Render NV12 color format

This commit is contained in:
loki 2021-05-02 22:35:19 +02:00
parent 127b5501d9
commit 37a9256587
12 changed files with 220 additions and 371 deletions

View File

@ -1,27 +1,32 @@
//--------------------------------------------------------------------------------------
// CombinedUVMipsPS.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInputU : register(t0);
Texture2D txInputV : register(t1);
Texture1D txInputShift : register(t2);
Texture2D image : register(t0);
SamplerState GenericSampler : register(s0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float PS(PS_INPUT input) : SV_Target
float2 PS(FragTexWide input) : SV_Target
{
float fShift = (float)txInputShift.Sample(GenericSampler, input.Tex.x);
// float4 color_vec_y = { 0.301f, 0.586f, 0.113f, 0.0f };
// float4 color_vec_u = { -0.168f, -0.328f, 0.496f, 128.0f / 256.0f };
// float4 color_vec_v = { 0.496f, 0.414f, 0.082f, 128.0f / 256.0f };
float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 };
float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 };
float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 };
if(fShift == 0.0f)
return (float)txInputU.SampleLevel(GenericSampler, input.Tex, 1.0f);
else
return (float)txInputV.SampleLevel(GenericSampler, input.Tex, 1.0f);
// float4 color_vec_y = { 0.2578f, 0.5039f, 0.0977, 0.0625 };
// float4 color_vec_u = { -0.1484, 0.2891, 0.4375, 128.0f / 256.0f };
// float4 color_vec_v = { 0.4375, -0.3672, -0.0703, 128.0f / 256.0f };
float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
return float2(u, v);
}

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@ -1,23 +1,26 @@
//--------------------------------------------------------------------------------------
// CombinedUVVS.hlsl
//--------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
VertTexPosWide VS(uint vI : SV_VERTEXID)
{
PS_INPUT output = (PS_INPUT)0;
float width_i = 1.0f / 1920.0f;
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float2 texcoord = float2(vI & 1, vI >> 1);
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y + 0.0f) * 0.5f, 0.0f, 1.0f);
output.Tex = texcoord;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = 1.0 - idLow * 2.0;
return output;
VertTexPosWide vert_out;
vert_out.uuv = float3(u_left, u_right, v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}

26
assets/MergeYPS.hlsl Normal file
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@ -0,0 +1,26 @@
//--------------------------------------------------------------------------------------
// YCbCrPS2.hlsl
//--------------------------------------------------------------------------------------
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float PS(PS_INPUT frag_in) : SV_Target
{
float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 };
float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 };
float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 };
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y;
}

22
assets/MergeYVS.hlsl Normal file
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@ -0,0 +1,22 @@
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
PS_INPUT vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
vert_out.tex = float2(idHigh, idLow);
return vert_out;
}

View File

@ -1,20 +0,0 @@
//--------------------------------------------------------------------------------------
// ScreenPS.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInput : register(t0);
SamplerState GenericSampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS(PS_INPUT input) : SV_Target
{
return txInput.Sample(GenericSampler, input.Tex);
}

View File

@ -1,23 +0,0 @@
//--------------------------------------------------------------------------------------
// ScreenVS.hlsl
//--------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
{
PS_INPUT output = (PS_INPUT)0;
float2 texcoord = float2(vI & 1, vI >> 1);
output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y - 0.5f) * 2.0f, 0.0f, 1.0f);
output.Tex = texcoord;
return output;
}

View File

@ -1,40 +0,0 @@
//--------------------------------------------------------------------------------------
// YCbCrPS2.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInput : register(t0);
SamplerState GenericSampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
struct PS_OUTPUT
{
float ColorY : SV_Target0;
float2 ColorU: SV_Target1;
float2 ColorV: SV_Target2;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
PS_OUTPUT PS(PS_INPUT input) : SV_Target
{
PS_OUTPUT output;
float4 InputColor = txInput.Sample(GenericSampler, input.Tex);
// Range 0-255
output.ColorY = (0.257f * InputColor.r + 0.504f * InputColor.g + 0.098f * InputColor.b) + (16 / 256.0f);
output.ColorU = (-0.148f * InputColor.r - 0.291f * InputColor.g + 0.439f * InputColor.b) + (128.0f / 256.0f);
output.ColorV = (0.439f * InputColor.r - 0.368f * InputColor.g - 0.071f * InputColor.b) + (128.0f / 256.0f);
output.ColorY = clamp(output.ColorY, 0.0f, 255.0f);
output.ColorU = clamp(output.ColorU, 0.0f, 255.0f);
output.ColorV = clamp(output.ColorV, 0.0f, 255.0f);
return output;
}

View File

@ -138,6 +138,10 @@ int main(int argc, char *argv[]) {
proc::proc = std::move(*proc_opt);
auto deinit_guard = platf::init();
if(!deinit_guard) {
return 4;
}
input::init();
reed_solomon_init();
if(video::init()) {

View File

@ -502,5 +502,5 @@ void freeInput(void *p) {
delete input;
}
std::unique_ptr<deinit_t> init() { return nullptr; }
std::unique_ptr<deinit_t> init() { return std::make_unique<deinit_t>(); }
}

View File

@ -319,6 +319,12 @@ public:
}
namespace platf {
// It's not big enough to justify it's own source file :/
namespace dxgi {
int init();
}
std::unique_ptr<mic_t> microphone(std::uint32_t sample_rate) {
auto mic = std::make_unique<audio::mic_wasapi_t>();
@ -330,6 +336,9 @@ std::unique_ptr<mic_t> microphone(std::uint32_t sample_rate) {
}
std::unique_ptr<deinit_t> init() {
if(dxgi::init()) {
return nullptr;
}
return std::make_unique<platf::audio::co_init_t>();
}
}

View File

@ -15,6 +15,7 @@ constexpr float aquamarine[] { 0.498039246f, 1.000000000f, 0.831372619f, 1.00000
using input_layout_t = util::safe_ptr<ID3D11InputLayout, Release<ID3D11InputLayout>>;
using render_target_t = util::safe_ptr<ID3D11RenderTargetView, Release<ID3D11RenderTargetView>>;
using shader_res_t = util::safe_ptr<ID3D11ShaderResourceView, Release<ID3D11ShaderResourceView>>;
using blend_t = util::safe_ptr<ID3D11BlendState, Release<ID3D11BlendState>>;
using raster_state_t = util::safe_ptr<ID3D11RasterizerState, Release<ID3D11RasterizerState>>;
using sampler_state_t = util::safe_ptr<ID3D11SamplerState, Release<ID3D11SamplerState>>;
using vs_t = util::safe_ptr<ID3D11VertexShader, Release<ID3D11VertexShader>>;
@ -25,9 +26,8 @@ using depth_stencil_view_t = util::safe_ptr<ID3D11DepthStencilView, Release<ID3
blob_t merge_UV_vs_hlsl;
blob_t merge_UV_ps_hlsl;
blob_t screen_vs_hlsl;
blob_t screen_ps_hlsl;
blob_t YCrCb_ps_hlsl;
blob_t merge_Y_vs_hlsl;
blob_t merge_Y_ps_hlsl;
struct img_d3d_t : public platf::img_t {
shader_res_t input_res;
@ -216,50 +216,30 @@ public:
img.input_res.reset(input_rec_p);
}
auto nv12_rt_p = nv12_rt.get();
auto sampler_point_p = sampler_point.get();
auto sampler_linear_p = sampler_linear.get();
auto input_res_p = img.input_res.get();
auto luma_sr_p = luma_sr.get();
render_target_t::pointer pYCbCrRT[] {
luma_rt.get(), chromaCB_rt.get(), chromaCR_rt.get()
};
shader_res_t::pointer merge_ress[] {
chromaCB_sr.get(), chromaCR_sr.get(), shift_sr.get()
};
auto Y_rt_p = nv12_Y_rt.get();
auto UV_rt_p = nv12_UV_rt.get();
// device_ctx_p->OMSetBlendState(blend.get(), nullptr, 0xffffffff);
_init_view_port(out_width, out_height);
device_ctx_p->PSSetSamplers(0, 1, &sampler_point_p);
device_ctx_p->PSSetSamplers(0, 1, &sampler_linear_p);
device_ctx_p->OMSetRenderTargets(3, pYCbCrRT, nullptr);
for(auto rt : pYCbCrRT) {
device_ctx_p->ClearRenderTargetView(rt, aquamarine);
}
device_ctx_p->VSSetShader(screen_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(YCrCb_ps.get(), nullptr, 0);
device_ctx_p->OMSetRenderTargets(1, &Y_rt_p, nullptr);
device_ctx_p->ClearRenderTargetView(Y_rt_p, aquamarine);
device_ctx_p->VSSetShader(merge_Y_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(merge_Y_ps.get(), nullptr, 0);
device_ctx_p->PSSetShaderResources(0, 1, &input_res_p);
device_ctx_p->Draw(4, 0);
device_ctx_p->Flush();
// downsample
device_ctx_p->GenerateMips(chromaCR_sr.get());
device_ctx_p->GenerateMips(chromaCB_sr.get());
device_ctx_p->OMSetRenderTargets(1, &nv12_rt_p, nullptr);
device_ctx_p->ClearRenderTargetView(nv12_rt_p, aquamarine);
device_ctx_p->VSSetShader(screen_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(screen_ps.get(), nullptr, 0);
device_ctx_p->PSSetShaderResources(0, 1, &luma_sr_p);
device_ctx_p->Draw(4, 0);
device_ctx_p->Flush();
_init_view_port(out_width, out_height *2);
_init_view_port(out_width / 2, out_height / 2);
device_ctx_p->OMSetRenderTargets(1, &UV_rt_p, nullptr);
device_ctx_p->ClearRenderTargetView(UV_rt_p, aquamarine);
device_ctx_p->VSSetShader(merge_UV_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(merge_UV_ps.get(), nullptr, 0);
for(int x = 0; x < ARRAYSIZE(merge_ress); ++x) {
device_ctx_p->PSSetShaderResources(x, 1, &merge_ress[x]);
}
device_ctx_p->PSSetShaderResources(0, 1, &input_res_p);
device_ctx_p->Draw(4, 0);
device_ctx_p->Flush();
@ -289,45 +269,35 @@ public:
this->in_width = in_width;
this->in_height = in_height;
vs_t::pointer screen_vs_p;
status = device_p->CreateVertexShader(screen_vs_hlsl->GetBufferPointer(), screen_vs_hlsl->GetBufferSize(), nullptr, &screen_vs_p);
vs_t::pointer vs_p;
status = device_p->CreateVertexShader(merge_Y_vs_hlsl->GetBufferPointer(), merge_Y_vs_hlsl->GetBufferSize(), nullptr, &vs_p);
if(status) {
BOOST_LOG(error) << "Failed to create screen vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
screen_vs.reset(screen_vs_p);
merge_Y_vs.reset(vs_p);
ps_t::pointer screen_ps_p;
status = device_p->CreatePixelShader(screen_ps_hlsl->GetBufferPointer(), screen_ps_hlsl->GetBufferSize(), nullptr, &screen_ps_p);
if(status) {
BOOST_LOG(error) << "Failed to create screen pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
screen_ps.reset(screen_ps_p);
ps_t::pointer YCrCb_ps_p;
status = device_p->CreatePixelShader(YCrCb_ps_hlsl->GetBufferPointer(), YCrCb_ps_hlsl->GetBufferSize(), nullptr, &YCrCb_ps_p);
ps_t::pointer ps_p;
status = device_p->CreatePixelShader(merge_Y_ps_hlsl->GetBufferPointer(), merge_Y_ps_hlsl->GetBufferSize(), nullptr, &ps_p);
if(status) {
BOOST_LOG(error) << "Failed to create YCrCb pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
YCrCb_ps.reset(YCrCb_ps_p);
merge_Y_ps.reset(ps_p);
ps_t::pointer merge_UV_ps_p;
status = device_p->CreatePixelShader(merge_UV_ps_hlsl->GetBufferPointer(), merge_UV_ps_hlsl->GetBufferSize(), nullptr, &merge_UV_ps_p);
status = device_p->CreatePixelShader(merge_UV_ps_hlsl->GetBufferPointer(), merge_UV_ps_hlsl->GetBufferSize(), nullptr, &ps_p);
if(status) {
BOOST_LOG(error) << "Failed to create mergeUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
merge_UV_ps.reset(merge_UV_ps_p);
merge_UV_ps.reset(ps_p);
vs_t::pointer merge_UV_vs_p;
status = device_p->CreateVertexShader(merge_UV_vs_hlsl->GetBufferPointer(), merge_UV_vs_hlsl->GetBufferSize(), nullptr, &merge_UV_vs_p);
status = device_p->CreateVertexShader(merge_UV_vs_hlsl->GetBufferPointer(), merge_UV_vs_hlsl->GetBufferSize(), nullptr, &vs_p);
if(status) {
BOOST_LOG(error) << "Failed to create mergeUV vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
merge_UV_vs.reset(merge_UV_vs_p);
merge_UV_vs.reset(vs_p);
D3D11_INPUT_ELEMENT_DESC layout_desc {
"SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0
@ -340,6 +310,20 @@ public:
&input_layout_p);
input_layout.reset(input_layout_p);
D3D11_BLEND_DESC blend_desc {};
blend_desc.RenderTarget[0].BlendEnable = FALSE;
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blend_t::pointer blend_p;
status = device_p->CreateBlendState(&blend_desc, &blend_p);
if(status) {
BOOST_LOG(error) << "Failed to create blend state [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
blend.reset(blend_p);
D3D11_TEXTURE2D_DESC t {};
t.Width = out_width;
t.Height = out_height;
@ -376,30 +360,20 @@ public:
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
nv12_rt.reset(nv12_rt_p);
nv12_Y_rt.reset(nv12_rt_p);
if(
_init_rt(&luma_sr, &luma_rt, out_width, out_height, 1, DXGI_FORMAT_R8_UNORM) ||
_init_rt(&chromaCB_sr, &chromaCB_rt, out_width, out_height, 2, DXGI_FORMAT_R8_UNORM, D3D11_RESOURCE_MISC_GENERATE_MIPS) ||
_init_rt(&chromaCR_sr, &chromaCR_rt, out_width, out_height, 2, DXGI_FORMAT_R8_UNORM, D3D11_RESOURCE_MISC_GENERATE_MIPS) ||
_init_shift_sr(out_width))
{
nv12_rt_desc.Format = DXGI_FORMAT_R8G8_UNORM;
status = device_p->CreateRenderTargetView(img.texture.get(), &nv12_rt_desc, &nv12_rt_p);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
// t.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
// t.BindFlags = D3D11_BIND_DEPTH_STENCIL;
// status = device_p->CreateTexture2D(&t, nullptr, &tex_p);
// if(FAILED(status)) {
// BOOST_LOG(error) << "Failed to create depth stencil texture [0x"sv << util::hex(status).to_string_view() << ']';
// return -1;
// }
// depth_stencil.reset(tex_p);
nv12_UV_rt.reset(nv12_rt_p);
D3D11_SAMPLER_DESC sampler_desc {};
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampler_desc.MinLOD = 0;
@ -411,69 +385,16 @@ public:
BOOST_LOG(error) << "Failed to create point sampler state [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
sampler_linear.reset(sampler_state_p);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
status = device_p->CreateSamplerState(&sampler_desc, &sampler_state_p);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create point sampler state [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
sampler_point.reset(sampler_state_p);
// D3D11_DEPTH_STENCIL_DESC depth_stencil_desc {};
// depth_stencil_desc.DepthEnable = FALSE;
// depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
// depth_stencil_desc.StencilEnable = true;
// depth_stencil_desc.StencilReadMask = 0xFF;
// depth_stencil_desc.StencilWriteMask = 0xFF;
// depth_stencil_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
// depth_stencil_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
// depth_stencil_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
// depth_stencil_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// depth_stencil_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
// depth_stencil_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
// depth_stencil_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
// depth_stencil_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// depth_stencil_state_t::pointer depth_state_p;
// status = device_p->CreateDepthStencilState(&depth_stencil_desc, &depth_state_p);
// if(FAILED(status)) {
// BOOST_LOG(error) << "Failed to create depth stencil state [0x"sv << util::hex(status).to_string_view() << ']';
// return -1;
// }
// depth_state.reset(depth_state_p);
// D3D11_DEPTH_STENCIL_VIEW_DESC depth_view_desc {};
// depth_view_desc.Format = t.Format;
// depth_view_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
// depth_stencil_view_t::pointer depth_view_p;
// status = device_p->CreateDepthStencilView(depth_stencil.get(), &depth_view_desc, &depth_view_p);
// if(FAILED(status)) {
// BOOST_LOG(error) << "Failed to create depth stencil view [0x"sv << util::hex(status).to_string_view() << ']';
// return -1;
// }
// depth_view.reset(depth_view_p);
// // Setup the raster description which will determine how and what polygons will be drawn.
// D3D11_RASTERIZER_DESC raster_desc;
// raster_desc.AntialiasedLineEnable = false;
// raster_desc.CullMode = D3D11_CULL_BACK;
// raster_desc.DepthBias = 0;
// raster_desc.DepthBiasClamp = 0.0f;
// raster_desc.DepthClipEnable = true;
// raster_desc.FillMode = D3D11_FILL_SOLID;
// raster_desc.FrontCounterClockwise = false;
// raster_desc.MultisampleEnable = false;
// raster_desc.ScissorEnable = false;
// raster_desc.SlopeScaledDepthBias = 0.0f;
// raster_state_t::pointer raster_state_p;
// status = device_p->CreateRasterizerState(&raster_desc, &raster_state_p);
// if(FAILED(status)) {
// BOOST_LOG(error) << "Failed to create rasterizer state [0x"sv << util::hex(status).to_string_view() << ']';
// return -1;
// }
// raster_state.reset(raster_state_p);
auto sampler_p = sampler_point.get();
device_ctx_p->PSSetSamplers(0, 1, &sampler_p);
// device_ctx_p->RSSetState(raster_state.get());
device_ctx_p->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
device_ctx_p->IASetInputLayout(input_layout.get());
@ -491,9 +412,9 @@ public:
}
}
private:
void _init_view_port(float width, float height) {
void _init_view_port(float x, float y, float width, float height) {
D3D11_VIEWPORT view {
0.0f, 0.0f,
x, y,
width, height,
0.0f, 1.0f
};
@ -501,7 +422,11 @@ private:
device_ctx_p->RSSetViewports(1, &view);
}
int _init_rt(shader_res_t *shader_res, render_target_t *render_target, int width, int height, int mip_levels, DXGI_FORMAT format, int flags = 0) {
void _init_view_port(float width, float height) {
_init_view_port(0.0f, 0.0f, width, height);
}
int _init_rt(shader_res_t &shader_res, render_target_t &render_target, int width, int height, DXGI_FORMAT format) {
D3D11_TEXTURE2D_DESC desc {};
desc.Width = width;
@ -509,10 +434,9 @@ private:
desc.Format = format;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
desc.MipLevels = mip_levels;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.MiscFlags = flags;
auto device = (device_t::pointer)data;
@ -524,114 +448,54 @@ private:
}
texture2d_t tex { tex_p };
if(shader_res) {
D3D11_SHADER_RESOURCE_VIEW_DESC shader_resource_desc {
format,
D3D11_SRV_DIMENSION_TEXTURE2D
};
shader_resource_desc.Texture2D.MipLevels = mip_levels;
shader_res_t::pointer shader_res_p;
device->CreateShaderResourceView(tex_p, &shader_resource_desc, &shader_res_p);
if(status) {
BOOST_LOG(error) << "Failed to create render target texture for luma [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
shader_res->reset(shader_res_p);
}
if(render_target) {
D3D11_RENDER_TARGET_VIEW_DESC render_target_desc {
format,
D3D11_RTV_DIMENSION_TEXTURE2D
};
render_target_t::pointer render_target_p;
device->CreateRenderTargetView(tex_p, &render_target_desc, &render_target_p);
if(status) {
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
render_target->reset(render_target_p);
}
return 0;
}
int _init_shift_sr(int width) {
auto device = (device_t::pointer)data;
D3D11_TEXTURE1D_DESC desc {};
desc.Width = width;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8_UNORM;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
util::buffer_t<BYTE> data { (std::size_t)width };
for(int x = 0; x < data.size(); ++x) {
data[x] = x & 1;
}
D3D11_SUBRESOURCE_DATA data_res {
std::begin(data),
(UINT)data.size()
D3D11_SHADER_RESOURCE_VIEW_DESC shader_resource_desc {
format,
D3D11_SRV_DIMENSION_TEXTURE2D
};
texture1d_t::pointer tex_p {};
auto status = device->CreateTexture1D(&desc, &data_res, &tex_p);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create shift texture [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
texture1d_t tex { tex_p };
D3D11_SHADER_RESOURCE_VIEW_DESC res_desc {
DXGI_FORMAT_R8_UNORM,
D3D11_SRV_DIMENSION_TEXTURE1D
};
res_desc.Texture1D.MipLevels = 1;
shader_resource_desc.Texture2D.MipLevels = 1;
shader_res_t::pointer shader_res_p;
device->CreateShaderResourceView(tex_p, &res_desc, &shader_res_p);
device->CreateShaderResourceView(tex_p, &shader_resource_desc, &shader_res_p);
if(status) {
BOOST_LOG(error) << "Failed to create render target texture for luma [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
shift_sr.reset(shader_res_p);
shader_res.reset(shader_res_p);
D3D11_RENDER_TARGET_VIEW_DESC render_target_desc {
format,
D3D11_RTV_DIMENSION_TEXTURE2D
};
render_target_t::pointer render_target_p;
device->CreateRenderTargetView(tex_p, &render_target_desc, &render_target_p);
if(status) {
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
render_target.reset(render_target_p);
return 0;
}
public:
// raster_state_t raster_state;
sampler_state_t sampler_linear;
sampler_state_t sampler_point;
// depth_stencil_view_t depth_view;
// depth_stencil_state_t depth_state;
shader_res_t chromaCB_sr;
shader_res_t chromaCR_sr;
shader_res_t luma_sr;
shader_res_t shift_sr;
input_layout_t input_layout;
// texture2d_t depth_stencil;
render_target_t luma_rt;
render_target_t nv12_rt;
render_target_t chromaCB_rt;
render_target_t chromaCR_rt;
render_target_t nv12_Y_rt;
render_target_t nv12_UV_rt;
blend_t blend;
img_d3d_t img;
vs_t merge_UV_vs;
ps_t merge_UV_ps;
vs_t screen_vs;
ps_t screen_ps;
ps_t YCrCb_ps;
ps_t ChromaCbCr_ps;
vs_t merge_Y_vs;
ps_t merge_Y_ps;
bool cursor_visible;
@ -816,36 +680,6 @@ std::shared_ptr<platf::hwdevice_t> display_vram_t::make_hwdevice(int width, int
return nullptr;
}
if(!screen_ps_hlsl) {
BOOST_LOG(info) << "Compiling shaders..."sv;
screen_vs_hlsl = compile_vertex_shader(SUNSHINE_ASSETS_DIR "/ScreenVS.hlsl");
if(!screen_vs_hlsl) {
return nullptr;
}
screen_ps_hlsl = compile_pixel_shader(SUNSHINE_ASSETS_DIR "/ScreenPS.hlsl");
if(!screen_ps_hlsl) {
return nullptr;
}
YCrCb_ps_hlsl = compile_pixel_shader(SUNSHINE_ASSETS_DIR "/YCbCrPS.hlsl");
if(!YCrCb_ps_hlsl) {
return nullptr;
}
merge_UV_ps_hlsl = compile_pixel_shader(SUNSHINE_ASSETS_DIR "/MergeUVPS.hlsl");
if(!merge_UV_ps_hlsl) {
return nullptr;
}
merge_UV_vs_hlsl = compile_vertex_shader(SUNSHINE_ASSETS_DIR "/MergeUVVS.hlsl");
if(!merge_UV_vs_hlsl) {
return nullptr;
}
BOOST_LOG(info) << "Compiled shaders"sv;
}
auto hwdevice = std::make_shared<hwdevice_t>(&hwdevices);
auto ret = hwdevice->init(
@ -868,4 +702,30 @@ std::shared_ptr<platf::hwdevice_t> display_vram_t::make_hwdevice(int width, int
return hwdevice;
}
int init() {
BOOST_LOG(info) << "Compiling shaders..."sv;
merge_Y_vs_hlsl = compile_vertex_shader(SUNSHINE_ASSETS_DIR "/MergeYVS.hlsl");
if(!merge_Y_vs_hlsl) {
return -1;
}
merge_Y_ps_hlsl = compile_pixel_shader(SUNSHINE_ASSETS_DIR "/MergeYPS.hlsl");
if(!merge_Y_ps_hlsl) {
return -1;
}
merge_UV_ps_hlsl = compile_pixel_shader(SUNSHINE_ASSETS_DIR "/MergeUVPS.hlsl");
if(!merge_UV_ps_hlsl) {
return -1;
}
merge_UV_vs_hlsl = compile_vertex_shader(SUNSHINE_ASSETS_DIR "/MergeUVVS.hlsl");
if(!merge_UV_vs_hlsl) {
return -1;
}
BOOST_LOG(info) << "Compiled shaders"sv;
return 0;
}
}

View File

@ -622,6 +622,7 @@ std::optional<session_t> make_session(const encoder_t &encoder, const config_t &
case 0:
default:
// Rec. 601
BOOST_LOG(info) << "Color coding [Rec. 601]"sv;
ctx->color_primaries = AVCOL_PRI_SMPTE170M;
ctx->color_trc = AVCOL_TRC_SMPTE170M;
ctx->colorspace = AVCOL_SPC_SMPTE170M;
@ -630,6 +631,7 @@ std::optional<session_t> make_session(const encoder_t &encoder, const config_t &
case 1:
// Rec. 709
BOOST_LOG(info) << "Color coding [Rec. 709]"sv;
ctx->color_primaries = AVCOL_PRI_BT709;
ctx->color_trc = AVCOL_TRC_BT709;
ctx->colorspace = AVCOL_SPC_BT709;
@ -638,6 +640,7 @@ std::optional<session_t> make_session(const encoder_t &encoder, const config_t &
case 2:
// Rec. 2020
BOOST_LOG(info) << "Color coding [Rec. 2020]"sv;
ctx->color_primaries = AVCOL_PRI_BT2020;
ctx->color_trc = AVCOL_TRC_BT2020_10;
ctx->colorspace = AVCOL_SPC_BT2020_NCL;