--- /dev/null
+/* GStreamer
+ * Copyright (C) <1999> Erik Walthinsen <omega@cse.ogi.edu>
+ * Copyright (C) 2005-2012 David Schleef <ds@schleef.org>
+ * Copyright (C) 2012-2014 Matthew Waters <ystree00@gmail.com>
+ * Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
+ * Copyright (C) <2019> Jeongki Kim <jeongki.kim@jeongki.kim>
+ *
+ * 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.
+ */
+
+/**
+ * SECTION:element-d3d11colorconvert
+ * @title: d3d11colorconvert
+ *
+ * Convert video frames between supported video formats.
+ *
+ * ## Example launch line
+ * |[
+ * gst-launch-1.0 -v videotestsrc ! video/x-raw,format=NV12 ! d3d11upload ! d3d11videocolorconvert ! d3d11videosink
+ * ]|
+ * This will output a test video (generated in NV12 format) in a video
+ * window. If the video sink selected does not support NV12
+ * d3d11colorconvert will automatically convert the video to a format understood
+ * by the video sink.
+ *
+ */
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include "gstd3d11colorconvert.h"
+#include "gstd3d11utils.h"
+#include "gstd3d11memory.h"
+#include "gstd3d11device.h"
+#include "gstd3d11bufferpool.h"
+
+#include <string.h>
+#include <d3dcompiler.h>
+
+/* *INDENT-OFF* */
+typedef struct
+{
+ FLOAT trans_matrix[12];
+ FLOAT padding[4];
+} PixelShaderColorTransform;
+
+typedef struct
+{
+ struct {
+ FLOAT x;
+ FLOAT y;
+ FLOAT z;
+ } position;
+ struct {
+ FLOAT x;
+ FLOAT y;
+ } texture;
+} VertexData;
+
+typedef struct
+{
+ const gchar *constant_buffer;
+ const gchar *func;
+} PixelShaderTemplate;
+
+#define COLOR_TRANSFORM_COEFF \
+ "cbuffer PixelShaderColorTransform : register(b0)\n" \
+ "{\n" \
+ " float3x4 trans_matrix;\n" \
+ " float3 padding;\n" \
+ "};\n"
+
+#define HLSL_FUNC_YUV_TO_RGB \
+ "float3 yuv_to_rgb (float3 yuv)\n" \
+ "{\n" \
+ " yuv += float3(-0.062745f, -0.501960f, -0.501960f);\n" \
+ " yuv = mul(yuv, trans_matrix);\n" \
+ " return saturate(yuv);\n" \
+ "}\n"
+
+#define HLSL_FUNC_RGB_TO_YUV \
+ "float3 rgb_to_yuv (float3 rgb)\n" \
+ "{\n" \
+ " float3 yuv;\n" \
+ " yuv = mul(rgb, trans_matrix);\n" \
+ " yuv += float3(0.062745f, 0.501960f, 0.501960f);\n" \
+ " return saturate(yuv);\n" \
+ "}\n"
+
+static const PixelShaderTemplate templ_REORDER =
+ { NULL, NULL };
+
+static const PixelShaderTemplate templ_YUV_to_RGB =
+ { COLOR_TRANSFORM_COEFF, HLSL_FUNC_YUV_TO_RGB };
+
+#if 0
+static const PixelShaderTemplate templ_RGB_to_YUV =
+ { COLOR_TRANSFORM_COEFF, HLSL_FUNC_RGB_TO_YUV };
+#endif
+
+static const gchar templ_REORDER_BODY[] =
+ " float4 sample;\n"
+ " sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
+ /* alpha channel */
+ " %s\n"
+ " return sample;\n";
+
+static const gchar templ_VUYA_to_RGB_BODY[] =
+ " float4 sample, rgba;\n"
+ " sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
+ " sample.y = shaderTexture[0].Sample(samplerState, input.Texture).y;\n"
+ " sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
+ " sample.a = shaderTexture[0].Sample(samplerState, input.Texture).a;\n"
+ " rgba.rgb = yuv_to_rgb (sample.xyz);\n"
+ " rgba.a = sample.a;\n"
+ " return rgba;\n";
+
+#if 0
+static const gchar templ_RGB_to_VUYA_BODY[] =
+ " float4 sample, vuya;\n"
+ " sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
+ " vuya.zyx = rgb_to_yuv (sample.rgb);\n"
+ " vuya.a = %s;\n"
+ " return vuya;\n";
+#endif
+
+/* YUV to RGB conversion */
+static const gchar templ_PLANAR_YUV_to_RGB_BODY[] =
+ " float4 sample, rgba;\n"
+ " sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
+ " sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x;\n"
+ " sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x;\n"
+ " rgba.rgb = yuv_to_rgb (sample.xyz);\n"
+ " rgba.a = 1.0;\n"
+ " return rgba;\n";
+
+static const gchar templ_PLANAR_YUV_HIGH_to_RGB_BODY[] =
+ " float4 sample, rgba;\n"
+ " sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
+ " sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
+ " sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
+ " rgba.rgb = yuv_to_rgb (sample.xyz);\n"
+ " rgba.a = 1.0;\n"
+ " return rgba;\n";
+
+/* FIXME: add RGB to planar */
+
+static const gchar templ_SEMI_PLANAR_to_RGB_BODY[] =
+ " float4 sample, rgba;\n"
+ " sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
+ " sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
+ " rgba.rgb = yuv_to_rgb (sample.xyz);\n"
+ " rgba.a = 1.0;\n"
+ " return rgba;\n";
+
+/* FIXME: add RGB to semi-planar */
+
+static const gchar templ_pixel_shader[] =
+ /* constant buffer */
+ "%s\n"
+ "Texture2D shaderTexture[4];\n"
+ "SamplerState samplerState;\n"
+ "\n"
+ "struct PS_INPUT\n"
+ "{\n"
+ " float4 Position: SV_POSITION;\n"
+ " float3 Texture: TEXCOORD0;\n"
+ "};\n"
+ "\n"
+ /* rgb <-> yuv function */
+ "%s\n"
+ "float4 main(PS_INPUT input): SV_TARGET\n"
+ "{\n"
+ "%s"
+ "}\n";
+
+static const gchar templ_vertex_shader[] =
+ "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";
+
+/* *INDENT-ON* */
+
+typedef struct
+{
+ const PixelShaderTemplate *templ;
+ gchar *ps_body;
+ PixelShaderColorTransform transform;
+} ConvertInfo;
+
+struct _GstD3D11ColorConvertPrivate
+{
+ ConvertInfo convert_info;
+};
+
+GST_DEBUG_CATEGORY_STATIC (gst_d3d11_color_convert_debug);
+#define GST_CAT_DEFAULT gst_d3d11_color_convert_debug
+
+static GstStaticPadTemplate sink_template = GST_STATIC_PAD_TEMPLATE ("sink",
+ GST_PAD_SINK,
+ GST_PAD_ALWAYS,
+ GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS))
+ );
+
+static GstStaticPadTemplate src_template = GST_STATIC_PAD_TEMPLATE ("src",
+ GST_PAD_SRC,
+ GST_PAD_ALWAYS,
+ GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS))
+ );
+
+#define gst_d3d11_color_convert_parent_class parent_class
+G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11ColorConvert,
+ gst_d3d11_color_convert, GST_TYPE_D3D11_BASE_FILTER);
+
+static void gst_d3d11_color_convert_dispose (GObject * object);
+static GstCaps *gst_d3d11_color_convert_transform_caps (GstBaseTransform *
+ trans, GstPadDirection direction, GstCaps * caps, GstCaps * filter);
+static GstCaps *gst_d3d11_color_convert_fixate_caps (GstBaseTransform *
+ base, GstPadDirection direction, GstCaps * caps, GstCaps * othercaps);
+static gboolean gst_d3d11_color_convert_filter_meta (GstBaseTransform * trans,
+ GstQuery * query, GType api, const GstStructure * params);
+static gboolean
+gst_d3d11_color_convert_propose_allocation (GstBaseTransform * trans,
+ GstQuery * decide_query, GstQuery * query);
+static gboolean
+gst_d3d11_color_convert_decide_allocation (GstBaseTransform * trans,
+ GstQuery * query);
+
+static GstFlowReturn gst_d3d11_color_convert_transform (GstBaseTransform *
+ trans, GstBuffer * inbuf, GstBuffer * outbuf);
+static gboolean gst_d3d11_color_convert_set_info (GstD3D11BaseFilter * filter,
+ GstCaps * incaps, GstVideoInfo * in_info, GstCaps * outcaps,
+ GstVideoInfo * out_info);
+
+/* copies the given caps */
+static GstCaps *
+gst_d3d11_color_convert_caps_remove_format_info (GstCaps * caps)
+{
+ GstStructure *st;
+ GstCapsFeatures *f;
+ gint i, n;
+ GstCaps *res;
+ GstCapsFeatures *feature =
+ gst_caps_features_from_string (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY);
+
+ res = gst_caps_new_empty ();
+
+ n = gst_caps_get_size (caps);
+ for (i = 0; i < n; i++) {
+ st = gst_caps_get_structure (caps, i);
+ f = gst_caps_get_features (caps, i);
+
+ /* If this is already expressed by the existing caps
+ * skip this structure */
+ if (i > 0 && gst_caps_is_subset_structure_full (res, st, f))
+ continue;
+
+ st = gst_structure_copy (st);
+ /* Only remove format info for the cases when we can actually convert */
+ if (!gst_caps_features_is_any (f)
+ && gst_caps_features_is_equal (f, feature))
+ gst_structure_remove_fields (st, "format", "colorimetry", "chroma-site",
+ NULL);
+
+ gst_caps_append_structure_full (res, st, gst_caps_features_copy (f));
+ }
+ gst_caps_features_free (feature);
+
+ return res;
+}
+
+/*
+ * This is an incomplete matrix of in formats and a score for the prefered output
+ * format.
+ *
+ * out: RGB24 RGB16 ARGB AYUV YUV444 YUV422 YUV420 YUV411 YUV410 PAL GRAY
+ * in
+ * RGB24 0 2 1 2 2 3 4 5 6 7 8
+ * RGB16 1 0 1 2 2 3 4 5 6 7 8
+ * ARGB 2 3 0 1 4 5 6 7 8 9 10
+ * AYUV 3 4 1 0 2 5 6 7 8 9 10
+ * YUV444 2 4 3 1 0 5 6 7 8 9 10
+ * YUV422 3 5 4 2 1 0 6 7 8 9 10
+ * YUV420 4 6 5 3 2 1 0 7 8 9 10
+ * YUV411 4 6 5 3 2 1 7 0 8 9 10
+ * YUV410 6 8 7 5 4 3 2 1 0 9 10
+ * PAL 1 3 2 6 4 6 7 8 9 0 10
+ * GRAY 1 4 3 2 1 5 6 7 8 9 0
+ *
+ * PAL or GRAY are never prefered, if we can we would convert to PAL instead
+ * of GRAY, though
+ * less subsampling is prefered and if any, preferably horizontal
+ * We would like to keep the alpha, even if we would need to to colorspace conversion
+ * or lose depth.
+ */
+#define SCORE_FORMAT_CHANGE 1
+#define SCORE_DEPTH_CHANGE 1
+#define SCORE_ALPHA_CHANGE 1
+#define SCORE_CHROMA_W_CHANGE 1
+#define SCORE_CHROMA_H_CHANGE 1
+#define SCORE_PALETTE_CHANGE 1
+
+#define SCORE_COLORSPACE_LOSS 2 /* RGB <-> YUV */
+#define SCORE_DEPTH_LOSS 4 /* change bit depth */
+#define SCORE_ALPHA_LOSS 8 /* lose the alpha channel */
+#define SCORE_CHROMA_W_LOSS 16 /* vertical subsample */
+#define SCORE_CHROMA_H_LOSS 32 /* horizontal subsample */
+#define SCORE_PALETTE_LOSS 64 /* convert to palette format */
+#define SCORE_COLOR_LOSS 128 /* convert to GRAY */
+
+#define COLORSPACE_MASK (GST_VIDEO_FORMAT_FLAG_YUV | \
+ GST_VIDEO_FORMAT_FLAG_RGB | GST_VIDEO_FORMAT_FLAG_GRAY)
+#define ALPHA_MASK (GST_VIDEO_FORMAT_FLAG_ALPHA)
+#define PALETTE_MASK (GST_VIDEO_FORMAT_FLAG_PALETTE)
+
+/* calculate how much loss a conversion would be */
+static void
+score_value (GstBaseTransform * base, const GstVideoFormatInfo * in_info,
+ const GValue * val, gint * min_loss, const GstVideoFormatInfo ** out_info)
+{
+ const gchar *fname;
+ const GstVideoFormatInfo *t_info;
+ GstVideoFormatFlags in_flags, t_flags;
+ gint loss;
+
+ fname = g_value_get_string (val);
+ t_info = gst_video_format_get_info (gst_video_format_from_string (fname));
+ if (!t_info)
+ return;
+
+ /* accept input format immediately without loss */
+ if (in_info == t_info) {
+ *min_loss = 0;
+ *out_info = t_info;
+ return;
+ }
+
+ loss = SCORE_FORMAT_CHANGE;
+
+ in_flags = GST_VIDEO_FORMAT_INFO_FLAGS (in_info);
+ in_flags &= ~GST_VIDEO_FORMAT_FLAG_LE;
+ in_flags &= ~GST_VIDEO_FORMAT_FLAG_COMPLEX;
+ in_flags &= ~GST_VIDEO_FORMAT_FLAG_UNPACK;
+
+ t_flags = GST_VIDEO_FORMAT_INFO_FLAGS (t_info);
+ t_flags &= ~GST_VIDEO_FORMAT_FLAG_LE;
+ t_flags &= ~GST_VIDEO_FORMAT_FLAG_COMPLEX;
+ t_flags &= ~GST_VIDEO_FORMAT_FLAG_UNPACK;
+
+ if ((t_flags & PALETTE_MASK) != (in_flags & PALETTE_MASK)) {
+ loss += SCORE_PALETTE_CHANGE;
+ if (t_flags & PALETTE_MASK)
+ loss += SCORE_PALETTE_LOSS;
+ }
+
+ if ((t_flags & COLORSPACE_MASK) != (in_flags & COLORSPACE_MASK)) {
+ loss += SCORE_COLORSPACE_LOSS;
+ if (t_flags & GST_VIDEO_FORMAT_FLAG_GRAY)
+ loss += SCORE_COLOR_LOSS;
+ }
+
+ if ((t_flags & ALPHA_MASK) != (in_flags & ALPHA_MASK)) {
+ loss += SCORE_ALPHA_CHANGE;
+ if (in_flags & ALPHA_MASK)
+ loss += SCORE_ALPHA_LOSS;
+ }
+
+ if ((in_info->h_sub[1]) != (t_info->h_sub[1])) {
+ loss += SCORE_CHROMA_H_CHANGE;
+ if ((in_info->h_sub[1]) < (t_info->h_sub[1]))
+ loss += SCORE_CHROMA_H_LOSS;
+ }
+ if ((in_info->w_sub[1]) != (t_info->w_sub[1])) {
+ loss += SCORE_CHROMA_W_CHANGE;
+ if ((in_info->w_sub[1]) < (t_info->w_sub[1]))
+ loss += SCORE_CHROMA_W_LOSS;
+ }
+
+ if ((in_info->bits) != (t_info->bits)) {
+ loss += SCORE_DEPTH_CHANGE;
+ if ((in_info->bits) > (t_info->bits))
+ loss += SCORE_DEPTH_LOSS + (in_info->bits - t_info->bits);
+ }
+
+ GST_DEBUG_OBJECT (base, "score %s -> %s = %d",
+ GST_VIDEO_FORMAT_INFO_NAME (in_info),
+ GST_VIDEO_FORMAT_INFO_NAME (t_info), loss);
+
+ if (loss < *min_loss) {
+ GST_DEBUG_OBJECT (base, "found new best %d", loss);
+ *out_info = t_info;
+ *min_loss = loss;
+ }
+}
+
+static void
+gst_d3d11_color_convert_class_init (GstD3D11ColorConvertClass * klass)
+{
+ GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
+ GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
+ GstBaseTransformClass *trans_class = GST_BASE_TRANSFORM_CLASS (klass);
+ GstD3D11BaseFilterClass *bfilter_class = GST_D3D11_BASE_FILTER_CLASS (klass);
+
+ gobject_class->dispose = gst_d3d11_color_convert_dispose;
+
+ gst_element_class_add_static_pad_template (element_class, &sink_template);
+ gst_element_class_add_static_pad_template (element_class, &src_template);
+
+ gst_element_class_set_static_metadata (element_class,
+ "Direct3D11 Colorspace converter",
+ "Filter/Converter/Video/Hardware",
+ "Converts video from one colorspace to another using D3D11",
+ "Seungha Yang <seungha.yang@navercorp.com>, "
+ "Jeongki Kim <jeongki.kim@jeongki.kim>");
+
+ trans_class->passthrough_on_same_caps = TRUE;
+
+ trans_class->transform_caps =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_transform_caps);
+ trans_class->fixate_caps =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_fixate_caps);
+ trans_class->filter_meta =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_filter_meta);
+ trans_class->propose_allocation =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_propose_allocation);
+ trans_class->decide_allocation =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_decide_allocation);
+ trans_class->transform =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_transform);
+
+ bfilter_class->set_info =
+ GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_set_info);
+
+ GST_DEBUG_CATEGORY_INIT (gst_d3d11_color_convert_debug,
+ "d3d11colorconvert", 0, "Video Colorspace Convert via D3D11");
+}
+
+static void
+gst_d3d11_color_convert_init (GstD3D11ColorConvert * self)
+{
+ self->priv = gst_d3d11_color_convert_get_instance_private (self);
+}
+
+static void
+clear_shader_resource (GstD3D11Device * device, GstD3D11ColorConvert * self)
+{
+ gint i;
+
+ if (self->sampler) {
+ ID3D11SamplerState_Release (self->sampler);
+ self->sampler = NULL;
+ }
+
+ if (self->pixel_shader) {
+ ID3D11PixelShader_Release (self->pixel_shader);
+ self->pixel_shader = NULL;
+ }
+
+ if (self->vertex_shader) {
+ ID3D11VertexShader_Release (self->vertex_shader);
+ self->vertex_shader = NULL;
+ }
+
+ if (self->layout) {
+ ID3D11InputLayout_Release (self->layout);
+ self->layout = NULL;
+ }
+
+ if (self->const_buffer) {
+ ID3D11Buffer_Release (self->const_buffer);
+ self->const_buffer = NULL;
+ }
+
+ if (self->vertex_buffer) {
+ ID3D11Buffer_Release (self->vertex_buffer);
+ self->vertex_buffer = NULL;
+ }
+
+ if (self->index_buffer) {
+ ID3D11Buffer_Release (self->index_buffer);
+ self->index_buffer = NULL;
+ }
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (self->shader_resource_view[i]) {
+ ID3D11ShaderResourceView_Release (self->shader_resource_view[i]);
+ self->shader_resource_view[i] = NULL;
+ }
+
+ if (self->render_target_view[i]) {
+ ID3D11RenderTargetView_Release (self->render_target_view[i]);
+ self->render_target_view[i] = NULL;
+ }
+ }
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (self->in_texture[i]) {
+ ID3D11Texture2D_Release (self->in_texture[i]);
+ self->in_texture[i] = NULL;
+ }
+
+ if (self->out_texture[i]) {
+ ID3D11Texture2D_Release (self->out_texture[i]);
+ self->out_texture[i] = NULL;
+ }
+ }
+}
+
+static void
+gst_d3d11_color_convert_clear_shader_resource (GstD3D11ColorConvert * self)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
+
+ if (filter->device) {
+ gst_d3d11_device_thread_add (filter->device,
+ (GstD3D11DeviceThreadFunc) clear_shader_resource, self);
+ }
+}
+
+static void
+gst_d3d11_color_convert_dispose (GObject * object)
+{
+ GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (object);
+
+ gst_d3d11_color_convert_clear_shader_resource (self);
+
+ G_OBJECT_CLASS (parent_class)->dispose (object);
+}
+
+static GstCaps *
+gst_d3d11_color_convert_transform_caps (GstBaseTransform *
+ trans, GstPadDirection direction, GstCaps * caps, GstCaps * filter)
+{
+ GstCaps *tmp, *tmp2;
+ GstCaps *result;
+
+ /* Get all possible caps that we can transform to */
+ tmp = gst_d3d11_color_convert_caps_remove_format_info (caps);
+
+ if (filter) {
+ tmp2 = gst_caps_intersect_full (filter, tmp, GST_CAPS_INTERSECT_FIRST);
+ gst_caps_unref (tmp);
+ tmp = tmp2;
+ }
+
+ result = tmp;
+
+ GST_DEBUG_OBJECT (trans, "transformed %" GST_PTR_FORMAT " into %"
+ GST_PTR_FORMAT, caps, result);
+
+ return result;
+}
+
+/* fork of gstvideoconvert */
+static void
+gst_d3d11_color_convert_fixate_format (GstBaseTransform * base,
+ GstCaps * caps, GstCaps * result)
+{
+ GstStructure *ins, *outs;
+ const gchar *in_format;
+ const GstVideoFormatInfo *in_info, *out_info = NULL;
+ gint min_loss = G_MAXINT;
+ guint i, capslen;
+
+ ins = gst_caps_get_structure (caps, 0);
+ in_format = gst_structure_get_string (ins, "format");
+ if (!in_format)
+ return;
+
+ GST_DEBUG_OBJECT (base, "source format %s", in_format);
+
+ in_info =
+ gst_video_format_get_info (gst_video_format_from_string (in_format));
+ if (!in_info)
+ return;
+
+ outs = gst_caps_get_structure (result, 0);
+
+ capslen = gst_caps_get_size (result);
+ GST_DEBUG_OBJECT (base, "iterate %d structures", capslen);
+ for (i = 0; i < capslen; i++) {
+ GstStructure *tests;
+ const GValue *format;
+
+ tests = gst_caps_get_structure (result, i);
+ format = gst_structure_get_value (tests, "format");
+ /* should not happen */
+ if (format == NULL)
+ continue;
+
+ if (GST_VALUE_HOLDS_LIST (format)) {
+ gint j, len;
+
+ len = gst_value_list_get_size (format);
+ GST_DEBUG_OBJECT (base, "have %d formats", len);
+ for (j = 0; j < len; j++) {
+ const GValue *val;
+
+ val = gst_value_list_get_value (format, j);
+ if (G_VALUE_HOLDS_STRING (val)) {
+ score_value (base, in_info, val, &min_loss, &out_info);
+ if (min_loss == 0)
+ break;
+ }
+ }
+ } else if (G_VALUE_HOLDS_STRING (format)) {
+ score_value (base, in_info, format, &min_loss, &out_info);
+ }
+ }
+ if (out_info)
+ gst_structure_set (outs, "format", G_TYPE_STRING,
+ GST_VIDEO_FORMAT_INFO_NAME (out_info), NULL);
+}
+
+static GstCaps *
+gst_d3d11_color_convert_fixate_caps (GstBaseTransform * trans,
+ GstPadDirection direction, GstCaps * caps, GstCaps * othercaps)
+{
+ GstCaps *result;
+
+ GST_DEBUG_OBJECT (trans, "trying to fixate othercaps %" GST_PTR_FORMAT
+ " based on caps %" GST_PTR_FORMAT, othercaps, caps);
+
+ result = gst_caps_intersect (othercaps, caps);
+ if (gst_caps_is_empty (result)) {
+ gst_caps_unref (result);
+ result = othercaps;
+ } else {
+ gst_caps_unref (othercaps);
+ }
+
+ GST_DEBUG_OBJECT (trans, "now fixating %" GST_PTR_FORMAT, result);
+
+ result = gst_caps_make_writable (result);
+ gst_d3d11_color_convert_fixate_format (trans, caps, result);
+
+ /* fixate remaining fields */
+ result = gst_caps_fixate (result);
+
+ if (direction == GST_PAD_SINK) {
+ if (gst_caps_is_subset (caps, result)) {
+ gst_caps_replace (&result, caps);
+ }
+ }
+
+ return result;
+}
+
+static gboolean
+gst_d3d11_color_convert_filter_meta (GstBaseTransform * trans,
+ GstQuery * query, GType api, const GstStructure * params)
+{
+ /* This element cannot passthrough the crop meta, because it would convert the
+ * wrong sub-region of the image, and worst, our output image may not be large
+ * enough for the crop to be applied later */
+ if (api == GST_VIDEO_CROP_META_API_TYPE)
+ return FALSE;
+
+ /* propose all other metadata upstream */
+ return TRUE;
+}
+
+static gboolean
+gst_d3d11_color_convert_propose_allocation (GstBaseTransform * trans,
+ GstQuery * decide_query, GstQuery * query)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
+ GstVideoInfo info;
+ GstBufferPool *pool = NULL;
+ GstCaps *caps;
+ guint n_pools, i;
+ GstStructure *config;
+ guint size;
+ GstD3D11AllocationParams *d3d11_params;
+
+ if (!GST_BASE_TRANSFORM_CLASS (parent_class)->propose_allocation (trans,
+ decide_query, query))
+ return FALSE;
+
+ /* passthrough, we're done */
+ if (decide_query == NULL)
+ return TRUE;
+
+ gst_query_parse_allocation (query, &caps, NULL);
+
+ if (caps == NULL)
+ return FALSE;
+
+ if (!gst_video_info_from_caps (&info, caps))
+ return FALSE;
+
+ n_pools = gst_query_get_n_allocation_pools (query);
+ for (i = 0; i < n_pools; i++) {
+ gst_query_parse_nth_allocation_pool (query, i, &pool, NULL, NULL, NULL);
+ if (!GST_IS_D3D11_BUFFER_POOL (pool)) {
+ gst_object_unref (pool);
+ pool = NULL;
+ }
+ }
+
+ if (!pool)
+ pool = gst_d3d11_buffer_pool_new (filter->device);
+
+ config = gst_buffer_pool_get_config (pool);
+ gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
+
+ d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
+ if (!d3d11_params)
+ d3d11_params = gst_d3d11_allocation_params_new (&info,
+ GST_D3D11_ALLOCATION_FLAG_USE_RESOURCE_FORMAT);
+
+ /* Set bind flag */
+ for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&info); i++) {
+ d3d11_params->desc[i].BindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+
+ gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
+ gst_d3d11_allocation_params_free (d3d11_params);
+
+ /* size will be updated by d3d11 buffer pool */
+ gst_buffer_pool_config_set_params (config, caps, 0, 0, 0);
+
+ if (!gst_buffer_pool_set_config (pool, config))
+ goto config_failed;
+
+ gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
+
+ size = GST_D3D11_BUFFER_POOL (pool)->buffer_size;
+ gst_query_add_allocation_pool (query, pool, size, 0, 0);
+
+ gst_object_unref (pool);
+
+ return TRUE;
+
+ /* ERRORS */
+config_failed:
+ {
+ GST_ERROR_OBJECT (filter, "failed to set config");
+ gst_object_unref (pool);
+ return FALSE;
+ }
+}
+
+static gboolean
+gst_d3d11_color_convert_decide_allocation (GstBaseTransform * trans,
+ GstQuery * query)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
+ GstCaps *outcaps = NULL;
+ GstBufferPool *pool = NULL;
+ guint size, min = 0, max = 0;
+ GstStructure *config;
+ GstD3D11AllocationParams *d3d11_params;
+ gboolean update_pool = FALSE;
+ GstVideoInfo info;
+ gint i;
+
+ gst_query_parse_allocation (query, &outcaps, NULL);
+
+ if (!outcaps)
+ return FALSE;
+
+ if (!gst_video_info_from_caps (&info, outcaps))
+ return FALSE;
+
+ size = GST_VIDEO_INFO_SIZE (&info);
+
+ if (gst_query_get_n_allocation_pools (query) > 0) {
+ gst_query_parse_nth_allocation_pool (query, 0, &pool, &size, &min, &max);
+ if (pool && !GST_IS_D3D11_BUFFER_POOL (pool)) {
+ gst_object_unref (pool);
+ pool = NULL;
+ }
+
+ update_pool = TRUE;
+ }
+
+ if (!pool)
+ pool = gst_d3d11_buffer_pool_new (filter->device);
+
+ config = gst_buffer_pool_get_config (pool);
+ gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
+
+ d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
+ if (!d3d11_params)
+ d3d11_params = gst_d3d11_allocation_params_new (&info,
+ GST_D3D11_ALLOCATION_FLAG_USE_RESOURCE_FORMAT);
+
+ /* Set bind flag */
+ for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&info); i++) {
+ d3d11_params->desc[i].BindFlags |=
+ (D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
+ }
+
+ gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
+ gst_d3d11_allocation_params_free (d3d11_params);
+
+ gst_buffer_pool_config_set_params (config, outcaps, size, min, max);
+ gst_buffer_pool_set_config (pool, config);
+
+ size = GST_D3D11_BUFFER_POOL (pool)->buffer_size;
+
+ if (update_pool)
+ gst_query_set_nth_allocation_pool (query, 0, pool, size, min, max);
+ else
+ gst_query_add_allocation_pool (query, pool, size, min, max);
+
+ gst_object_unref (pool);
+
+ return GST_BASE_TRANSFORM_CLASS (parent_class)->decide_allocation (trans,
+ query);
+}
+
+/* from video-converter.c */
+typedef struct
+{
+ gfloat dm[4][4];
+} MatrixData;
+
+static void
+color_matrix_set_identity (MatrixData * m)
+{
+ gint i, j;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ m->dm[i][j] = (i == j);
+ }
+ }
+}
+
+static void
+color_matrix_copy (MatrixData * d, const MatrixData * s)
+{
+ gint i, j;
+
+ for (i = 0; i < 4; i++)
+ for (j = 0; j < 4; j++)
+ d->dm[i][j] = s->dm[i][j];
+}
+
+/* Perform 4x4 matrix multiplication:
+ * - @dst@ = @a@ * @b@
+ * - @dst@ may be a pointer to @a@ andor @b@
+ */
+static void
+color_matrix_multiply (MatrixData * dst, MatrixData * a, MatrixData * b)
+{
+ MatrixData tmp;
+ gint i, j, k;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ gfloat x = 0;
+ for (k = 0; k < 4; k++) {
+ x += a->dm[i][k] * b->dm[k][j];
+ }
+ tmp.dm[i][j] = x;
+ }
+ }
+ color_matrix_copy (dst, &tmp);
+}
+
+static void
+color_matrix_offset_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
+{
+ MatrixData a;
+
+ color_matrix_set_identity (&a);
+ a.dm[0][3] = a1;
+ a.dm[1][3] = a2;
+ a.dm[2][3] = a3;
+ color_matrix_multiply (m, &a, m);
+}
+
+static void
+color_matrix_scale_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
+{
+ MatrixData a;
+
+ color_matrix_set_identity (&a);
+ a.dm[0][0] = a1;
+ a.dm[1][1] = a2;
+ a.dm[2][2] = a3;
+ color_matrix_multiply (m, &a, m);
+}
+
+static void
+color_matrix_debug (GstD3D11ColorConvert * self, const MatrixData * s)
+{
+ GST_DEBUG_OBJECT (self,
+ "[%f %f %f %f]", s->dm[0][0], s->dm[0][1], s->dm[0][2], s->dm[0][3]);
+ GST_DEBUG_OBJECT (self,
+ "[%f %f %f %f]", s->dm[1][0], s->dm[1][1], s->dm[1][2], s->dm[1][3]);
+ GST_DEBUG_OBJECT (self,
+ "[%f %f %f %f]", s->dm[2][0], s->dm[2][1], s->dm[2][2], s->dm[2][3]);
+ GST_DEBUG_OBJECT (self,
+ "[%f %f %f %f]", s->dm[3][0], s->dm[3][1], s->dm[3][2], s->dm[3][3]);
+}
+
+static void
+color_matrix_YCbCr_to_RGB (MatrixData * m, gfloat Kr, gfloat Kb)
+{
+ gfloat Kg = 1.0 - Kr - Kb;
+ MatrixData k = {
+ {
+ {1., 0., 2 * (1 - Kr), 0.},
+ {1., -2 * Kb * (1 - Kb) / Kg, -2 * Kr * (1 - Kr) / Kg, 0.},
+ {1., 2 * (1 - Kb), 0., 0.},
+ {0., 0., 0., 1.},
+ }
+ };
+
+ color_matrix_multiply (m, &k, m);
+}
+
+static void
+color_matrix_RGB_to_YCbCr (MatrixData * m, gfloat Kr, gfloat Kb)
+{
+ gfloat Kg = 1.0 - Kr - Kb;
+ MatrixData k;
+ gfloat x;
+
+ k.dm[0][0] = Kr;
+ k.dm[0][1] = Kg;
+ k.dm[0][2] = Kb;
+ k.dm[0][3] = 0;
+
+ x = 1 / (2 * (1 - Kb));
+ k.dm[1][0] = -x * Kr;
+ k.dm[1][1] = -x * Kg;
+ k.dm[1][2] = x * (1 - Kb);
+ k.dm[1][3] = 0;
+
+ x = 1 / (2 * (1 - Kr));
+ k.dm[2][0] = x * (1 - Kr);
+ k.dm[2][1] = -x * Kg;
+ k.dm[2][2] = -x * Kb;
+ k.dm[2][3] = 0;
+
+ k.dm[3][0] = 0;
+ k.dm[3][1] = 0;
+ k.dm[3][2] = 0;
+ k.dm[3][3] = 1;
+
+ color_matrix_multiply (m, &k, m);
+}
+
+static void
+compute_matrix_to_RGB (GstD3D11ColorConvert * self, MatrixData * data,
+ GstVideoInfo * info)
+{
+ gdouble Kr = 0, Kb = 0;
+ gint offset[4], scale[4];
+
+ /* bring color components to [0..1.0] range */
+ gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
+ scale);
+
+ color_matrix_offset_components (data, -offset[0], -offset[1], -offset[2]);
+ color_matrix_scale_components (data, 1 / ((float) scale[0]),
+ 1 / ((float) scale[1]), 1 / ((float) scale[2]));
+
+ if (!GST_VIDEO_INFO_IS_RGB (info)) {
+ /* bring components to R'G'B' space */
+ if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
+ color_matrix_YCbCr_to_RGB (data, Kr, Kb);
+ }
+ color_matrix_debug (self, data);
+}
+
+static void
+compute_matrix_to_YUV (GstD3D11ColorConvert * self, MatrixData * data,
+ GstVideoInfo * info)
+{
+ gdouble Kr = 0, Kb = 0;
+ gint offset[4], scale[4];
+
+ if (!GST_VIDEO_INFO_IS_RGB (info)) {
+ /* bring components to YCbCr space */
+ if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
+ color_matrix_RGB_to_YCbCr (data, Kr, Kb);
+ }
+
+ /* bring color components to nominal range */
+ gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
+ scale);
+
+ color_matrix_scale_components (data, (float) scale[0], (float) scale[1],
+ (float) scale[2]);
+ color_matrix_offset_components (data, offset[0], offset[1], offset[2]);
+
+ color_matrix_debug (self, data);
+}
+
+static gboolean
+converter_get_matrix (GstD3D11ColorConvert * self, MatrixData * matrix,
+ GstVideoInfo * in_info, GstVideoInfo * out_info)
+{
+ gboolean same_matrix;
+ guint in_bits, out_bits;
+
+ in_bits = GST_VIDEO_INFO_COMP_DEPTH (in_info, 0);
+ out_bits = GST_VIDEO_INFO_COMP_DEPTH (out_info, 0);
+
+ same_matrix = in_info->colorimetry.matrix == out_info->colorimetry.matrix;
+
+ GST_DEBUG_OBJECT (self, "matrix %d -> %d (%d)", in_info->colorimetry.matrix,
+ out_info->colorimetry.matrix, same_matrix);
+
+ color_matrix_set_identity (matrix);
+
+ if (same_matrix) {
+ GST_DEBUG ("conversion matrix is not required");
+ return FALSE;
+ }
+
+ if (in_bits < out_bits) {
+ gint scale = 1 << (out_bits - in_bits);
+ color_matrix_scale_components (matrix,
+ 1 / (float) scale, 1 / (float) scale, 1 / (float) scale);
+ }
+
+ GST_DEBUG_OBJECT (self, "to RGB matrix");
+ compute_matrix_to_RGB (self, matrix, in_info);
+ GST_DEBUG_OBJECT (self, "current matrix");
+ color_matrix_debug (self, matrix);
+
+ GST_DEBUG_OBJECT (self, "to YUV matrix");
+ compute_matrix_to_YUV (self, matrix, out_info);
+ GST_DEBUG_OBJECT (self, "current matrix");
+ color_matrix_debug (self, matrix);
+
+ if (in_bits > out_bits) {
+ gint scale = 1 << (in_bits - out_bits);
+ color_matrix_scale_components (matrix,
+ (float) scale, (float) scale, (float) scale);
+ }
+
+ GST_DEBUG_OBJECT (self, "final matrix");
+ color_matrix_debug (self, matrix);
+
+ return TRUE;
+}
+
+static gboolean
+setup_convert_info_rgb_to_rgb (GstD3D11ColorConvert * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ ConvertInfo *convert_info = &self->priv->convert_info;
+ GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (in_info);
+
+#define IS_RGBX_FORMAT(f) \
+ ((f) == GST_VIDEO_FORMAT_RGBx || \
+ (f) == GST_VIDEO_FORMAT_xRGB || \
+ (f) == GST_VIDEO_FORMAT_BGRx || \
+ (f) == GST_VIDEO_FORMAT_xBGR)
+
+ convert_info->templ = &templ_REORDER;
+ convert_info->ps_body = g_strdup_printf (templ_REORDER_BODY,
+ IS_RGBX_FORMAT (in_format) ? "sample.a = 1.0f;" : "");
+
+#undef IS_RGBX_FORMAT
+
+ return TRUE;
+}
+
+static gboolean
+setup_convert_info_yuv_to_rgb (GstD3D11ColorConvert * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ ConvertInfo *info = &self->priv->convert_info;
+
+ info->templ = &templ_YUV_to_RGB;
+
+ switch (GST_VIDEO_INFO_FORMAT (in_info)) {
+ case GST_VIDEO_FORMAT_VUYA:
+ info->ps_body = g_strdup_printf (templ_VUYA_to_RGB_BODY);
+ break;
+ case GST_VIDEO_FORMAT_I420:
+ info->ps_body = g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY);
+ break;
+ case GST_VIDEO_FORMAT_I420_10LE:
+ info->ps_body =
+ g_strdup_printf (templ_PLANAR_YUV_HIGH_to_RGB_BODY, 64, 64, 64);
+ break;
+ case GST_VIDEO_FORMAT_NV12:
+ case GST_VIDEO_FORMAT_P010_10LE:
+ info->ps_body = g_strdup_printf (templ_SEMI_PLANAR_to_RGB_BODY);
+ break;
+ default:
+ GST_FIXME_OBJECT (self,
+ "Unhandled input format %s",
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)));
+ return FALSE;
+ }
+
+ return TRUE;
+}
+
+static gboolean
+setup_convert_info_rgb_to_yuv (GstD3D11ColorConvert * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ GST_FIXME_OBJECT (self, "Implement RGB to YUV format conversion");
+ return FALSE;
+}
+
+static gboolean
+setup_convert_info_yuv_to_yuv (GstD3D11ColorConvert * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ GST_FIXME_OBJECT (self, "Implement YUV to YUV format conversion");
+ return FALSE;
+}
+
+/* called in d3d11 device thread */
+static ID3DBlob *
+compile_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
+ gboolean is_pixel_shader)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
+ ID3DBlob *ret;
+ ID3DBlob *error = NULL;
+ const gchar *shader_target;
+ D3D_FEATURE_LEVEL feature_level;
+ HRESULT hr;
+
+ feature_level = gst_d3d11_device_get_chosen_feature_level (filter->device);
+
+ if (is_pixel_shader) {
+ if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+ shader_target = "ps_4_0";
+ else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
+ shader_target = "ps_4_0_level_9_3";
+ else
+ shader_target = "ps_4_0_level_9_1";
+ } else {
+ if (feature_level >= D3D_FEATURE_LEVEL_10_0)
+ shader_target = "vs_4_0";
+ else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
+ shader_target = "vs_4_0_level_9_3";
+ else
+ shader_target = "vs_4_0_level_9_1";
+ }
+
+ hr = D3DCompile (shader_source, strlen (shader_source), NULL, NULL, NULL,
+ "main", shader_target, 0, 0, &ret, &error);
+
+ if (FAILED (hr)) {
+ const gchar *err = NULL;
+
+ if (error)
+ err = ID3D10Blob_GetBufferPointer (error);
+
+ GST_ERROR_OBJECT (self,
+ "could not compile source, hr: 0x%x, error detail %s",
+ (guint) hr, GST_STR_NULL (err));
+
+ if (error)
+ ID3D10Blob_Release (error);
+
+ return NULL;
+ }
+
+ return ret;
+}
+
+static gboolean
+create_pixel_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
+ ID3D11PixelShader ** shader)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
+ ID3DBlob *ps_blob;
+ ID3D11Device *device_handle;
+ HRESULT hr;
+ gboolean ret = TRUE;
+
+ ps_blob = compile_shader (self, shader_source, TRUE);
+ if (!ps_blob) {
+ GST_ERROR_OBJECT (self, "Failed to compile shader code");
+ return FALSE;
+ }
+
+ device_handle = gst_d3d11_device_get_device_handle (filter->device);
+ hr = ID3D11Device_CreatePixelShader (device_handle,
+ (gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
+ ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self,
+ "could not create pixel shader, hr: 0x%x", (guint) hr);
+ ret = FALSE;
+ }
+
+ ID3D10Blob_Release (ps_blob);
+
+ return ret;
+}
+
+static gboolean
+create_vertex_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
+ const D3D11_INPUT_ELEMENT_DESC * input_desc,
+ guint desc_size, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
+ ID3DBlob *vs_blob;
+ ID3D11Device *device_handle;
+ HRESULT hr;
+ ID3D11VertexShader *vshader = NULL;
+ ID3D11InputLayout *in_layout = NULL;
+
+ vs_blob = compile_shader (self, shader_source, FALSE);
+ if (!vs_blob) {
+ GST_ERROR_OBJECT (self, "Failed to compile shader code");
+ return FALSE;
+ }
+
+ device_handle = gst_d3d11_device_get_device_handle (filter->device);
+
+ hr = ID3D11Device_CreateVertexShader (device_handle,
+ (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
+ ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self,
+ "could not create vertex shader, hr: 0x%x", (guint) hr);
+ ID3D10Blob_Release (vs_blob);
+ return FALSE;
+ }
+
+ hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
+ desc_size, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
+ ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self,
+ "could not create input layout shader, hr: 0x%x", (guint) hr);
+ ID3D10Blob_Release (vs_blob);
+ ID3D11VertexShader_Release (vshader);
+ return FALSE;
+ }
+
+ ID3D10Blob_Release (vs_blob);
+
+ *shader = vshader;
+ *layout = in_layout;
+
+ return TRUE;
+}
+
+static gboolean
+create_shader_input_resource (GstD3D11ColorConvert * self,
+ GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
+{
+ D3D11_TEXTURE2D_DESC texture_desc = { 0, };
+ D3D11_SHADER_RESOURCE_VIEW_DESC view_desc = { 0 };
+ HRESULT hr;
+ ID3D11Device *device_handle;
+ ID3D11Texture2D *tex[GST_VIDEO_MAX_PLANES] = { NULL, };
+ ID3D11ShaderResourceView *view[GST_VIDEO_MAX_PLANES] = { NULL, };
+ gint i;
+
+ device_handle = gst_d3d11_device_get_device_handle (device);
+
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+
+ if (format->dxgi_format == DXGI_FORMAT_UNKNOWN) {
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
+ break;
+
+ texture_desc.Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
+ texture_desc.Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
+ texture_desc.Format = format->resource_format[i];
+
+ hr = ID3D11Device_CreateTexture2D (device_handle,
+ &texture_desc, NULL, &tex[i]);
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
+ goto error;
+ }
+ }
+ } else {
+ texture_desc.Width = GST_VIDEO_INFO_WIDTH (info);
+ texture_desc.Height = GST_VIDEO_INFO_HEIGHT (info);
+ texture_desc.Format = format->dxgi_format;
+
+ hr = ID3D11Device_CreateTexture2D (device_handle,
+ &texture_desc, NULL, &tex[0]);
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
+ goto error;
+ }
+
+ if (format->dxgi_format == DXGI_FORMAT_NV12 ||
+ format->dxgi_format == DXGI_FORMAT_P010) {
+ ID3D11Resource_AddRef (tex[0]);
+ tex[1] = tex[0];
+ }
+ }
+
+ view_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ view_desc.Texture2D.MipLevels = 1;
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
+ break;
+
+ view_desc.Format = format->resource_format[i];
+ hr = ID3D11Device_CreateShaderResourceView (device_handle,
+ (ID3D11Resource *) tex[i], &view_desc, &view[i]);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self,
+ "Failed to create resource view (0x%x)", (guint) hr);
+ goto error;
+ }
+ }
+
+ self->num_input_view = i;
+
+ GST_DEBUG_OBJECT (self,
+ "%d shader resource view created", self->num_input_view);
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ self->in_texture[i] = tex[i];
+ self->shader_resource_view[i] = view[i];
+ }
+
+ return TRUE;
+
+error:
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (view[i])
+ ID3D11ShaderResourceView_Release (view[i]);
+ }
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (tex[i])
+ ID3D11Texture2D_Release (tex[i]);
+ }
+
+ return FALSE;
+}
+
+static gboolean
+create_shader_output_resource (GstD3D11ColorConvert * self,
+ GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
+{
+ D3D11_TEXTURE2D_DESC texture_desc = { 0, };
+ D3D11_RENDER_TARGET_VIEW_DESC view_desc = { 0, };
+ HRESULT hr;
+ ID3D11Device *device_handle;
+ ID3D11Texture2D *tex[GST_VIDEO_MAX_PLANES] = { NULL, };
+ ID3D11RenderTargetView *view[GST_VIDEO_MAX_PLANES] = { NULL, };
+ gint i;
+
+ device_handle = gst_d3d11_device_get_device_handle (device);
+
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags =
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+
+ if (format->dxgi_format == DXGI_FORMAT_UNKNOWN) {
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
+ break;
+
+ texture_desc.Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
+ texture_desc.Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
+ texture_desc.Format = format->resource_format[i];
+
+ hr = ID3D11Device_CreateTexture2D (device_handle,
+ &texture_desc, NULL, &tex[i]);
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
+ goto error;
+ }
+ }
+ } else {
+ texture_desc.Width = GST_VIDEO_INFO_WIDTH (info);
+ texture_desc.Height = GST_VIDEO_INFO_HEIGHT (info);
+ texture_desc.Format = format->dxgi_format;
+
+ hr = ID3D11Device_CreateTexture2D (device_handle,
+ &texture_desc, NULL, &tex[0]);
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
+ goto error;
+ }
+
+ if (format->dxgi_format == DXGI_FORMAT_NV12 ||
+ format->dxgi_format == DXGI_FORMAT_P010) {
+ ID3D11Resource_AddRef (tex[0]);
+ tex[1] = tex[0];
+ }
+ }
+
+ view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ view_desc.Texture2D.MipSlice = 0;
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
+ break;
+
+ view_desc.Format = format->resource_format[i];
+ hr = ID3D11Device_CreateRenderTargetView (device_handle,
+ (ID3D11Resource *) tex[i], &view_desc, &view[i]);
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self,
+ "Failed to create %dth render target view (0x%x)", i, (guint) hr);
+ goto error;
+ }
+ }
+
+ self->num_output_view = i;
+
+ GST_DEBUG_OBJECT (self, "%d render view created", self->num_output_view);
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ self->out_texture[i] = tex[i];
+ self->render_target_view[i] = view[i];
+ }
+
+ return TRUE;
+
+error:
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (view[i])
+ ID3D11RenderTargetView_Release (view[i]);
+ }
+
+ for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
+ if (tex[i])
+ ID3D11Texture2D_Release (tex[i]);
+ }
+
+ return FALSE;
+}
+
+typedef struct
+{
+ GstD3D11ColorConvert *self;
+ GstVideoInfo *in_info;
+ GstVideoInfo *out_info;
+ gboolean ret;
+} SetupShaderData;
+
+static void
+gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
+ SetupShaderData * data)
+{
+ GstD3D11ColorConvert *self = data->self;
+ HRESULT hr;
+ D3D11_SAMPLER_DESC sampler_desc = { 0, };
+ D3D11_INPUT_ELEMENT_DESC input_desc[2] = { 0, };
+ D3D11_BUFFER_DESC buffer_desc = { 0, };
+ D3D11_MAPPED_SUBRESOURCE map;
+ VertexData *vertex_data;
+ WORD *indices;
+ ID3D11Device *device_handle;
+ ID3D11DeviceContext *context_handle;
+ gchar *shader_code = NULL;
+ ConvertInfo *convert_info = &self->priv->convert_info;
+ GstVideoInfo *in_info = data->in_info;
+ GstVideoInfo *out_info = data->out_info;
+
+ data->ret = TRUE;
+
+ device_handle = gst_d3d11_device_get_device_handle (device);
+ context_handle = gst_d3d11_device_get_device_context_handle (device);
+
+ /* bilinear filtering */
+ 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;
+
+ hr = ID3D11Device_CreateSamplerState (device_handle,
+ &sampler_desc, &self->sampler);
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't create sampler state, hr: 0x%x",
+ (guint) hr);
+ goto error;
+ }
+
+ shader_code = g_strdup_printf (templ_pixel_shader,
+ convert_info->templ->constant_buffer ?
+ convert_info->templ->constant_buffer : "",
+ convert_info->templ->func ? convert_info->templ->func : "",
+ convert_info->ps_body);
+
+ GST_LOG_OBJECT (self, "Create Pixel Shader \n%s", shader_code);
+
+ if (!create_pixel_shader (self, shader_code, &self->pixel_shader)) {
+ GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
+ goto error;
+ }
+
+ if (convert_info->templ->constant_buffer) {
+ D3D11_BUFFER_DESC const_buffer_desc = { 0, };
+
+ const_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ const_buffer_desc.ByteWidth = sizeof (PixelShaderColorTransform);
+ const_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ const_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ const_buffer_desc.MiscFlags = 0;
+ const_buffer_desc.StructureByteStride = 0;
+
+ hr = ID3D11Device_CreateBuffer (device_handle, &const_buffer_desc, NULL,
+ &self->const_buffer);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't create constant buffer, hr: 0x%x",
+ (guint) hr);
+ goto error;
+ }
+
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) self->const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
+ &map);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't map constant buffer, hr: 0x%x",
+ (guint) hr);
+ goto error;
+ }
+
+ memcpy (map.pData, &convert_info->transform,
+ sizeof (PixelShaderColorTransform));
+
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) self->const_buffer, 0);
+ }
+
+ input_desc[0].SemanticName = "POSITION";
+ input_desc[0].SemanticIndex = 0;
+ input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
+ input_desc[0].InputSlot = 0;
+ input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
+ input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ input_desc[0].InstanceDataStepRate = 0;
+
+ input_desc[1].SemanticName = "TEXCOORD";
+ input_desc[1].SemanticIndex = 0;
+ input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
+ input_desc[1].InputSlot = 0;
+ input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
+ input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ input_desc[1].InstanceDataStepRate = 0;
+
+ if (!create_vertex_shader (self, templ_vertex_shader,
+ input_desc, G_N_ELEMENTS (input_desc), &self->vertex_shader,
+ &self->layout)) {
+ GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
+ goto error;
+ }
+
+ /* setup vertext buffer and index buffer */
+ 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;
+
+ hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
+ &self->vertex_buffer);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't create vertex buffer, hr: 0x%x",
+ (guint) hr);
+ goto error;
+ }
+
+ /* two triangle */
+ self->index_count = 2 * 3;
+
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.ByteWidth = sizeof (WORD) * self->index_count;
+ buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
+ &self->index_buffer);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't create index buffer, hr: 0x%x",
+ (guint) hr);
+ goto error;
+ }
+
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) self->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
+ &map);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
+ goto error;
+ }
+
+ vertex_data = (VertexData *) map.pData;
+
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) self->index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
+ &map);
+
+ if (FAILED (hr)) {
+ GST_ERROR_OBJECT (self, "Couldn't map index buffer, hr: 0x%x", (guint) hr);
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) self->vertex_buffer, 0);
+ goto error;
+ }
+
+ indices = (WORD *) map.pData;
+
+ /* bottom left */
+ 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;
+
+ /* top left */
+ 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;
+
+ /* top right */
+ 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;
+
+ /* bottom right */
+ 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;
+
+ /* clockwise indexing */
+ indices[0] = 0; /* bottom left */
+ indices[1] = 1; /* top left */
+ indices[2] = 2; /* top right */
+
+ indices[3] = 3; /* bottom right */
+ indices[4] = 0; /* bottom left */
+ indices[5] = 2; /* top right */
+
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) self->vertex_buffer, 0);
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) self->index_buffer, 0);
+
+ /* create output texture */
+ if (!create_shader_input_resource (self,
+ device, self->in_d3d11_format, in_info))
+ goto error;
+
+ if (!create_shader_output_resource (self,
+ device, self->out_d3d11_format, out_info))
+ goto error;
+
+ return;
+
+error:
+ clear_shader_resource (device, self);
+
+ g_free (shader_code);
+ data->ret = FALSE;
+
+ return;
+}
+
+static gboolean
+gst_d3d11_color_convert_set_info (GstD3D11BaseFilter * filter,
+ GstCaps * incaps, GstVideoInfo * in_info, GstCaps * outcaps,
+ GstVideoInfo * out_info)
+{
+ GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (filter);
+ SetupShaderData data;
+ const GstVideoInfo *unknown_info;
+ gboolean is_supported = FALSE;
+ MatrixData matrix;
+
+ gst_d3d11_color_convert_clear_shader_resource (self);
+
+ GST_DEBUG_OBJECT (self, "Setup convert with format %s -> %s",
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)),
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
+
+ /* these must match */
+ if (in_info->width != out_info->width || in_info->height != out_info->height
+ || in_info->fps_n != out_info->fps_n || in_info->fps_d != out_info->fps_d)
+ goto format_mismatch;
+
+ /* if present, these must match too */
+ if (in_info->par_n != out_info->par_n || in_info->par_d != out_info->par_d)
+ goto format_mismatch;
+
+ /* if present, these must match too */
+ if (in_info->interlace_mode != out_info->interlace_mode)
+ goto format_mismatch;
+
+ self->in_d3d11_format =
+ gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (in_info));
+ if (!self->in_d3d11_format) {
+ unknown_info = in_info;
+ goto format_unknown;
+ }
+
+ self->out_d3d11_format =
+ gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (out_info));
+ if (!self->out_d3d11_format) {
+ unknown_info = out_info;
+ goto format_unknown;
+ }
+
+ if (GST_VIDEO_INFO_IS_RGB (in_info)) {
+ if (GST_VIDEO_INFO_IS_RGB (out_info)) {
+ is_supported = setup_convert_info_rgb_to_rgb (self, in_info, out_info);
+ } else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
+ is_supported = setup_convert_info_rgb_to_yuv (self, in_info, out_info);
+ }
+ } else if (GST_VIDEO_INFO_IS_YUV (in_info)) {
+ if (GST_VIDEO_INFO_IS_RGB (out_info)) {
+ is_supported = setup_convert_info_yuv_to_rgb (self, in_info, out_info);
+ } else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
+ is_supported = setup_convert_info_yuv_to_yuv (self, in_info, out_info);
+ }
+ }
+
+ if (!is_supported) {
+ goto conversion_not_supported;
+ }
+
+ if (converter_get_matrix (self, &matrix, in_info, out_info)) {
+ PixelShaderColorTransform *transform = &self->priv->convert_info.transform;
+
+ /* padding the last column for 16bytes alignment */
+ transform->trans_matrix[0] = matrix.dm[0][0];
+ transform->trans_matrix[1] = matrix.dm[0][1];
+ transform->trans_matrix[2] = matrix.dm[0][2];
+ transform->trans_matrix[3] = 0;
+ transform->trans_matrix[4] = matrix.dm[1][0];
+ transform->trans_matrix[5] = matrix.dm[1][1];
+ transform->trans_matrix[6] = matrix.dm[1][2];
+ transform->trans_matrix[7] = 0;
+ transform->trans_matrix[8] = matrix.dm[2][0];
+ transform->trans_matrix[9] = matrix.dm[2][1];
+ transform->trans_matrix[10] = matrix.dm[2][2];
+ transform->trans_matrix[11] = 0;
+ }
+
+ self->viewport.TopLeftX = 0;
+ self->viewport.TopLeftY = 0;
+ self->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
+ self->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
+ self->viewport.MinDepth = 0.0f;
+ self->viewport.MaxDepth = 1.0f;
+
+ data.self = self;
+ data.in_info = in_info;
+ data.out_info = out_info;
+ gst_d3d11_device_thread_add (filter->device,
+ (GstD3D11DeviceThreadFunc) gst_d3d11_color_convert_setup_shader, &data);
+
+ if (!data.ret) {
+ GST_ERROR_OBJECT (self, "Couldn't setup shader");
+ return FALSE;
+ }
+
+ return TRUE;
+
+ /* ERRORS */
+format_mismatch:
+ {
+ GST_ERROR_OBJECT (self, "input and output formats do not match");
+ return FALSE;
+ }
+format_unknown:
+ {
+ GST_ERROR_OBJECT (self,
+ "%s couldn't be converted to d3d11 format",
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (unknown_info)));
+ return FALSE;
+ }
+conversion_not_supported:
+ {
+ GST_ERROR_OBJECT (self,
+ "Conversion %s to %s not supported",
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)),
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
+ return FALSE;
+ }
+}
+
+typedef struct
+{
+ GstD3D11ColorConvert *self;
+ GstBuffer *in_buf;
+ GstBuffer *out_buf;
+} DoConvertData;
+
+static void
+do_convert (GstD3D11Device * device, DoConvertData * data)
+{
+ GstD3D11ColorConvert *self = data->self;
+ ID3D11DeviceContext *context_handle;
+ UINT vertex_stride = sizeof (VertexData);
+ UINT offsets = 0;
+ ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
+ gint i;
+
+ context_handle = gst_d3d11_device_get_device_context_handle (device);
+
+ for (i = 0; i < gst_buffer_n_memory (data->in_buf); i++) {
+ GstMemory *mem = gst_buffer_peek_memory (data->in_buf, i);
+ GstD3D11Memory *d3d11_mem;
+ GstMapInfo info;
+
+ g_assert (gst_is_d3d11_memory (mem));
+
+ /* map to transfer pending staging data if any */
+ gst_memory_map (mem, &info, GST_MAP_READ | GST_MAP_D3D11);
+ gst_memory_unmap (mem, &info);
+
+ d3d11_mem = (GstD3D11Memory *) mem;
+
+ ID3D11DeviceContext_CopySubresourceRegion (context_handle,
+ (ID3D11Resource *) self->in_texture[i], 0, 0, 0, 0,
+ (ID3D11Resource *) d3d11_mem->texture, 0, NULL);
+ }
+
+ ID3D11DeviceContext_OMSetRenderTargets (context_handle,
+ self->num_output_view, self->render_target_view, NULL);
+ ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
+ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D11DeviceContext_IASetInputLayout (context_handle, self->layout);
+ ID3D11DeviceContext_IASetVertexBuffers (context_handle,
+ 0, 1, &self->vertex_buffer, &vertex_stride, &offsets);
+ ID3D11DeviceContext_IASetIndexBuffer (context_handle,
+ self->index_buffer, DXGI_FORMAT_R16_UINT, 0);
+
+ ID3D11DeviceContext_VSSetShader (context_handle,
+ self->vertex_shader, NULL, 0);
+
+ ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &self->sampler);
+
+ if (self->const_buffer) {
+ ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
+ 0, 1, &self->const_buffer);
+ }
+
+ ID3D11DeviceContext_PSSetShaderResources (context_handle,
+ 0, self->num_input_view, self->shader_resource_view);
+
+ /* FIXME: handle multiple shader case */
+ ID3D11DeviceContext_PSSetShader (context_handle, self->pixel_shader, NULL, 0);
+ ID3D11DeviceContext_RSSetViewports (context_handle, 1, &self->viewport);
+ ID3D11DeviceContext_DrawIndexed (context_handle, self->index_count, 0, 0);
+
+ /* unbind resources */
+ ID3D11DeviceContext_PSSetShaderResources (context_handle,
+ 0, self->num_input_view, clear_view);
+
+ for (i = 0; i < gst_buffer_n_memory (data->out_buf); i++) {
+ GstMemory *mem = gst_buffer_peek_memory (data->out_buf, i);
+ GstD3D11Memory *d3d11_mem;
+
+ g_assert (gst_is_d3d11_memory (mem));
+
+ d3d11_mem = (GstD3D11Memory *) mem;
+
+ ID3D11DeviceContext_CopySubresourceRegion (context_handle,
+ (ID3D11Resource *) d3d11_mem->texture, 0, 0, 0, 0,
+ (ID3D11Resource *) self->out_texture[i], 0, NULL);
+ }
+}
+
+static GstFlowReturn
+gst_d3d11_color_convert_transform (GstBaseTransform * trans,
+ GstBuffer * inbuf, GstBuffer * outbuf)
+{
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
+ GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (trans);
+ DoConvertData data;
+
+ data.self = self;
+ data.in_buf = inbuf;
+ data.out_buf = outbuf;
+
+ gst_d3d11_device_thread_add (filter->device,
+ (GstD3D11DeviceThreadFunc) do_convert, &data);
+
+ return GST_FLOW_OK;
+}