typedef struct _GstD3D11ColorConvert GstD3D11ColorConvert;
typedef struct _GstD3D11ColorConvertClass GstD3D11ColorConvertClass;
-typedef struct _GstD3D11ColorConvertPrivate GstD3D11ColorConvertPrivate;
G_END_DECLS
#include "gstd3d11device.h"
#include "gstd3d11bufferpool.h"
-#include <string.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
);
#define gst_d3d11_color_convert_parent_class parent_class
-G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11ColorConvert,
+G_DEFINE_TYPE (GstD3D11ColorConvert,
gst_d3d11_color_convert, GST_TYPE_D3D11_BASE_FILTER);
static void gst_d3d11_color_convert_dispose (GObject * object);
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)
{
static void
gst_d3d11_color_convert_init (GstD3D11ColorConvert * self)
{
- self->priv = gst_d3d11_color_convert_get_instance_private (self);
}
static void
}
}
+ self->num_input_view = 0;
+ self->num_output_view = 0;
+
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (self->in_texture[i]) {
ID3D11Texture2D_Release (self->in_texture[i]);
}
}
- if (self->quad)
- gst_d3d11_quad_free (self->quad);
- self->quad = NULL;
+ if (self->converter)
+ gst_d3d11_color_converter_free (self->converter);
+ self->converter = NULL;
}
static void
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)
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 = gst_d3d11_caps_fixate_format (caps, gst_caps_ref (othercaps));
+
+ if (!result)
result = othercaps;
- } else {
+ 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);
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;
-}
-
static gboolean
create_shader_input_resource (GstD3D11ColorConvert * self,
GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
ID3D11ShaderResourceView *view[GST_VIDEO_MAX_PLANES] = { NULL, };
gint i;
+ if (self->num_input_view)
+ return TRUE;
+
device_handle = gst_d3d11_device_get_device_handle (device);
texture_desc.MipLevels = 1;
ID3D11RenderTargetView *view[GST_VIDEO_MAX_PLANES] = { NULL, };
gint i;
+ if (self->num_output_view)
+ return TRUE;
+
device_handle = gst_d3d11_device_get_device_handle (device);
texture_desc.MipLevels = 1;
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;
- ID3D11PixelShader *ps = NULL;
- ID3D11VertexShader *vs = NULL;
- ID3D11InputLayout *layout = NULL;
- ID3D11SamplerState *sampler = NULL;
- ID3D11Buffer *const_buffer = NULL;
- ID3D11Buffer *vertex_buffer = NULL;
- ID3D11Buffer *index_buffer = NULL;
- const guint index_count = 2 * 3;
-
- 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, &sampler);
- if (FAILED (hr)) {
- GST_ERROR_OBJECT (self, "Couldn't create sampler state, hr: 0x%x",
- (guint) hr);
- data->ret = FALSE;
- goto clear;
- }
-
- 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 (!gst_d3d11_create_pixel_shader (device, shader_code, &ps)) {
- GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
-
- g_free (shader_code);
- data->ret = FALSE;
- goto clear;
- }
-
- g_free (shader_code);
-
- 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,
- &const_buffer);
-
- if (FAILED (hr)) {
- GST_ERROR_OBJECT (self, "Couldn't create constant buffer, hr: 0x%x",
- (guint) hr);
- data->ret = FALSE;
- goto clear;
- }
-
- hr = ID3D11DeviceContext_Map (context_handle,
- (ID3D11Resource *) 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);
- data->ret = FALSE;
- goto clear;
- }
-
- memcpy (map.pData, &convert_info->transform,
- sizeof (PixelShaderColorTransform));
-
- ID3D11DeviceContext_Unmap (context_handle,
- (ID3D11Resource *) 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 (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
- input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
- GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
- data->ret = FALSE;
- goto clear;
- }
-
- /* 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,
- &vertex_buffer);
-
- if (FAILED (hr)) {
- GST_ERROR_OBJECT (self, "Couldn't create vertex buffer, hr: 0x%x",
- (guint) hr);
- data->ret = FALSE;
- goto clear;
- }
-
- buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
- buffer_desc.ByteWidth = sizeof (WORD) * index_count;
- buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
-
- hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
- &index_buffer);
-
- if (FAILED (hr)) {
- GST_ERROR_OBJECT (self, "Couldn't create index buffer, hr: 0x%x",
- (guint) hr);
- data->ret = FALSE;
- goto clear;
- }
-
- hr = ID3D11DeviceContext_Map (context_handle,
- (ID3D11Resource *) 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);
- data->ret = FALSE;
- goto clear;
- }
-
- vertex_data = (VertexData *) map.pData;
-
- hr = ID3D11DeviceContext_Map (context_handle,
- (ID3D11Resource *) 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 *) vertex_buffer, 0);
- data->ret = FALSE;
- goto clear;
- }
-
- 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 *) vertex_buffer, 0);
- ID3D11DeviceContext_Unmap (context_handle,
- (ID3D11Resource *) index_buffer, 0);
-
- /* create output texture */
- if (!create_shader_input_resource (self,
- device, self->in_d3d11_format, in_info)) {
- data->ret = FALSE;
- goto clear;
- }
- if (!create_shader_output_resource (self,
- device, self->out_d3d11_format, out_info)) {
- data->ret = FALSE;
- goto clear;
- }
-
- self->quad = gst_d3d11_quad_new (device,
- ps, vs, layout, sampler, const_buffer, vertex_buffer, sizeof (VertexData),
- index_buffer, DXGI_FORMAT_R16_UINT, index_count);
-
-clear:
- if (ps)
- ID3D11PixelShader_Release (ps);
- if (vs)
- ID3D11VertexShader_Release (vs);
- if (layout)
- ID3D11InputLayout_Release (layout);
- if (sampler)
- ID3D11SamplerState_AddRef (sampler);
- if (const_buffer)
- ID3D11Buffer_Release (const_buffer);
- if (vertex_buffer)
- ID3D11Buffer_Release (vertex_buffer);
- if (index_buffer)
- ID3D11Buffer_Release (index_buffer);
-
- if (!data->ret)
- clear_shader_resource (device, self);
-
- 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);
if (in_info->interlace_mode != out_info->interlace_mode)
goto format_mismatch;
+ /* do not need to setup converter */
+ if (!self->can_convert)
+ return TRUE;
+
self->in_d3d11_format =
gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (in_info));
if (!self->in_d3d11_format) {
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->converter = gst_d3d11_color_converter_new (filter->device,
+ in_info, out_info);
- 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");
+ if (!self->converter) {
+ GST_ERROR_OBJECT (self, "couldn't set converter");
return FALSE;
}
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;
+
+ gboolean ret;
} DoConvertData;
static void
do_convert (GstD3D11Device * device, DoConvertData * data)
{
GstD3D11ColorConvert *self = data->self;
+ GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
ID3D11DeviceContext *context_handle;
ID3D11ShaderResourceView *resource_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11RenderTargetView *render_view[GST_VIDEO_MAX_PLANES] = { NULL, };
} else {
GST_TRACE_OBJECT (self, "Render using fallback input texture");
copy_input = TRUE;
+
+ if (!create_shader_input_resource (self, device,
+ self->in_d3d11_format, &filter->in_info)) {
+ GST_ERROR_OBJECT (self, "Failed to configure fallback input texture");
+ data->ret = FALSE;
+ return;
+ }
break;
}
}
} else {
GST_TRACE_OBJECT (self, "Render to fallback output texture");
copy_output = TRUE;
+
+ if (!create_shader_output_resource (self, device, self->out_d3d11_format,
+ &filter->out_info)) {
+ GST_ERROR_OBJECT (self, "Failed to configure fallback output texture");
+ data->ret = FALSE;
+ return;
+ }
break;
}
}
- gst_d3d11_draw_quad (self->quad, &self->viewport, 1,
+ data->ret = gst_d3d11_color_converter_convert (self->converter,
copy_input ? self->shader_resource_view : resource_view,
- self->num_input_view,
- copy_output ? self->render_target_view : render_view,
- self->num_output_view);
+ copy_output ? self->render_target_view : render_view);
- if (copy_output) {
+ if (data->ret && copy_output) {
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;
data.self = self;
data.in_buf = inbuf;
data.out_buf = outbuf;
+ data.ret = TRUE;
gst_d3d11_device_thread_add (filter->device,
(GstD3D11DeviceThreadFunc) do_convert, &data);
+ if (!data.ret)
+ return GST_FLOW_ERROR;
+
return GST_FLOW_OK;
}
#include <gst/gst.h>
#include "gstd3d11basefilter.h"
-#include "gstd3d11shader.h"
+#include "gstd3d11colorconverter.h"
G_BEGIN_DECLS
const GstD3D11Format *in_d3d11_format;
const GstD3D11Format *out_d3d11_format;
- GstD3D11Quad *quad;
-
ID3D11Texture2D *in_texture[GST_VIDEO_MAX_PLANES];
ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
guint num_input_view;
ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES];
guint num_output_view;
- D3D11_VIEWPORT viewport;
- gboolean can_convert;
+ GstD3D11ColorConverter *converter;
- GstD3D11ColorConvertPrivate *priv;
+ gboolean can_convert;
};
struct _GstD3D11ColorConvertClass
--- /dev/null
+/* GStreamer
+ * 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.
+ */
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include "gstd3d11colorconverter.h"
+#include "gstd3d11utils.h"
+#include "gstd3d11device.h"
+#include "gstd3d11shader.h"
+#include "gstd3d11format.h"
+
+#include <string.h>
+
+GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_colorconverter_debug);
+#define GST_CAT_DEFAULT gst_d3d11_colorconverter_debug
+
+/* *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 _GstD3D11ColorConverter
+{
+ GstD3D11Device *device;
+ GstVideoInfo in_info;
+ GstVideoInfo out_info;
+
+ const GstD3D11Format *in_d3d11_format;
+ const GstD3D11Format *out_d3d11_format;
+
+ guint num_input_view;
+ guint num_output_view;
+
+ GstD3D11Quad *quad;
+
+ D3D11_VIEWPORT viewport;
+
+ ConvertInfo convert_info;
+};
+
+/* 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 (GstD3D11ColorConverter * self, const MatrixData * s)
+{
+ GST_DEBUG ("[%f %f %f %f]",
+ s->dm[0][0], s->dm[0][1], s->dm[0][2], s->dm[0][3]);
+ GST_DEBUG ("[%f %f %f %f]",
+ s->dm[1][0], s->dm[1][1], s->dm[1][2], s->dm[1][3]);
+ GST_DEBUG ("[%f %f %f %f]",
+ s->dm[2][0], s->dm[2][1], s->dm[2][2], s->dm[2][3]);
+ GST_DEBUG ("[%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 (GstD3D11ColorConverter * 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 (GstD3D11ColorConverter * 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 (GstD3D11ColorConverter * 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 ("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 ("to RGB matrix");
+ compute_matrix_to_RGB (self, matrix, in_info);
+ GST_DEBUG ("current matrix");
+ color_matrix_debug (self, matrix);
+
+ GST_DEBUG ("to YUV matrix");
+ compute_matrix_to_YUV (self, matrix, out_info);
+ GST_DEBUG ("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 ("final matrix");
+ color_matrix_debug (self, matrix);
+
+ return TRUE;
+}
+
+static gboolean
+setup_convert_info_rgb_to_rgb (GstD3D11ColorConverter * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ ConvertInfo *convert_info = &self->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 (GstD3D11ColorConverter * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ ConvertInfo *info = &self->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 (GstD3D11ColorConverter * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ GST_FIXME ("Implement RGB to YUV format conversion");
+ return FALSE;
+}
+
+static gboolean
+setup_convert_info_yuv_to_yuv (GstD3D11ColorConverter * self,
+ const GstVideoInfo * in_info, const GstVideoInfo * out_info)
+{
+ GST_FIXME ("Implement YUV to YUV format conversion");
+ return FALSE;
+}
+
+typedef struct
+{
+ GstD3D11ColorConverter *self;
+ GstVideoInfo *in_info;
+ GstVideoInfo *out_info;
+ gboolean ret;
+} SetupShaderData;
+
+static void
+gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
+ SetupShaderData * data)
+{
+ GstD3D11ColorConverter *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->convert_info;
+ ID3D11PixelShader *ps = NULL;
+ ID3D11VertexShader *vs = NULL;
+ ID3D11InputLayout *layout = NULL;
+ ID3D11SamplerState *sampler = NULL;
+ ID3D11Buffer *const_buffer = NULL;
+ ID3D11Buffer *vertex_buffer = NULL;
+ ID3D11Buffer *index_buffer = NULL;
+ const guint index_count = 2 * 3;
+
+ 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, &sampler);
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ 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 ("Create Pixel Shader \n%s", shader_code);
+
+ if (!gst_d3d11_create_pixel_shader (device, shader_code, &ps)) {
+ GST_ERROR ("Couldn't create pixel shader");
+
+ g_free (shader_code);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ g_free (shader_code);
+
+ 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,
+ &const_buffer);
+
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't create constant buffer, hr: 0x%x", (guint) hr);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't map constant buffer, hr: 0x%x", (guint) hr);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ memcpy (map.pData, &convert_info->transform,
+ sizeof (PixelShaderColorTransform));
+
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) 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 (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
+ input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
+ GST_ERROR ("Couldn't vertex pixel shader");
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ /* 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,
+ &vertex_buffer);
+
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.ByteWidth = sizeof (WORD) * index_count;
+ buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
+ &index_buffer);
+
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ vertex_data = (VertexData *) map.pData;
+
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+
+ if (FAILED (hr)) {
+ GST_ERROR ("Couldn't map index buffer, hr: 0x%x", (guint) hr);
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) vertex_buffer, 0);
+ data->ret = FALSE;
+ goto clear;
+ }
+
+ 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 *) vertex_buffer, 0);
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) index_buffer, 0);
+
+ self->quad = gst_d3d11_quad_new (device,
+ ps, vs, layout, sampler, const_buffer, vertex_buffer, sizeof (VertexData),
+ index_buffer, DXGI_FORMAT_R16_UINT, index_count);
+
+ self->num_input_view = GST_VIDEO_INFO_N_PLANES (data->in_info);
+ self->num_output_view = GST_VIDEO_INFO_N_PLANES (data->out_info);
+
+clear:
+ if (ps)
+ ID3D11PixelShader_Release (ps);
+ if (vs)
+ ID3D11VertexShader_Release (vs);
+ if (layout)
+ ID3D11InputLayout_Release (layout);
+ if (sampler)
+ ID3D11SamplerState_AddRef (sampler);
+ if (const_buffer)
+ ID3D11Buffer_Release (const_buffer);
+ if (vertex_buffer)
+ ID3D11Buffer_Release (vertex_buffer);
+ if (index_buffer)
+ ID3D11Buffer_Release (index_buffer);
+
+ return;
+}
+
+GstD3D11ColorConverter *
+gst_d3d11_color_converter_new (GstD3D11Device * device,
+ GstVideoInfo * in_info, GstVideoInfo * out_info)
+{
+ SetupShaderData data;
+ const GstVideoInfo *unknown_info;
+ const GstD3D11Format *in_d3d11_format;
+ const GstD3D11Format *out_d3d11_format;
+ gboolean is_supported = FALSE;
+ MatrixData matrix;
+ GstD3D11ColorConverter *converter = NULL;
+
+ g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
+ g_return_val_if_fail (in_info != NULL, NULL);
+ g_return_val_if_fail (out_info != NULL, NULL);
+
+ GST_DEBUG ("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)));
+
+ in_d3d11_format = gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (in_info));
+ if (!in_d3d11_format) {
+ unknown_info = in_info;
+ goto format_unknown;
+ }
+
+ out_d3d11_format =
+ gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (out_info));
+ if (!out_d3d11_format) {
+ unknown_info = out_info;
+ goto format_unknown;
+ }
+
+ converter = g_new0 (GstD3D11ColorConverter, 1);
+ converter->device = gst_object_ref (device);
+
+ if (GST_VIDEO_INFO_IS_RGB (in_info)) {
+ if (GST_VIDEO_INFO_IS_RGB (out_info)) {
+ is_supported =
+ setup_convert_info_rgb_to_rgb (converter, in_info, out_info);
+ } else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
+ is_supported =
+ setup_convert_info_rgb_to_yuv (converter, 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 (converter, in_info, out_info);
+ } else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
+ is_supported =
+ setup_convert_info_yuv_to_yuv (converter, in_info, out_info);
+ }
+ }
+
+ if (!is_supported) {
+ goto conversion_not_supported;
+ }
+
+ if (converter_get_matrix (converter, &matrix, in_info, out_info)) {
+ PixelShaderColorTransform *transform = &converter->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;
+ }
+
+ converter->viewport.TopLeftX = 0;
+ converter->viewport.TopLeftY = 0;
+ converter->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
+ converter->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
+ converter->viewport.MinDepth = 0.0f;
+ converter->viewport.MaxDepth = 1.0f;
+
+ data.self = converter;
+ data.in_info = in_info;
+ data.out_info = out_info;
+ gst_d3d11_device_thread_add (device,
+ (GstD3D11DeviceThreadFunc) gst_d3d11_color_convert_setup_shader, &data);
+
+ if (!data.ret || !converter->quad) {
+ GST_ERROR ("Couldn't setup shader");
+ gst_d3d11_color_converter_free (converter);
+ converter = NULL;
+ }
+
+ return converter;
+
+ /* ERRORS */
+format_unknown:
+ {
+ GST_ERROR ("%s couldn't be converted to d3d11 format",
+ gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (unknown_info)));
+ return NULL;
+ }
+conversion_not_supported:
+ {
+ GST_ERROR ("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)));
+ gst_d3d11_color_converter_free (converter);
+ return NULL;
+ }
+}
+
+void
+gst_d3d11_color_converter_free (GstD3D11ColorConverter * converter)
+{
+ g_return_if_fail (converter != NULL);
+
+ if (converter->quad)
+ gst_d3d11_quad_free (converter->quad);
+
+ gst_clear_object (&converter->device);
+ g_free (converter->convert_info.ps_body);
+ g_free (converter);
+}
+
+typedef struct
+{
+ GstD3D11ColorConverter *self;
+ ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
+ ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES];
+
+ gboolean ret;
+} DoConvertData;
+
+static void
+do_convert (GstD3D11Device * device, DoConvertData * data)
+{
+ GstD3D11ColorConverter *self = data->self;
+
+ data->ret =
+ gst_d3d11_draw_quad (self->quad, &self->viewport, 1,
+ data->srv, self->num_input_view, data->rtv, self->num_output_view);
+}
+
+gboolean
+gst_d3d11_color_converter_convert (GstD3D11ColorConverter * converter,
+ ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
+ ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
+{
+ DoConvertData data = { 0, };
+ gint i;
+
+ g_return_val_if_fail (converter != NULL, FALSE);
+ g_return_val_if_fail (srv != NULL, FALSE);
+ g_return_val_if_fail (rtv != NULL, FALSE);
+
+ data.self = converter;
+
+ for (i = 0; i < converter->num_input_view; i++)
+ data.srv[i] = srv[i];
+
+ for (i = 0; i < converter->num_output_view; i++)
+ data.rtv[i] = rtv[i];
+
+ data.ret = TRUE;
+
+ gst_d3d11_device_thread_add (converter->device,
+ (GstD3D11DeviceThreadFunc) do_convert, &data);
+
+ return data.ret;
+}
--- /dev/null
+/* GStreamer
+ * Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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.
+ */
+
+#ifndef __GST_D3D11_COLOR_CONVERTER_H__
+#define __GST_D3D11_COLOR_CONVERTER_H__
+
+#include <gst/gst.h>
+#include <gst/video/video.h>
+#include "gstd3d11_fwd.h"
+
+G_BEGIN_DECLS
+
+typedef struct _GstD3D11ColorConverter GstD3D11ColorConverter;
+
+GstD3D11ColorConverter * gst_d3d11_color_converter_new (GstD3D11Device * device,
+ GstVideoInfo * in_info,
+ GstVideoInfo * out_info);
+
+void gst_d3d11_color_converter_free (GstD3D11ColorConverter * converter);
+
+gboolean gst_d3d11_color_converter_convert (GstD3D11ColorConverter * converter,
+ ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
+ ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]);
+
+G_END_DECLS
+
+#endif /* __GST_D3D11_COLOR_CONVERTER_H__ */
return TRUE;
}
+
+/*
+ * 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 (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 ("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 ("found new best %d", loss);
+ *out_info = t_info;
+ *min_loss = loss;
+ }
+}
+
+GstCaps *
+gst_d3d11_caps_fixate_format (GstCaps * caps, GstCaps * othercaps)
+{
+ GstStructure *ins, *outs;
+ const gchar *in_format;
+ const GstVideoFormatInfo *in_info, *out_info = NULL;
+ gint min_loss = G_MAXINT;
+ guint i, capslen;
+ GstCaps *result;
+
+ result = gst_caps_intersect (othercaps, caps);
+ if (gst_caps_is_empty (result)) {
+ gst_caps_unref (result);
+ result = othercaps;
+ } else {
+ gst_caps_unref (othercaps);
+ }
+
+ result = gst_caps_make_writable (result);
+
+ ins = gst_caps_get_structure (caps, 0);
+ in_format = gst_structure_get_string (ins, "format");
+ if (!in_format) {
+ gst_caps_unref (result);
+ return NULL;
+ }
+
+ GST_DEBUG ("source format %s", in_format);
+
+ in_info =
+ gst_video_format_get_info (gst_video_format_from_string (in_format));
+ if (!in_info) {
+ gst_caps_unref (result);
+ return NULL;
+ }
+
+ outs = gst_caps_get_structure (result, 0);
+
+ capslen = gst_caps_get_size (result);
+ GST_DEBUG ("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 ("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 (in_info, val, &min_loss, &out_info);
+ if (min_loss == 0)
+ break;
+ }
+ }
+ } else if (G_VALUE_HOLDS_STRING (format)) {
+ score_value (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);
+
+ return result;
+}
gboolean gst_query_is_d3d11_usage (GstQuery * query);
+GstCaps * gst_d3d11_caps_fixate_format (GstCaps * caps,
+ GstCaps * othercaps);
+
G_END_DECLS
#endif /* __GST_D3D11_UTILS_H__ */
'gstd3d11colorconvert.c',
'gstd3d11videosinkbin.c',
'gstd3d11shader.c',
+ 'gstd3d11colorconverter.c',
]
have_d3d11 = false
#include "gstd3d11videosinkbin.h"
GST_DEBUG_CATEGORY (gst_d3d11_shader_debug);
+GST_DEBUG_CATEGORY (gst_d3d11_colorconverter_debug);
static gboolean
plugin_init (GstPlugin * plugin)
{
GST_DEBUG_CATEGORY_INIT (gst_d3d11_shader_debug,
"d3d11shader", 0, "d3d11shader");
+ GST_DEBUG_CATEGORY_INIT (gst_d3d11_colorconverter_debug,
+ "d3d11colorconverter", 0, "d3d11colorconverter");
gst_element_register (plugin,
"d3d11upload", GST_RANK_NONE, GST_TYPE_D3D11_UPLOAD);