[vlc-commits] direct3d11: compile the vertex shader only once
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 10:03:05 2016 +0100| [798d289903875c69194ae45ed010083ad1b71836] | committer: Jean-Baptiste Kempf
direct3d11: compile the vertex shader only once
also set the vertex shader layout only once
Signed-off-by: Jean-Baptiste Kempf <jb at videolan.org>
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=798d289903875c69194ae45ed010083ad1b71836
---
modules/video_output/win32/common.h | 3 +-
modules/video_output/win32/direct3d11.c | 90 ++++++++++++++++-----------------
2 files changed, 47 insertions(+), 46 deletions(-)
diff --git a/modules/video_output/win32/common.h b/modules/video_output/win32/common.h
index 6f13962..c499778 100644
--- a/modules/video_output/win32/common.h
+++ b/modules/video_output/win32/common.h
@@ -63,7 +63,6 @@ typedef struct
ID3D11Buffer *pVertexBuffer;
UINT vertexCount;
ID3D11VertexShader *d3dvertexShader;
- ID3D11InputLayout *pVertexLayout;
ID3D11Buffer *pIndexBuffer;
UINT indexCount;
ID3D11Texture2D *pTexture;
@@ -208,6 +207,8 @@ struct vout_display_sys_t
ID3D11DepthStencilView *d3ddepthStencilView;
const char *d3dPxShader;
+ ID3D11VertexShader *flatVSShader;
+
// SPU
vlc_fourcc_t pSubpictureChromas[2];
const char *psz_rgbaPxShader;
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 0e88f89..8be818c 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -951,7 +951,6 @@ static void DisplayD3DPicture(vout_display_sys_t *sys, d3d_quad_t *quad)
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);
@@ -1519,6 +1518,43 @@ 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(globVertexShaderFlat, strlen(globVertexShaderFlat),
+ NULL, NULL, NULL, "VS", "vs_4_0_level_9_1", 0, 0, &pVSBlob, NULL);
+
+ if( FAILED(hr)) {
+ msg_Err(vd, "The flat Vertex Shader is invalid. (hr=0x%lX)", hr);
+ return VLC_EGENERIC;
+ }
+
+ hr = ID3D11Device_CreateVertexShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
+ ID3D10Blob_GetBufferSize(pVSBlob), NULL, &sys->flatVSShader);
+
+ if(FAILED(hr)) {
+ ID3D11Device_Release(pVSBlob);
+ msg_Err(vd, "Failed to create the flat vertex shader. (hr=0x%lX)", hr);
+ return VLC_EGENERIC;
+ }
+
+ D3D11_INPUT_ELEMENT_DESC layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ ID3D11InputLayout* pVertexLayout = NULL;
+ hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 2, (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);
+ ID3D11InputLayout_Release(pVertexLayout);
+
ID3D11DeviceContext_IASetPrimitiveTopology(sys->d3dcontext, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3DBlob* pPSBlob = NULL;
@@ -1712,46 +1748,14 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
};
+ quad->d3dvertexShader = sys->flatVSShader;
+
hr = ID3D11Device_CreateBuffer(sys->d3ddevice, &quadDesc, NULL, &quad->pIndexBuffer);
if(FAILED(hr)) {
msg_Err(vd, "Could not create the quad indices. (hr=0x%lX)", hr);
goto error;
}
- ID3DBlob* pVSBlob = NULL;
- /* TODO : Match the version to the D3D_FEATURE_LEVEL */
- hr = D3DCompile(globVertexShaderFlat, strlen(globVertexShaderFlat),
- 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, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
- };
-
- hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 2, (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;
@@ -1909,16 +1913,7 @@ 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;
- }
+ quad->d3dvertexShader = NULL;
if (quad->pIndexBuffer)
{
ID3D11Buffer_Release(quad->pIndexBuffer);
@@ -1958,6 +1953,11 @@ static void Direct3D11DestroyResources(vout_display_t *vd)
Direct3D11DeleteRegions(sys->d3dregion_count, sys->d3dregions);
sys->d3dregion_count = 0;
+ if (sys->flatVSShader)
+ {
+ ID3D11VertexShader_Release(sys->flatVSShader);
+ sys->flatVSShader = NULL;
+ }
if (sys->d3drenderTargetView)
{
ID3D11RenderTargetView_Release(sys->d3drenderTargetView);
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