[vlc-commits] doc: add a sample app to demo D3D11 callbacks
Steve Lhomme
git at videolan.org
Sat May 11 07:36:10 CEST 2019
vlc | branch: master | Steve Lhomme <robux4 at ycbcr.xyz> | Wed Mar 20 15:12:50 2019 +0100| [9930c408193f8b6a46de55e85dac9aaa6329dd4d] | committer: Steve Lhomme
doc: add a sample app to demo D3D11 callbacks
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=9930c408193f8b6a46de55e85dac9aaa6329dd4d
---
doc/libvlc/d3d11_player.cpp | 473 ++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 473 insertions(+)
diff --git a/doc/libvlc/d3d11_player.cpp b/doc/libvlc/d3d11_player.cpp
new file mode 100644
index 0000000000..a32505ceee
--- /dev/null
+++ b/doc/libvlc/d3d11_player.cpp
@@ -0,0 +1,473 @@
+/* compile: g++ d3d11_player.cpp -o d3d11_player.exe -L<path/libvlc> -lvlc -ld3d11 -ld3dcompiler_47 -luuid */
+
+#include <windows.h>
+#include <d3d11.h>
+#include <d3dcompiler.h>
+
+#include <vlc/vlc.h>
+
+#define SCREEN_WIDTH 1500
+#define SCREEN_HEIGHT 900
+#define BORDER_LEFT (-0.95f)
+#define BORDER_RIGHT ( 0.85f)
+#define BORDER_TOP ( 0.95f)
+#define BORDER_BOTTOM (-0.90f)
+
+struct render_context
+{
+ /* Direct3D11 device/context */
+ ID3D11Device *d3device;
+ ID3D11DeviceContext *d3dctx;
+
+ IDXGISwapChain *swapchain;
+ ID3D11RenderTargetView *swapchainRenderTarget;
+
+ /* our vertex/pixel shader */
+ ID3D11VertexShader *pVS;
+ ID3D11PixelShader *pPS;
+ ID3D11InputLayout *pShadersInputLayout;
+
+ UINT vertexBufferStride;
+ ID3D11Buffer *pVertexBuffer;
+
+ UINT quadIndexCount;
+ ID3D11Buffer *pIndexBuffer;
+
+ ID3D11SamplerState *samplerState;
+
+ /* texture VLC renders into */
+ ID3D11Texture2D *texture;
+ ID3D11ShaderResourceView *textureShaderInput;
+ ID3D11RenderTargetView *textureRenderTarget;
+};
+
+static bool UpdateOutput_cb( void *opaque, const libvlc_video_direct3d_cfg_t *cfg, libvlc_video_output_cfg_t *out )
+{
+ struct render_context *ctx = static_cast<struct render_context *>( opaque );
+
+ HRESULT hr;
+
+ DXGI_FORMAT renderFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ if (ctx->texture)
+ {
+ ctx->texture->Release();
+ ctx->texture = NULL;
+ }
+ if (ctx->textureShaderInput)
+ {
+ ctx->textureShaderInput->Release();
+ ctx->textureShaderInput = NULL;
+ }
+ if (ctx->textureRenderTarget)
+ {
+ ctx->textureRenderTarget->Release();
+ ctx->textureRenderTarget = NULL;
+ }
+
+ /* interim texture */
+ D3D11_TEXTURE2D_DESC texDesc = { 0 };
+ texDesc.MipLevels = 1;
+ texDesc.SampleDesc.Count = 1;
+ texDesc.MiscFlags = 0;
+ texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ texDesc.Usage = D3D11_USAGE_DEFAULT;
+ texDesc.CPUAccessFlags = 0;
+ texDesc.ArraySize = 1;
+ texDesc.Format = renderFormat;
+ texDesc.Height = cfg->height;
+ texDesc.Width = cfg->width;
+
+ hr = ctx->d3device->CreateTexture2D( &texDesc, NULL, &ctx->texture );
+ if (FAILED(hr)) return false;
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC resviewDesc;
+ ZeroMemory(&resviewDesc, sizeof(D3D11_SHADER_RESOURCE_VIEW_DESC));
+ resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ resviewDesc.Texture2D.MipLevels = 1;
+ resviewDesc.Format = texDesc.Format;
+ hr = ctx->d3device->CreateShaderResourceView(ctx->texture, &resviewDesc, &ctx->textureShaderInput );
+ if (FAILED(hr)) return false;
+
+ D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc = {
+ .Format = texDesc.Format,
+ .ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D,
+ };
+ hr = ctx->d3device->CreateRenderTargetView(ctx->texture, &renderTargetViewDesc, &ctx->textureRenderTarget);
+ if (FAILED(hr)) return false;
+
+
+ out->surface_format = renderFormat;
+ out->full_range = true;
+ out->colorspace = libvlc_video_colorspace_BT709;
+ out->primaries = libvlc_video_primaries_BT709;
+ out->transfer = libvlc_video_transfer_func_SRGB;
+
+ return true;
+}
+
+static void Swap_cb( void* opaque )
+{
+ struct render_context *ctx = static_cast<struct render_context *>( opaque );
+ ctx->swapchain->Present( 0, 0 );
+}
+
+static void EndRender(struct render_context *ctx)
+{
+ /* render into the swapchain */
+ static const FLOAT orangeRGBA[4] = {1.0f, 0.5f, 0.0f, 1.0f};
+
+ ctx->d3dctx->OMSetRenderTargets(1, &ctx->swapchainRenderTarget, NULL);
+ ctx->d3dctx->ClearRenderTargetView(ctx->swapchainRenderTarget, orangeRGBA);
+
+ ctx->d3dctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ ctx->d3dctx->IASetInputLayout(ctx->pShadersInputLayout);
+ UINT offset = 0;
+ ctx->d3dctx->IASetVertexBuffers(0, 1, &ctx->pVertexBuffer, &ctx->vertexBufferStride, &offset);
+ ctx->d3dctx->IASetIndexBuffer(ctx->pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+
+ ctx->d3dctx->VSSetShader(ctx->pVS, 0, 0);
+
+ ctx->d3dctx->PSSetSamplers(0, 1, &ctx->samplerState);
+
+ ctx->d3dctx->PSSetShaderResources(0, 1, &ctx->textureShaderInput);
+
+ ctx->d3dctx->PSSetShader(ctx->pPS, 0, 0);
+
+ DXGI_SWAP_CHAIN_DESC scd;
+ ctx->swapchain->GetDesc(&scd);
+ RECT currentRect;
+ GetWindowRect(scd.OutputWindow, ¤tRect);
+
+ D3D11_VIEWPORT viewport = { 0 };
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = SCREEN_WIDTH; //currentRect.right - currentRect.left;
+ viewport.Height = SCREEN_HEIGHT; //currentRect.bottom - currentRect.top;
+
+ ctx->d3dctx->RSSetViewports(1, &viewport);
+
+ ctx->d3dctx->DrawIndexed(ctx->quadIndexCount, 0, 0);
+}
+
+static bool StartRendering_cb( void *opaque, bool enter )
+{
+ struct render_context *ctx = static_cast<struct render_context *>( opaque );
+ if ( enter )
+ {
+ static const FLOAT blackRGBA[4] = {0.5f, 0.5f, 0.0f, 1.0f};
+
+ /* force unbinding the input texture, otherwise we get:
+ * OMSetRenderTargets: Resource being set to OM RenderTarget slot 0 is still bound on input! */
+ ID3D11ShaderResourceView *reset = NULL;
+ ctx->d3dctx->PSSetShaderResources(0, 1, &reset);
+ //ctx->d3dctx->Flush();
+
+ ctx->d3dctx->ClearRenderTargetView( ctx->textureRenderTarget, blackRGBA);
+ return true;
+ }
+
+ EndRender( ctx );
+ return true;
+}
+
+static bool Setup_cb( void **opaque, const libvlc_video_direct3d_device_cfg_t *cfg, libvlc_video_direct3d_device_setup_t *out )
+{
+ struct render_context *ctx = static_cast<struct render_context *>(*opaque);
+ out->device_context = ctx->d3dctx;
+ return true;
+}
+
+static void Cleanup_cb( void *opaque )
+{
+ // here we can release all things Direct3D11 for good (if playing only one file)
+}
+
+static const char *shaderStr = "\
+Texture2D shaderTexture;\n\
+SamplerState samplerState;\n\
+struct PS_INPUT\n\
+{\n\
+ float4 position : SV_POSITION;\n\
+ float4 textureCoord : TEXCOORD0;\n\
+};\n\
+\n\
+float4 PShader(PS_INPUT In) : SV_TARGET\n\
+{\n\
+ return shaderTexture.Sample(samplerState, In.textureCoord);\n\
+}\n\
+\n\
+struct VS_INPUT\n\
+{\n\
+ float4 position : POSITION;\n\
+ float4 textureCoord : TEXCOORD0;\n\
+};\n\
+\n\
+struct VS_OUTPUT\n\
+{\n\
+ float4 position : SV_POSITION;\n\
+ float4 textureCoord : TEXCOORD0;\n\
+};\n\
+\n\
+VS_OUTPUT VShader(VS_INPUT In)\n\
+{\n\
+ return In;\n\
+}\n\
+";
+
+struct SHADER_INPUT {
+ struct {
+ FLOAT x;
+ FLOAT y;
+ FLOAT z;
+ } position;
+ struct {
+ FLOAT x;
+ FLOAT y;
+ } texture;
+};
+
+static void init_direct3d(struct render_context *ctx, HWND hWnd)
+{
+ HRESULT hr;
+ DXGI_SWAP_CHAIN_DESC scd = { 0 };
+
+ scd.BufferCount = 1;
+ scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ scd.BufferDesc.Width = SCREEN_WIDTH;
+ scd.BufferDesc.Height = SCREEN_HEIGHT;
+ scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ scd.OutputWindow = hWnd;
+ scd.SampleDesc.Count = 1;
+ scd.Windowed = TRUE;
+ scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+
+ UINT creationFlags = D3D11_CREATE_DEVICE_VIDEO_SUPPORT; /* needed for hardware decoding */
+#ifndef NDEBUG
+ creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+
+ D3D11CreateDeviceAndSwapChain(NULL,
+ D3D_DRIVER_TYPE_HARDWARE,
+ NULL,
+ creationFlags,
+ NULL,
+ NULL,
+ D3D11_SDK_VERSION,
+ &scd,
+ &ctx->swapchain,
+ &ctx->d3device,
+ NULL,
+ &ctx->d3dctx);
+
+ /* The ID3D11Device must have multithread protection */
+ ID3D10Multithread *pMultithread;
+ hr = ctx->d3device->QueryInterface( __uuidof(ID3D10Multithread), (void **)&pMultithread);
+ if (SUCCEEDED(hr)) {
+ pMultithread->SetMultithreadProtected(TRUE);
+ pMultithread->Release();
+ }
+
+ ID3D11Texture2D *pBackBuffer;
+ ctx->swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+
+ ctx->d3device->CreateRenderTargetView(pBackBuffer, NULL, &ctx->swapchainRenderTarget);
+ pBackBuffer->Release();
+
+ ID3D10Blob *VS, *PS, *pErrBlob;
+ char *err;
+ hr = D3DCompile(shaderStr, strlen(shaderStr),
+ NULL, NULL, NULL, "VShader", "vs_4_0", 0, 0, &VS, &pErrBlob);
+ err = pErrBlob ? (char*)pErrBlob->GetBufferPointer() : NULL;
+ hr = D3DCompile(shaderStr, strlen(shaderStr),
+ NULL, NULL, NULL, "PShader", "ps_4_0", 0, 0, &PS, &pErrBlob);
+ err = pErrBlob ? (char*)pErrBlob->GetBufferPointer() : NULL;
+
+ ctx->d3device->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &ctx->pVS);
+ ctx->d3device->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &ctx->pPS);
+
+ D3D11_INPUT_ELEMENT_DESC ied[] =
+ {
+ { "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 = ctx->d3device->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &ctx->pShadersInputLayout);
+ SHADER_INPUT OurVertices[] =
+ {
+ {BORDER_LEFT, BORDER_BOTTOM, 0.0f, 0.0f, 1.0f},
+ {BORDER_RIGHT, BORDER_BOTTOM, 0.0f, 1.0f, 1.0f},
+ {BORDER_RIGHT, BORDER_TOP, 0.0f, 1.0f, 0.0f},
+ {BORDER_LEFT, BORDER_TOP, 0.0f, 0.0f, 0.0f},
+ };
+
+ D3D11_BUFFER_DESC bd;
+ ZeroMemory(&bd, sizeof(bd));
+
+ bd.Usage = D3D11_USAGE_DYNAMIC;
+ bd.ByteWidth = sizeof(OurVertices);
+ bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ ctx->d3device->CreateBuffer(&bd, NULL, &ctx->pVertexBuffer);
+ ctx->vertexBufferStride = sizeof(OurVertices[0]);
+
+ D3D11_MAPPED_SUBRESOURCE ms;
+ ctx->d3dctx->Map(ctx->pVertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);
+ memcpy(ms.pData, OurVertices, sizeof(OurVertices));
+ ctx->d3dctx->Unmap(ctx->pVertexBuffer, NULL);
+
+ ctx->quadIndexCount = 6;
+ D3D11_BUFFER_DESC quadDesc = { 0 };
+ quadDesc.Usage = D3D11_USAGE_DYNAMIC;
+ quadDesc.ByteWidth = sizeof(WORD) * ctx->quadIndexCount;
+ quadDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ quadDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ ctx->d3device->CreateBuffer(&quadDesc, NULL, &ctx->pIndexBuffer);
+
+ ctx->d3dctx->Map(ctx->pIndexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);
+ WORD *triangle_pos = static_cast<WORD*>(ms.pData);
+ triangle_pos[0] = 3;
+ triangle_pos[1] = 1;
+ triangle_pos[2] = 0;
+
+ triangle_pos[3] = 2;
+ triangle_pos[4] = 1;
+ triangle_pos[5] = 3;
+ ctx->d3dctx->Unmap(ctx->pIndexBuffer, NULL);
+
+ D3D11_SAMPLER_DESC sampDesc;
+ ZeroMemory(&sampDesc, sizeof(sampDesc));
+ sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
+ sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ sampDesc.MinLOD = 0;
+ sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ hr = ctx->d3device->CreateSamplerState(&sampDesc, &ctx->samplerState);
+}
+
+static void release_direct3d(struct render_context *ctx)
+{
+ ctx->samplerState->Release();
+ ctx->textureRenderTarget->Release();
+ ctx->textureShaderInput->Release();
+ ctx->texture->Release();
+ ctx->pShadersInputLayout->Release();
+ ctx->pVS->Release();
+ ctx->pPS->Release();
+ ctx->pIndexBuffer->Release();
+ ctx->pVertexBuffer->Release();
+ ctx->swapchain->Release();
+ ctx->swapchainRenderTarget->Release();
+ ctx->d3dctx->Release();
+ ctx->d3device->Release();
+}
+
+static LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
+{
+ switch(message)
+ {
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+
+ return DefWindowProc (hWnd, message, wParam, lParam);
+}
+
+int WINAPI WinMain(HINSTANCE hInstance,
+ HINSTANCE hPrevInstance,
+ LPSTR lpCmdLine,
+ int nCmdShow)
+{
+ HWND hWnd;
+ WNDCLASSEX wc;
+ struct render_context Context = { 0 };
+ char *file_path;
+ libvlc_instance_t *p_libvlc;
+ libvlc_media_t *p_media;
+ libvlc_media_player_t *p_mp;
+ (void)hPrevInstance;
+
+ /* remove "" around the given path */
+ if (lpCmdLine[0] == '"')
+ {
+ file_path = strdup( lpCmdLine+1 );
+ if (file_path[strlen(file_path)-1] == '"')
+ file_path[strlen(file_path)-1] = '\0';
+ }
+ else
+ file_path = strdup( lpCmdLine );
+
+ p_libvlc = libvlc_new( 0, NULL );
+ p_media = libvlc_media_new_path( p_libvlc, file_path );
+ free( file_path );
+ p_mp = libvlc_media_player_new_from_media( p_media );
+
+ ZeroMemory(&wc, sizeof(WNDCLASSEX));
+
+ wc.cbSize = sizeof(WNDCLASSEX);
+ wc.style = CS_HREDRAW | CS_VREDRAW;
+ wc.lpfnWndProc = WindowProc;
+ wc.hInstance = hInstance;
+ wc.hCursor = LoadCursor(NULL, IDC_ARROW);
+ wc.lpszClassName = "WindowClass";
+
+ RegisterClassEx(&wc);
+
+ RECT wr = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
+ AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
+
+ hWnd = CreateWindowEx(NULL,
+ "WindowClass",
+ "libvlc Demo app",
+ WS_OVERLAPPEDWINDOW,
+ CW_USEDEFAULT, CW_USEDEFAULT,
+ wr.right - wr.left,
+ wr.bottom - wr.top,
+ NULL,
+ NULL,
+ hInstance,
+ p_mp);
+
+ ShowWindow(hWnd, nCmdShow);
+
+ init_direct3d(&Context, hWnd);
+
+ // DON'T use with callbacks libvlc_media_player_set_hwnd(p_mp, hWnd);
+
+ /* Tell VLC to render into our D3D11 environment */
+ libvlc_video_direct3d_set_callbacks( p_mp, libvlc_video_direct3d_engine_d3d11,
+ Setup_cb, Cleanup_cb, UpdateOutput_cb, Swap_cb, StartRendering_cb,
+ &Context );
+
+ libvlc_media_player_play( p_mp );
+
+ MSG msg;
+
+ while(TRUE)
+ {
+ if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+
+ if(msg.message == WM_QUIT)
+ break;
+ }
+ }
+
+ libvlc_media_player_stop( p_mp );
+
+ libvlc_media_player_release( p_mp );
+ libvlc_media_release( p_media );
+ libvlc_release( p_libvlc );
+
+ release_direct3d(&Context);
+
+ return msg.wParam;
+}
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