From 3ed94c2dde2e7fee93d445ee48f39e11fe46f6ac Mon Sep 17 00:00:00 2001 From: Seungha Yang Date: Thu, 16 Jun 2022 00:52:16 +0900 Subject: [PATCH] d3d11shader: Remove GstD3D11Quad helper object It's not very generic to be used for various scenario. Use native D3D11 APIs directly instead. Part-of: --- .../sys/d3d11/gstd3d11shader.cpp | 168 ------------------ .../sys/d3d11/gstd3d11shader.h | 40 ----- 2 files changed, 208 deletions(-) diff --git a/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.cpp b/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.cpp index 3f9ea34fca..912a0284c2 100644 --- a/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.cpp +++ b/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.cpp @@ -33,9 +33,6 @@ using namespace Microsoft::WRL; GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_shader_debug); #define GST_CAT_DEFAULT gst_d3d11_shader_debug -/* too many const buffers doesn't make sense */ -#define MAX_CONST_BUFFERS 16 - static GModule *d3d_compiler_module = NULL; static pD3DCompile GstD3DCompileFunc = NULL; @@ -229,168 +226,3 @@ gst_d3d11_create_vertex_shader (GstD3D11Device * device, const gchar * source, return TRUE; } - -struct _GstD3D11Quad -{ - GstD3D11Device *device; - ID3D11PixelShader *ps; - ID3D11VertexShader *vs; - ID3D11InputLayout *layout; - ID3D11Buffer *const_buffer[MAX_CONST_BUFFERS]; - guint num_const_buffers; - ID3D11Buffer *vertex_buffer; - guint vertex_stride; - ID3D11Buffer *index_buffer; - DXGI_FORMAT index_format; - guint index_count; - D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES]; - ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES]; - guint num_srv; - ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]; - guint num_rtv; -}; - -GstD3D11Quad * -gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader, - ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout, - ID3D11Buffer ** const_buffers, guint num_const_buffers, - ID3D11Buffer * vertex_buffer, guint vertex_stride, - ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count) -{ - GstD3D11Quad *quad; - - g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL); - g_return_val_if_fail (pixel_shader != NULL, NULL); - g_return_val_if_fail (vertex_shader != NULL, NULL); - g_return_val_if_fail (layout != NULL, NULL); - g_return_val_if_fail (num_const_buffers <= MAX_CONST_BUFFERS, NULL); - g_return_val_if_fail (vertex_buffer != NULL, NULL); - g_return_val_if_fail (vertex_stride > 0, NULL); - g_return_val_if_fail (index_buffer != NULL, NULL); - g_return_val_if_fail (index_format != DXGI_FORMAT_UNKNOWN, NULL); - - quad = g_new0 (GstD3D11Quad, 1); - - quad->device = (GstD3D11Device *) gst_object_ref (device); - quad->ps = pixel_shader; - quad->vs = vertex_shader; - quad->layout = layout; - quad->vertex_buffer = vertex_buffer; - quad->vertex_stride = vertex_stride; - quad->index_buffer = index_buffer; - quad->index_format = index_format; - quad->index_count = index_count; - - pixel_shader->AddRef (); - vertex_shader->AddRef (); - layout->AddRef (); - vertex_buffer->AddRef (); - index_buffer->AddRef (); - - if (num_const_buffers > 0) { - guint i; - - g_assert (const_buffers); - - for (i = 0; i < num_const_buffers; i++) { - quad->const_buffer[i] = const_buffers[i]; - quad->const_buffer[i]->AddRef (); - } - - quad->num_const_buffers = num_const_buffers; - } - - return quad; -} - -void -gst_d3d11_quad_free (GstD3D11Quad * quad) -{ - guint i; - - g_return_if_fail (quad != NULL); - - GST_D3D11_CLEAR_COM (quad->ps); - GST_D3D11_CLEAR_COM (quad->vs); - GST_D3D11_CLEAR_COM (quad->layout); - for (i = 0; i < quad->num_const_buffers; i++) - quad->const_buffer[i]->Release (); - GST_D3D11_CLEAR_COM (quad->vertex_buffer); - GST_D3D11_CLEAR_COM (quad->index_buffer); - - gst_clear_object (&quad->device); - g_free (quad); -} - -gboolean -gst_d3d11_draw_quad (GstD3D11Quad * quad, - D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport, - ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv, - ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv, - ID3D11BlendState * blend, gfloat blend_factor[4], - ID3D11SamplerState ** sampler, guint num_sampler) -{ - gboolean ret; - - g_return_val_if_fail (quad != NULL, FALSE); - - gst_d3d11_device_lock (quad->device); - ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport, - srv, num_srv, rtv, num_viewport, blend, blend_factor, sampler, - num_sampler); - gst_d3d11_device_unlock (quad->device); - - return ret; -} - -gboolean -gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad, - D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport, - ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv, - ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv, - ID3D11BlendState * blend, gfloat blend_factor[4], - ID3D11SamplerState ** sampler, guint num_sampler) -{ - ID3D11DeviceContext *context; - UINT offsets = 0; - ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, }; - ID3D11BlendState *blend_state = blend; - - g_return_val_if_fail (quad != NULL, FALSE); - g_return_val_if_fail (viewport != NULL, FALSE); - g_return_val_if_fail (num_viewport <= GST_VIDEO_MAX_PLANES, FALSE); - g_return_val_if_fail (rtv != NULL, FALSE); - g_return_val_if_fail (num_rtv <= GST_VIDEO_MAX_PLANES, FALSE); - - context = gst_d3d11_device_get_device_context_handle (quad->device); - - context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - context->IASetInputLayout (quad->layout); - context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride, - &offsets); - context->IASetIndexBuffer (quad->index_buffer, quad->index_format, 0); - - if (sampler) - context->PSSetSamplers (0, num_sampler, sampler); - context->VSSetShader (quad->vs, NULL, 0); - context->PSSetShader (quad->ps, NULL, 0); - context->RSSetViewports (num_viewport, viewport); - - if (quad->num_const_buffers) { - context->PSSetConstantBuffers (0, quad->num_const_buffers, - quad->const_buffer); - } - - if (srv) - context->PSSetShaderResources (0, num_srv, srv); - context->OMSetRenderTargets (num_rtv, rtv, NULL); - context->OMSetBlendState (blend_state, blend_factor, 0xffffffff); - - context->DrawIndexed (quad->index_count, 0, 0); - - if (srv) - context->PSSetShaderResources (0, num_srv, clear_view); - context->OMSetRenderTargets (0, NULL, NULL); - - return TRUE; -} diff --git a/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.h b/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.h index 5fc0419e1f..2ef3ae8ebe 100644 --- a/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.h +++ b/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11shader.h @@ -28,8 +28,6 @@ G_BEGIN_DECLS -typedef struct _GstD3D11Quad GstD3D11Quad; - gboolean gst_d3d11_shader_init (void); gboolean gst_d3d11_create_pixel_shader (GstD3D11Device * device, @@ -43,44 +41,6 @@ gboolean gst_d3d11_create_vertex_shader (GstD3D11Device * device, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout); -GstD3D11Quad * gst_d3d11_quad_new (GstD3D11Device * device, - ID3D11PixelShader * pixel_shader, - ID3D11VertexShader * vertex_shader, - ID3D11InputLayout * layout, - ID3D11Buffer ** const_buffers, - guint num_const_buffers, - ID3D11Buffer * vertex_buffer, - guint vertex_stride, - ID3D11Buffer * index_buffer, - DXGI_FORMAT index_format, - guint index_count); - -void gst_d3d11_quad_free (GstD3D11Quad * quad); - -gboolean gst_d3d11_draw_quad (GstD3D11Quad * quad, - D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], - guint num_viewport, - ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES], - guint num_srv, - ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES], - guint num_rtv, - ID3D11BlendState *blend, - gfloat blend_factor[4], - ID3D11SamplerState ** sampler, - guint num_sampler); - -gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad, - D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], - guint num_viewport, - ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES], - guint num_srv, - ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES], - guint num_rtv, - ID3D11BlendState *blend, - gfloat blend_factor[4], - ID3D11SamplerState ** sampler, - guint num_sampler); - G_END_DECLS #endif /* __GST_D3D11_SHADER_H__ */ -- 2.34.1