| /* | |
| * GStreamer | |
| * Copyright (C) 2020 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 "d3d11device.h" | |
| #include <d3dcompiler.h> | |
| #include <wrl.h> | |
| #include <string.h> | |
| using namespace Microsoft::WRL; | |
| HRESULT | |
| prepare_d3d11_device (ID3D11Device ** d3d11_device, | |
| ID3D11DeviceContext ** d3d11_context, IDXGIFactory2 ** dxgi_factory) | |
| { | |
| HRESULT hr; | |
| static const D3D_FEATURE_LEVEL feature_levels[] = { | |
| D3D_FEATURE_LEVEL_11_1, | |
| D3D_FEATURE_LEVEL_11_0, | |
| D3D_FEATURE_LEVEL_10_1, | |
| D3D_FEATURE_LEVEL_10_0, | |
| D3D_FEATURE_LEVEL_9_3, | |
| D3D_FEATURE_LEVEL_9_2, | |
| D3D_FEATURE_LEVEL_9_1 | |
| }; | |
| D3D_FEATURE_LEVEL selected_level; | |
| ComPtr<IDXGIFactory1> factory; | |
| hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory)); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("IDXGIFactory1 is unavailable, hr 0x%x", (guint) hr); | |
| return hr; | |
| } | |
| ComPtr<IDXGIFactory2> factory2; | |
| hr = factory.As (&factory2); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("IDXGIFactory2 is unavailable, hr 0x%x", (guint) hr); | |
| return hr; | |
| } | |
| ComPtr<IDXGIAdapter1> adapter; | |
| hr = factory->EnumAdapters1 (0, &adapter); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("IDXGIAdapter1 is unavailable, hr 0x%x", (guint) hr); | |
| return hr; | |
| } | |
| ComPtr<ID3D11Device> device; | |
| ComPtr<ID3D11DeviceContext> context; | |
| hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, | |
| NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels, | |
| G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device, | |
| &selected_level, &context); | |
| /* Try again with excluding D3D_FEATURE_LEVEL_11_1 */ | |
| if (FAILED (hr)) { | |
| hr = D3D11CreateDevice (adapter.Get(), D3D_DRIVER_TYPE_UNKNOWN, | |
| NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &feature_levels[1], | |
| G_N_ELEMENTS (feature_levels) - 1, D3D11_SDK_VERSION, &device, | |
| &selected_level, &context); | |
| } | |
| if (FAILED (hr)) { | |
| gst_printerrln ("ID3D11Device is unavailable, hr 0x%x", (guint) hr); | |
| return hr; | |
| } | |
| if (d3d11_device) | |
| *d3d11_device = device.Detach(); | |
| if (d3d11_context) | |
| *d3d11_context = context.Detach(); | |
| if (dxgi_factory) | |
| *dxgi_factory = factory2.Detach(); | |
| return hr; | |
| } | |
| 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) | |
| { | |
| D3D11_TEXTURE2D_DESC texture_desc = { 0, }; | |
| HRESULT hr; | |
| /* Texture size doesn't need to be identical to that of backbuffer */ | |
| texture_desc.Width = width; | |
| texture_desc.Height = height; | |
| texture_desc.MipLevels = 1; | |
| texture_desc.Format = format; | |
| texture_desc.SampleDesc.Count = 1; | |
| texture_desc.ArraySize = 1; | |
| texture_desc.Usage = D3D11_USAGE_DEFAULT; | |
| texture_desc.BindFlags = | |
| D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; | |
| texture_desc.MiscFlags = misc_flags; | |
| ComPtr<ID3D11Texture2D> shared_texture; | |
| hr = d3d11_device->CreateTexture2D (&texture_desc, nullptr, &shared_texture); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11Texture2D"); | |
| return hr; | |
| } | |
| ComPtr<ID3D11ShaderResourceView> shader_resource_view; | |
| if (srv) { | |
| D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { DXGI_FORMAT_UNKNOWN, }; | |
| srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; | |
| srv_desc.Texture2D.MipLevels = 1; | |
| srv_desc.Format = format; | |
| hr = d3d11_device->CreateShaderResourceView (shared_texture.Get(), &srv_desc, | |
| &shader_resource_view); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11ShaderResourceView"); | |
| return hr; | |
| } | |
| } | |
| ComPtr<IDXGIKeyedMutex> keyed; | |
| if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0 && keyed_mutex) { | |
| hr = shared_texture.As (&keyed); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't get IDXGIKeyedMutex"); | |
| return hr; | |
| } | |
| } | |
| ComPtr<IDXGIResource> dxgi_resource; | |
| hr = shared_texture.As (&dxgi_resource); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't get IDXGIResource handle"); | |
| return hr; | |
| } | |
| HANDLE handle; | |
| if ((misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) != 0) { | |
| ComPtr<IDXGIResource1> dxgi_resource1; | |
| hr = dxgi_resource.As (&dxgi_resource1); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't get IDXGIResource1"); | |
| return hr; | |
| } | |
| hr = dxgi_resource1->CreateSharedHandle (nullptr, | |
| DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr, | |
| &handle); | |
| } else { | |
| hr = dxgi_resource->GetSharedHandle (&handle); | |
| } | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't get shared handle from texture"); | |
| return hr; | |
| } | |
| *texture = shared_texture.Detach(); | |
| if (srv) | |
| *srv = shader_resource_view.Detach(); | |
| *shared_handle = handle; | |
| if (keyed && keyed_mutex) | |
| *keyed_mutex = keyed.Detach(); | |
| return S_OK; | |
| } | |
| static HRESULT | |
| d3d_compile (const gchar * source, gboolean is_pixel_shader, ID3DBlob ** code) | |
| { | |
| HRESULT hr; | |
| const gchar *shader_target = "ps_4_0"; | |
| if (!is_pixel_shader) | |
| shader_target = "vs_4_0"; | |
| ComPtr<ID3DBlob> blob; | |
| ComPtr<ID3DBlob> error; | |
| hr = D3DCompile (source, strlen (source), nullptr, nullptr, | |
| nullptr, "main", shader_target, 0, 0, &blob, &error); | |
| if (FAILED (hr)) { | |
| const gchar *err = nullptr; | |
| if (error) | |
| err = (const gchar *) error->GetBufferPointer (); | |
| gst_printerrln ("Couldn't compile pixel shader, error: %s", | |
| GST_STR_NULL (err)); | |
| return hr; | |
| } | |
| *code = blob.Detach(); | |
| return S_OK; | |
| } | |
| HRESULT | |
| prepare_shader (ID3D11Device * d3d11_device, ID3D11DeviceContext * context, | |
| ID3D11SamplerState ** sampler, ID3D11PixelShader ** ps, | |
| ID3D11VertexShader ** vs, ID3D11InputLayout ** layout, | |
| ID3D11Buffer ** vertex, ID3D11Buffer ** index) | |
| { | |
| static const gchar ps_code[] = | |
| "Texture2D shaderTexture;\n" | |
| "SamplerState samplerState;\n" | |
| "\n" | |
| "struct PS_INPUT\n" | |
| "{\n" | |
| " float4 Position: SV_POSITION;\n" | |
| " float3 Texture: TEXCOORD0;\n" | |
| "};\n" | |
| "\n" | |
| "struct PS_OUTPUT\n" | |
| "{\n" | |
| " float4 Plane: SV_Target;\n" | |
| "};\n" | |
| "\n" | |
| "PS_OUTPUT main(PS_INPUT input)\n" | |
| "{\n" | |
| " PS_OUTPUT output;\n" | |
| " output.Plane = shaderTexture.Sample(samplerState, input.Texture);\n" | |
| " return output;\n" | |
| "}\n"; | |
| static const gchar vs_code[] = | |
| "struct VS_INPUT\n" | |
| "{\n" | |
| " float4 Position : POSITION;\n" | |
| " float4 Texture : TEXCOORD0;\n" | |
| "};\n" | |
| "\n" | |
| "struct VS_OUTPUT\n" | |
| "{\n" | |
| " float4 Position: SV_POSITION;\n" | |
| " float4 Texture: TEXCOORD0;\n" | |
| "};\n" | |
| "\n" | |
| "VS_OUTPUT main(VS_INPUT input)\n" | |
| "{\n" | |
| " return input;\n" | |
| "}\n"; | |
| D3D11_SAMPLER_DESC sampler_desc = { D3D11_FILTER_MIN_MAG_MIP_POINT, }; | |
| sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT; | |
| sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; | |
| sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; | |
| sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; | |
| sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; | |
| sampler_desc.MinLOD = 0; | |
| sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; | |
| ComPtr<ID3D11SamplerState> sampler_state; | |
| HRESULT hr = d3d11_device->CreateSamplerState (&sampler_desc, &sampler_state); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11SamplerState"); | |
| return hr; | |
| } | |
| ComPtr<ID3DBlob> code; | |
| hr = d3d_compile (ps_code, TRUE, &code); | |
| if (FAILED (hr)) | |
| return hr; | |
| ComPtr<ID3D11PixelShader> pixel_shader; | |
| hr = d3d11_device->CreatePixelShader (code->GetBufferPointer(), | |
| code->GetBufferSize(), nullptr, &pixel_shader); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11PixelShader"); | |
| return hr; | |
| } | |
| hr = d3d_compile (vs_code, FALSE, code.ReleaseAndGetAddressOf()); | |
| if (FAILED (hr)) | |
| return hr; | |
| ComPtr<ID3D11VertexShader> vertex_shader; | |
| hr = d3d11_device->CreateVertexShader (code->GetBufferPointer(), | |
| code->GetBufferSize(), nullptr, &vertex_shader); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11VertexShader"); | |
| return hr; | |
| } | |
| D3D11_INPUT_ELEMENT_DESC input_desc[] = { | |
| { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, | |
| D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, | |
| D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 } | |
| }; | |
| ComPtr<ID3D11InputLayout> input_layout; | |
| hr = d3d11_device->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc), | |
| code->GetBufferPointer(), code->GetBufferSize(), &input_layout); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11InputLayout"); | |
| return hr; | |
| } | |
| D3D11_BUFFER_DESC buffer_desc = { 0, }; | |
| buffer_desc.Usage = D3D11_USAGE_DYNAMIC; | |
| buffer_desc.ByteWidth = sizeof (VertexData) * 4; | |
| buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | |
| buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
| ComPtr<ID3D11Buffer> vertex_buffer; | |
| hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11Buffer for vertex buffer"); | |
| return hr; | |
| } | |
| D3D11_MAPPED_SUBRESOURCE map; | |
| hr = context->Map (vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't map vertex buffer"); | |
| return hr; | |
| } | |
| VertexData *vertex_data = (VertexData *) map.pData; | |
| vertex_data[0].position.x = -1.0f; | |
| vertex_data[0].position.y = -1.0f; | |
| vertex_data[0].position.z = 0.0f; | |
| vertex_data[0].texture.x = 0.0f; | |
| vertex_data[0].texture.y = 1.0f; | |
| vertex_data[1].position.x = -1.0f; | |
| vertex_data[1].position.y = 1.0f; | |
| vertex_data[1].position.z = 0.0f; | |
| vertex_data[1].texture.x = 0.0f; | |
| vertex_data[1].texture.y = 0.0f; | |
| vertex_data[2].position.x = 1.0f; | |
| vertex_data[2].position.y = 1.0f; | |
| vertex_data[2].position.z = 0.0f; | |
| vertex_data[2].texture.x = 1.0f; | |
| vertex_data[2].texture.y = 0.0f; | |
| vertex_data[3].position.x = 1.0f; | |
| vertex_data[3].position.y = -1.0f; | |
| vertex_data[3].position.z = 0.0f; | |
| vertex_data[3].texture.x = 1.0f; | |
| vertex_data[3].texture.y = 1.0f; | |
| context->Unmap (vertex_buffer.Get(), 0); | |
| ComPtr<ID3D11Buffer> index_buffer; | |
| buffer_desc.ByteWidth = sizeof (WORD) * 2 * 3; | |
| buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; | |
| hr = d3d11_device->CreateBuffer (&buffer_desc, nullptr, &index_buffer); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't create ID3D11Buffer for index buffer"); | |
| return hr; | |
| } | |
| hr = context->Map (index_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); | |
| if (FAILED (hr)) { | |
| gst_printerrln ("Couldn't map index buffer"); | |
| return hr; | |
| } | |
| WORD *indices = (WORD *) map.pData; | |
| indices[0] = 0; | |
| indices[1] = 1; | |
| indices[2] = 2; | |
| indices[3] = 3; | |
| indices[4] = 0; | |
| indices[5] = 2; | |
| context->Unmap (index_buffer.Get(), 0); | |
| *sampler = sampler_state.Detach(); | |
| *ps = pixel_shader.Detach(); | |
| *vs = vertex_shader.Detach(); | |
| *layout = input_layout.Detach(); | |
| *vertex = vertex_buffer.Detach(); | |
| *index = index_buffer.Detach(); | |
| return S_OK; | |
| } |