
| static GstDebugCategory *cat = nullptr; | |
| GST_D3D11_CALL_ONCE_BEGIN { | |
| cat = _gst_debug_category_new ("d3d11compile", 0, "d3d11compile"); | |
| } GST_D3D11_CALL_ONCE_END; | |
| return cat; | |
| } | |
| #else | |
| #define ensure_debug_category() /* NOOP */ | |
| #endif /* GST_DISABLE_GST_DEBUG */ | |
| static GModule *d3d_compiler_module = nullptr; | |
| static pD3DCompile GstD3DCompileFunc = nullptr; | |
| /** | |
| * gst_d3d11_compile_init: | |
| * | |
| * Loads HLSL compiler library | |
| * | |
| * Returns: %TRUE if HLSL compiler library is available | |
| * | |
| * Since: 1.22 | |
| */ | |
| gboolean | |
| gst_d3d11_compile_init (void) | |
| { | |
| GST_D3D11_CALL_ONCE_BEGIN { | |
| #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", | |
| }; | |
| for (guint 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 = nullptr; | |
| GstD3DCompileFunc = nullptr; | |
| } else { | |
| break; | |
| } | |
| } | |
| } | |
| if (!GstD3DCompileFunc) | |
| GST_WARNING ("D3D11 compiler library is unavailable"); | |
| #endif | |
| } | |
| GST_D3D11_CALL_ONCE_END; | |
| if (!GstD3DCompileFunc) | |
| return FALSE; | |
| return TRUE; | |
| } | |
| /** | |
| * gst_d3d11_compile: | |
| * @src_data: source data to compile | |
| * @src_data_size: length of src_data | |
| * @source_name: (nullable): used for strings that specify error messages | |
| * @defines: (nullable): null-terminated array of D3D_SHADER_MACRO struct that defines shader macros | |
| * @include: (nullable): a ID3DInclude | |
| * @entry_point: (nullable): the name of entry point function | |
| * @target: a string specifies the shader target | |
| * @flags1: flags defined by D3DCOMPILE constants | |
| * @flags2: flags defined by D3DCOMPILE_EFFECT constants | |
| * @code: (out) (optional): a compiled code | |
| * @error_msgs: (out) (optional) (nullable): compiler error messages | |
| * | |
| * Compiles HLSL code or an effect file into bytecode for a given target | |
| * | |
| * Returns: HRESULT return code | |
| * | |
| * Since: 1.22 | |
| */ | |
| HRESULT | |
| gst_d3d11_compile (LPCVOID src_data, SIZE_T src_data_size, LPCSTR source_name, | |
| CONST D3D_SHADER_MACRO * defines, ID3DInclude * include, LPCSTR entry_point, | |
| LPCSTR target, UINT flags1, UINT flags2, ID3DBlob ** code, | |
| ID3DBlob ** error_msgs) | |
| { | |
| if (!gst_d3d11_compile_init ()) | |
| return E_FAIL; | |
| return GstD3DCompileFunc (src_data, src_data_size, source_name, defines, | |
| include, entry_point, target, flags1, flags2, code, error_msgs); | |
| } | |
| /** | |
| * gst_d3d11_create_pixel_shader_simple: | |
| * @device: a #GstD3D11Device | |
| * @source: a pixel shader code to compile | |
| * @entry_point: the name of entry point function | |
| * @shader: (out): a ID3D11PixelShader | |
| * Compiles pixel shader code and creates ID3D11PixelShader | |
| * | |
| * Returns: HRESULT return code | |
| * | |
| * Since: 1.22 | |
| */ | |
| HRESULT | |
| gst_d3d11_create_pixel_shader_simple (GstD3D11Device * device, | |
| const gchar * source, const gchar * entry_point, | |
| ID3D11PixelShader ** shader) | |
| { | |
| ID3D11Device *device_handle; | |
| HRESULT hr; | |
| ComPtr < ID3DBlob > ps_blob; | |
| ComPtr < ID3DBlob > error_msg; | |
| D3D_FEATURE_LEVEL feature_level; | |
| const gchar *target; | |
| g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG); | |
| g_return_val_if_fail (source != nullptr, E_INVALIDARG); | |
| g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG); | |
| g_return_val_if_fail (shader != nullptr, E_INVALIDARG); | |
| device_handle = gst_d3d11_device_get_device_handle (device); | |
| feature_level = device_handle->GetFeatureLevel (); | |
| if (feature_level >= D3D_FEATURE_LEVEL_11_0) | |
| target = "ps_5_0"; | |
| else if (feature_level >= D3D_FEATURE_LEVEL_10_0) | |
| target = "ps_4_0"; | |
| else if (feature_level >= D3D_FEATURE_LEVEL_9_3) | |
| target = "ps_4_0_level_9_3"; | |
| else | |
| target = "ps_4_0_level_9_1"; | |
| GST_DEBUG_OBJECT (device, "Compile code\n%s", source); | |
| hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr, | |
| entry_point, target, 0, 0, &ps_blob, &error_msg); | |
| if (!gst_d3d11_result (hr, device)) { | |
| const gchar *err = nullptr; | |
| if (error_msg) | |
| err = (const gchar *) error_msg->GetBufferPointer (); | |
| GST_ERROR_OBJECT (device, | |
| "Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s", | |
| (guint) hr, GST_STR_NULL (err), source); | |
| return hr; | |
| } | |
| if (error_msg) { | |
| const gchar *err = (const gchar *) error_msg->GetBufferPointer (); | |
| GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s", | |
| GST_STR_NULL (err), source); | |
| } | |
| return device_handle->CreatePixelShader (ps_blob->GetBufferPointer (), | |
| ps_blob->GetBufferSize (), nullptr, shader); | |
| } | |
| /** | |
| * gst_d3d11_create_vertex_shader_simple: | |
| * @device: a #GstD3D11Device | |
| * @source: a vertex shader code to compile | |
| * @entry_point: the name of entry point function | |
| * @input_desc: an array of D3D11_INPUT_ELEMENT_DESC | |
| * @desc_len: length of input_desc | |
| * @shader: (out): a ID3D11VertexShader | |
| * @layout: (out): a ID3D11InputLayout | |
| * Compiles vertex shader code and creates ID3D11VertexShader and | |
| * ID3D11InputLayout | |
| * | |
| * Returns: HRESULT return code | |
| * | |
| * Since: 1.22 | |
| */ | |
| HRESULT | |
| gst_d3d11_create_vertex_shader_simple (GstD3D11Device * device, | |
| const gchar * source, const gchar * entry_point, | |
| const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len, | |
| ID3D11VertexShader ** shader, ID3D11InputLayout ** layout) | |
| { | |
| ID3D11Device *device_handle; | |
| HRESULT hr; | |
| ComPtr < ID3DBlob > vs_blob; | |
| ComPtr < ID3DBlob > error_msg; | |
| ComPtr < ID3D11VertexShader > vs; | |
| ComPtr < ID3D11InputLayout > input_layout; | |
| D3D_FEATURE_LEVEL feature_level; | |
| const gchar *target; | |
| g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), E_INVALIDARG); | |
| g_return_val_if_fail (source != nullptr, E_INVALIDARG); | |
| g_return_val_if_fail (entry_point != nullptr, E_INVALIDARG); | |
| g_return_val_if_fail (input_desc != nullptr, E_INVALIDARG); | |
| g_return_val_if_fail (desc_len > 0, E_INVALIDARG); | |
| g_return_val_if_fail (shader != nullptr, E_INVALIDARG); | |
| g_return_val_if_fail (layout != nullptr, E_INVALIDARG); | |
| device_handle = gst_d3d11_device_get_device_handle (device); | |
| feature_level = device_handle->GetFeatureLevel (); | |
| if (feature_level >= D3D_FEATURE_LEVEL_11_0) | |
| target = "vs_5_0"; | |
| else if (feature_level >= D3D_FEATURE_LEVEL_10_0) | |
| target = "vs_4_0"; | |
| else if (feature_level >= D3D_FEATURE_LEVEL_9_3) | |
| target = "vs_4_0_level_9_3"; | |
| else | |
| target = "vs_4_0_level_9_1"; | |
| GST_DEBUG_OBJECT (device, "Compile code\n%s", source); | |
| hr = gst_d3d11_compile (source, strlen (source), nullptr, nullptr, nullptr, | |
| entry_point, target, 0, 0, &vs_blob, &error_msg); | |
| if (!gst_d3d11_result (hr, device)) { | |
| const gchar *err = nullptr; | |
| if (error_msg) | |
| err = (const gchar *) error_msg->GetBufferPointer (); | |
| GST_ERROR_OBJECT (device, | |
| "Couldn't compile code, hr: 0x%x, error detail: %s, source code: \n%s", | |
| (guint) hr, GST_STR_NULL (err), source); | |
| return hr; | |
| } | |
| if (error_msg) { | |
| const gchar *err = (const gchar *) error_msg->GetBufferPointer (); | |
| GST_DEBUG_OBJECT (device, "HLSL compiler warning %s, shader code %s", | |
| GST_STR_NULL (err), source); | |
| } | |
| hr = device_handle->CreateVertexShader (vs_blob->GetBufferPointer (), | |
| vs_blob->GetBufferSize (), nullptr, &vs); | |
| if (!gst_d3d11_result (hr, device)) { | |
| GST_ERROR_OBJECT (device, "Couldn't create vertex shader"); | |
| return hr; | |
| } | |
| hr = device_handle->CreateInputLayout (input_desc, desc_len, | |
| vs_blob->GetBufferPointer (), vs_blob->GetBufferSize (), &input_layout); | |
| if (!gst_d3d11_result (hr, device)) { | |
| GST_ERROR_OBJECT (device, "Couldn't create input layout"); | |
| return hr; | |
| } | |
| *shader = vs.Detach (); | |
| *layout = input_layout.Detach (); | |
| return hr; | |
| } |