[vlc-devel] [PATCH 2/5] direct3d11: pass the opacity value as a constant to the pixel shader
Stève Lhomme
robux4 at videolabs.io
Mon Nov 21 17:57:13 CET 2016
Merged
On Mon, Nov 21, 2016 at 5:55 PM, Steve Lhomme <robux4 at videolabs.io> wrote:
> it is not needed in the vertex shader
> ---
> modules/video_output/win32/common.h | 1 +
> modules/video_output/win32/direct3d11.c | 116 +++++++++++++++++++++++---------
> 2 files changed, 86 insertions(+), 31 deletions(-)
>
> diff --git a/modules/video_output/win32/common.h b/modules/video_output/win32/common.h
> index c9eceaf..6f13962 100644
> --- a/modules/video_output/win32/common.h
> +++ b/modules/video_output/win32/common.h
> @@ -67,6 +67,7 @@ typedef struct
> ID3D11Buffer *pIndexBuffer;
> UINT indexCount;
> ID3D11Texture2D *pTexture;
> + ID3D11Buffer *pPixelShaderConstants;
> ID3D11ShaderResourceView *d3dresViewY;
> ID3D11ShaderResourceView *d3dresViewUV;
> ID3D11PixelShader *d3dpixelShader;
> diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
> index 17499fc..d109154 100644
> --- a/modules/video_output/win32/direct3d11.c
> +++ b/modules/video_output/win32/direct3d11.c
> @@ -117,9 +117,13 @@ typedef struct d3d_vertex_t {
> FLOAT x;
> FLOAT y;
> } texture;
> - FLOAT opacity;
> } d3d_vertex_t;
>
> +typedef struct {
> + FLOAT Opacity;
> + FLOAT padding[3];
> +} PS_CONSTANT_BUFFER;
> +
> #define RECTWidth(r) (int)((r).right - (r).left)
> #define RECTHeight(r) (int)((r).bottom - (r).top)
>
> @@ -170,14 +174,12 @@ static const char* globVertexShaderDefault = "\
> {\
> float4 Position : POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> struct VS_OUTPUT\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> VS_OUTPUT VS( VS_INPUT In )\
> @@ -185,12 +187,18 @@ static const char* globVertexShaderDefault = "\
> VS_OUTPUT Output;\
> Output.Position = In.Position;\
> Output.Texture = In.Texture;\
> - Output.Opacity = In.Opacity;\
> return Output;\
> }\
> ";
>
> static const char* globPixelShaderDefault = "\
> + cbuffer PS_CONSTANT_BUFFER : register(b0)\
> + {\
> + float Opacity;\
> + float ignoreA;\
> + float ignoreB;\
> + float ignoreC;\
> + };\
> Texture2D shaderTexture;\
> SamplerState SampleType;\
> \
> @@ -198,7 +206,6 @@ static const char* globPixelShaderDefault = "\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> float4 PS( PS_INPUT In ) : SV_TARGET\
> @@ -206,12 +213,19 @@ static const char* globPixelShaderDefault = "\
> float4 rgba; \
> \
> rgba = shaderTexture.Sample(SampleType, In.Texture);\
> - rgba.a = rgba.a * In.Opacity;\
> + rgba.a = rgba.a * Opacity;\
> return rgba; \
> }\
> ";
>
> static const char *globPixelShaderBiplanarYUV_BT601_2RGB = "\
> + cbuffer PS_CONSTANT_BUFFER : register(b0)\
> + {\
> + float Opacity;\
> + float ignoreA;\
> + float ignoreB;\
> + float ignoreC;\
> + };\
> Texture2D shaderTextureY;\
> Texture2D shaderTextureUV;\
> SamplerState SampleType;\
> @@ -220,7 +234,6 @@ static const char *globPixelShaderBiplanarYUV_BT601_2RGB = "\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> float4 PS( PS_INPUT In ) : SV_TARGET\
> @@ -235,12 +248,19 @@ static const char *globPixelShaderBiplanarYUV_BT601_2RGB = "\
> rgba.x = saturate(yuv.x + 1.596026785714286 * yuv.z);\
> rgba.y = saturate(yuv.x - 0.812967647237771 * yuv.z - 0.391762290094914 * yuv.y);\
> rgba.z = saturate(yuv.x + 2.017232142857142 * yuv.y);\
> - rgba.a = In.Opacity;\
> + rgba.a = Opacity;\
> return rgba;\
> }\
> ";
>
> static const char *globPixelShaderBiplanarYUV_BT709_2RGB = "\
> + cbuffer PS_CONSTANT_BUFFER : register(b0)\
> + {\
> + float Opacity;\
> + float ignoreA;\
> + float ignoreB;\
> + float ignoreC;\
> + };\
> Texture2D shaderTextureY;\
> Texture2D shaderTextureUV;\
> SamplerState SampleType;\
> @@ -249,7 +269,6 @@ static const char *globPixelShaderBiplanarYUV_BT709_2RGB = "\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> float4 PS( PS_INPUT In ) : SV_TARGET\
> @@ -264,13 +283,20 @@ static const char *globPixelShaderBiplanarYUV_BT709_2RGB = "\
> rgba.x = saturate(yuv.x + 1.792741071428571 * yuv.z);\
> rgba.y = saturate(yuv.x - 0.532909328559444 * yuv.z - 0.21324861427373 * yuv.y);\
> rgba.z = saturate(yuv.x + 2.112401785714286 * yuv.y);\
> - rgba.a = In.Opacity;\
> + rgba.a = Opacity;\
> return rgba;\
> }\
> ";
>
> /* RGB-709 to RGB-2020 based on https://www.researchgate.net/publication/258434326_Beyond_BT709 */
> static const char *globPixelShaderBiplanarYUV_BT2020_2RGB = "\
> + cbuffer PS_CONSTANT_BUFFER : register(b0)\
> + {\
> + float Opacity;\
> + float ignoreA;\
> + float ignoreB;\
> + float ignoreC;\
> + };\
> Texture2D shaderTextureY;\
> Texture2D shaderTextureUV;\
> SamplerState SampleType;\
> @@ -279,7 +305,6 @@ static const char *globPixelShaderBiplanarYUV_BT2020_2RGB = "\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> float4 PS( PS_INPUT In ) : SV_TARGET\
> @@ -297,12 +322,19 @@ static const char *globPixelShaderBiplanarYUV_BT2020_2RGB = "\
> rgba.x = saturate( 1.661 * rgba.x - 0.588 * rgba.y - 0.073 * rgba.z);\
> rgba.y = saturate(-0.125 * rgba.x + 1.133 * rgba.y - 0.008 * rgba.z);\
> rgba.z = saturate(-0.018 * rgba.x - 0.101 * rgba.y + 1.119 * rgba.z);\
> - rgba.a = In.Opacity;\
> + rgba.a = Opacity;\
> return rgba;\
> }\
> ";
>
> static const char *globPixelShaderBiplanarYUYV_BT709_2RGB = "\
> + cbuffer PS_CONSTANT_BUFFER : register(b0)\
> + {\
> + float Opacity;\
> + float ignoreA;\
> + float ignoreB;\
> + float ignoreC;\
> + };\
> Texture2D shaderTextureYUYV;\
> SamplerState SampleType;\
> \
> @@ -310,7 +342,6 @@ static const char *globPixelShaderBiplanarYUYV_BT709_2RGB = "\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> float4 PS( PS_INPUT In ) : SV_TARGET\
> @@ -326,12 +357,19 @@ static const char *globPixelShaderBiplanarYUYV_BT709_2RGB = "\
> rgba.x = saturate(yuv.x + 1.792741071428571 * yuv.z);\
> rgba.y = saturate(yuv.x - 0.532909328559444 * yuv.z - 0.21324861427373 * yuv.y);\
> rgba.z = saturate(yuv.x + 2.112401785714286 * yuv.y);\
> - rgba.a = In.Opacity;\
> + rgba.a = Opacity;\
> return rgba;\
> }\
> ";
>
> static const char *globPixelShaderBiplanarYUYV_BT601_2RGB = "\
> + cbuffer PS_CONSTANT_BUFFER : register(b0)\
> + {\
> + float Opacity;\
> + float ignoreA;\
> + float ignoreB;\
> + float ignoreC;\
> + };\
> Texture2D shaderTextureYUYV;\
> SamplerState SampleType;\
> \
> @@ -339,7 +377,6 @@ static const char *globPixelShaderBiplanarYUYV_BT601_2RGB = "\
> {\
> float4 Position : SV_POSITION;\
> float2 Texture : TEXCOORD0;\
> - float Opacity : OPACITY;\
> };\
> \
> float4 PS( PS_INPUT In ) : SV_TARGET\
> @@ -355,7 +392,7 @@ static const char *globPixelShaderBiplanarYUYV_BT601_2RGB = "\
> rgba.x = saturate(yuv.x + 1.596026785714286 * yuv.z);\
> rgba.y = saturate(yuv.x - 0.812967647237771 * yuv.z - 0.391762290094914 * yuv.y);\
> rgba.z = saturate(yuv.x + 2.017232142857142 * yuv.y);\
> - rgba.a = In.Opacity;\
> + rgba.a = Opacity;\
> return rgba;\
> }\
> ";
> @@ -918,6 +955,8 @@ static void DisplayD3DPicture(vout_display_sys_t *sys, d3d_quad_t *quad)
>
> /* pixel shader */
> ID3D11DeviceContext_PSSetShader(sys->d3dcontext, quad->d3dpixelShader, NULL, 0);
> +
> + ID3D11DeviceContext_PSSetConstantBuffers(sys->d3dcontext, 0, 1, &quad->pPixelShaderConstants);
> ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 0, 1, &quad->d3dresViewY);
> if( quad->d3dresViewUV )
> ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 1, 1, &quad->d3dresViewUV);
> @@ -1647,6 +1686,24 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
> goto error;
> }
>
> + /* pixel shader constant buffer */
> + PS_CONSTANT_BUFFER defaultConstants = {
> + .Opacity = 1,
> + };
> + static_assert((sizeof(defaultConstants)%16)==0,"Constant buffers require 16-byte alignment");
> + D3D11_BUFFER_DESC constantDesc = {
> + .Usage = D3D11_USAGE_DYNAMIC,
> + .ByteWidth = sizeof(defaultConstants),
> + .BindFlags = D3D11_BIND_CONSTANT_BUFFER,
> + .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
> + };
> + D3D11_SUBRESOURCE_DATA constantInit = { .pSysMem = &defaultConstants };
> + hr = ID3D11Device_CreateBuffer(sys->d3ddevice, &constantDesc, &constantInit, &quad->pPixelShaderConstants);
> + if(FAILED(hr)) {
> + msg_Err(vd, "Could not create the pixel shader constant buffer. (hr=0x%lX)", hr);
> + goto error;
> + }
> +
> /* create the index of the vertices */
> D3D11_BUFFER_DESC quadDesc = {
> .Usage = D3D11_USAGE_DYNAMIC,
> @@ -1672,12 +1729,11 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
> }
>
> 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},
> + { "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, 3, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
> + hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 2, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
> ID3D10Blob_GetBufferSize(pVSBlob), &quad->pVertexLayout);
>
> ID3D10Blob_Release(pVSBlob);
> @@ -1786,7 +1842,6 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
> dst_data[0].position.z = 0.0f;
> dst_data[0].texture.x = 0.0f;
> dst_data[0].texture.y = 1.0f;
> - dst_data[0].opacity = 1.0f;
>
> // bottom right
> dst_data[1].position.x = right;
> @@ -1794,7 +1849,6 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
> dst_data[1].position.z = 0.0f;
> dst_data[1].texture.x = 1.0f;
> dst_data[1].texture.y = 1.0f;
> - dst_data[1].opacity = 1.0f;
>
> // top right
> dst_data[2].position.x = right;
> @@ -1802,7 +1856,6 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
> dst_data[2].position.z = 0.0f;
> dst_data[2].texture.x = 1.0f;
> dst_data[2].texture.y = 0.0f;
> - dst_data[2].opacity = 1.0f;
>
> // top left
> dst_data[3].position.x = left;
> @@ -1810,7 +1863,6 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
> dst_data[3].position.z = 0.0f;
> dst_data[3].texture.x = 0.0f;
> dst_data[3].texture.y = 0.0f;
> - dst_data[3].opacity = 1.0f;
>
> ID3D11DeviceContext_Unmap(sys->d3dcontext, (ID3D11Resource *)quad->pVertexBuffer, 0);
> }
> @@ -1847,6 +1899,11 @@ error:
>
> static void ReleaseQuad(d3d_quad_t *quad)
> {
> + if (quad->pPixelShaderConstants)
> + {
> + ID3D11Buffer_Release(quad->pPixelShaderConstants);
> + quad->pPixelShaderConstants = NULL;
> + }
> if (quad->pVertexBuffer)
> {
> ID3D11Buffer_Release(quad->pVertexBuffer);
> @@ -1971,14 +2028,11 @@ static void UpdateQuadOpacity(vout_display_t *vd, const d3d_quad_t *quad, float
> vout_display_sys_t *sys = vd->sys;
> D3D11_MAPPED_SUBRESOURCE mappedResource;
>
> - HRESULT hr = ID3D11DeviceContext_Map(sys->d3dcontext, (ID3D11Resource *)quad->pVertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
> + HRESULT hr = ID3D11DeviceContext_Map(sys->d3dcontext, (ID3D11Resource *)quad->pPixelShaderConstants, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource);
> if (SUCCEEDED(hr)) {
> - d3d_vertex_t *dst_data = mappedResource.pData;
> -
> - for (size_t i=0; i<quad->vertexCount; ++i)
> - dst_data[i].opacity = opacity;
> -
> - ID3D11DeviceContext_Unmap(sys->d3dcontext, (ID3D11Resource *)quad->pVertexBuffer, 0);
> + FLOAT *dst_data = mappedResource.pData;
> + *dst_data = opacity;
> + ID3D11DeviceContext_Unmap(sys->d3dcontext, (ID3D11Resource *)quad->pPixelShaderConstants, 0);
> }
> else {
> msg_Err(vd, "Failed to lock the subpicture vertex buffer (hr=0x%lX)", hr);
> --
> 2.10.1
>
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