[vlc-commits] direct3d11: use a different vertex shader per quad
Steve Lhomme
git at videolan.org
Mon Nov 21 17:33:36 CET 2016
vlc | branch: master | Steve Lhomme <robUx4 at videolabs.io> | Mon Nov 21 10:03:02 2016 +0100| [95f195dbbd6dc1b6345db4f901778b36dcdf4615] | committer: Jean-Baptiste Kempf
direct3d11: use a different vertex shader per quad
The SPU need the flat vertex shader but others may need different shaders.
Signed-off-by: Jean-Baptiste Kempf <jb at videolan.org>
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=95f195dbbd6dc1b6345db4f901778b36dcdf4615
---
modules/video_output/win32/common.h | 2 +
modules/video_output/win32/direct3d11.c | 102 +++++++++++++++++---------------
2 files changed, 57 insertions(+), 47 deletions(-)
diff --git a/modules/video_output/win32/common.h b/modules/video_output/win32/common.h
index 5190fab..c9eceaf 100644
--- a/modules/video_output/win32/common.h
+++ b/modules/video_output/win32/common.h
@@ -62,6 +62,8 @@ typedef struct
{
ID3D11Buffer *pVertexBuffer;
UINT vertexCount;
+ ID3D11VertexShader *d3dvertexShader;
+ ID3D11InputLayout *pVertexLayout;
ID3D11Buffer *pIndexBuffer;
UINT indexCount;
ID3D11Texture2D *pTexture;
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 23703b9..17499fc 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -909,15 +909,21 @@ static void DisplayD3DPicture(vout_display_sys_t *sys, d3d_quad_t *quad)
UINT offset = 0;
/* Render the quad */
- ID3D11DeviceContext_RSSetViewports(sys->d3dcontext, 1, &quad->cropViewport);
+ /* vertex shader */
+ ID3D11DeviceContext_IASetVertexBuffers(sys->d3dcontext, 0, 1, &quad->pVertexBuffer, &stride, &offset);
+ ID3D11DeviceContext_IASetIndexBuffer(sys->d3dcontext, quad->pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+
+ ID3D11DeviceContext_VSSetShader(sys->d3dcontext, quad->d3dvertexShader, NULL, 0);
+ ID3D11DeviceContext_IASetInputLayout(sys->d3dcontext, quad->pVertexLayout);
+
+ /* pixel shader */
ID3D11DeviceContext_PSSetShader(sys->d3dcontext, quad->d3dpixelShader, NULL, 0);
ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 0, 1, &quad->d3dresViewY);
-
if( quad->d3dresViewUV )
ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 1, 1, &quad->d3dresViewUV);
- ID3D11DeviceContext_IASetVertexBuffers(sys->d3dcontext, 0, 1, &quad->pVertexBuffer, &stride, &offset);
- ID3D11DeviceContext_IASetIndexBuffer(sys->d3dcontext, quad->pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ ID3D11DeviceContext_RSSetViewports(sys->d3dcontext, 1, &quad->cropViewport);
+
ID3D11DeviceContext_DrawIndexed(sys->d3dcontext, quad->indexCount, 0, 0);
}
@@ -1474,49 +1480,6 @@ static int Direct3D11CreateResources(vout_display_t *vd, video_format_t *fmt)
ID3D11DepthStencilState_Release(pDepthStencilState);
}
- ID3DBlob* pVSBlob = NULL;
-
- /* TODO : Match the version to the D3D_FEATURE_LEVEL */
- hr = D3DCompile(globVertexShaderDefault, strlen(globVertexShaderDefault),
- NULL, NULL, NULL, "VS", "vs_4_0_level_9_1", 0, 0, &pVSBlob, NULL);
-
- if( FAILED(hr)) {
- msg_Err(vd, "The Vertex Shader is invalid. (hr=0x%lX)", hr);
- return VLC_EGENERIC;
- }
-
- ID3D11VertexShader *d3dvertexShader;
- hr = ID3D11Device_CreateVertexShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
- ID3D10Blob_GetBufferSize(pVSBlob), NULL, &d3dvertexShader);
-
- if(FAILED(hr)) {
- ID3D11Device_Release(pVSBlob);
- msg_Err(vd, "Failed to create the vertex shader. (hr=0x%lX)", hr);
- return VLC_EGENERIC;
- }
- ID3D11DeviceContext_VSSetShader(sys->d3dcontext, d3dvertexShader, NULL, 0);
- ID3D11VertexShader_Release(d3dvertexShader);
-
- D3D11_INPUT_ELEMENT_DESC layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
- { "OPACITY", 0, DXGI_FORMAT_R32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
- };
-
- ID3D11InputLayout* pVertexLayout = NULL;
- hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 3, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
- ID3D10Blob_GetBufferSize(pVSBlob), &pVertexLayout);
-
- ID3D10Blob_Release(pVSBlob);
-
- if(FAILED(hr)) {
- msg_Err(vd, "Failed to create the vertex input layout. (hr=0x%lX)", hr);
- return VLC_EGENERIC;
- }
-
- ID3D11DeviceContext_IASetInputLayout(sys->d3dcontext, pVertexLayout);
- ID3D11SamplerState_Release(pVertexLayout);
-
ID3D11DeviceContext_IASetPrimitiveTopology(sys->d3dcontext, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3DBlob* pPSBlob = NULL;
@@ -1698,6 +1661,41 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
goto error;
}
+ ID3DBlob* pVSBlob = NULL;
+ /* TODO : Match the version to the D3D_FEATURE_LEVEL */
+ hr = D3DCompile(globVertexShaderDefault, strlen(globVertexShaderDefault),
+ NULL, NULL, NULL, "VS", "vs_4_0_level_9_1", 0, 0, &pVSBlob, NULL);
+
+ if( FAILED(hr)) {
+ msg_Err(vd, "The Vertex Shader is invalid. (hr=0x%lX)", hr);
+ goto error;
+ }
+
+ D3D11_INPUT_ELEMENT_DESC layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ { "OPACITY", 0, DXGI_FORMAT_R32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 3, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
+ ID3D10Blob_GetBufferSize(pVSBlob), &quad->pVertexLayout);
+
+ ID3D10Blob_Release(pVSBlob);
+
+ if(FAILED(hr)) {
+ msg_Err(vd, "Failed to create the vertex input layout. (hr=0x%lX)", hr);
+ goto error;
+ }
+
+ hr = ID3D11Device_CreateVertexShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
+ ID3D10Blob_GetBufferSize(pVSBlob), NULL, &quad->d3dvertexShader);
+
+ if(FAILED(hr)) {
+ ID3D11Device_Release(pVSBlob);
+ msg_Err(vd, "Failed to create the vertex shader. (hr=0x%lX)", hr);
+ goto error;
+ }
+
D3D11_TEXTURE2D_DESC texDesc;
memset(&texDesc, 0, sizeof(texDesc));
texDesc.Width = b_visible ? fmt->i_visible_width : fmt->i_width;
@@ -1854,6 +1852,16 @@ static void ReleaseQuad(d3d_quad_t *quad)
ID3D11Buffer_Release(quad->pVertexBuffer);
quad->pVertexBuffer = NULL;
}
+ if (quad->d3dvertexShader)
+ {
+ ID3D11VertexShader_Release(quad->d3dvertexShader);
+ quad->d3dvertexShader = NULL;
+ }
+ if (quad->pVertexLayout)
+ {
+ ID3D11SamplerState_Release(quad->pVertexLayout);
+ quad->pVertexLayout = NULL;
+ }
if (quad->pIndexBuffer)
{
ID3D11Buffer_Release(quad->pIndexBuffer);
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