mirror of
https://github.com/LizardByte/Sunshine.git
synced 2025-08-10 00:52:16 +00:00
Render luma onto nv12 surface
This commit is contained in:
@@ -4,39 +4,6 @@ project(Sunshine)
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set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR})
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# On MSYS2, building a stand-alone binary that links with ffmpeg is not possible,
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# Therefore, ffmpeg, libx264 and libx265 must be build from source
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if(WIN32)
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file(
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DOWNLOAD "https://github.com/TheElixZammuto/sunshine-prebuilt/releases/download/1.0.0/pre-compiled.zip" "${CMAKE_CURRENT_BINARY_DIR}/pre-compiled.zip"
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TIMEOUT 60
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EXPECTED_HASH SHA256=5d59986bd7f619eaaf82b2dd56b5127b747c9cbe8db61e3b898ff6b485298ed6)
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file(ARCHIVE_EXTRACT
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INPUT "${CMAKE_CURRENT_BINARY_DIR}/pre-compiled.zip"
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DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/pre-compiled)
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static")
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if(NOT DEFINED SUNSHINE_PREPARED_BINARIES)
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set(SUNSHINE_PREPARED_BINARIES "${CMAKE_CURRENT_BINARY_DIR}/pre-compiled/windows")
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endif()
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set(FFMPEG_INCLUDE_DIRS
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${SUNSHINE_PREPARED_BINARIES}/include)
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set(FFMPEG_LIBRARIES
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${SUNSHINE_PREPARED_BINARIES}/lib/libavcodec.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libavdevice.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libavfilter.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libavformat.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libavutil.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libpostproc.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libswresample.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libswscale.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libx264.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libx265.a
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${SUNSHINE_PREPARED_BINARIES}/lib/libhdr10plus.a
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z lzma bcrypt libiconv.a)
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endif()
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add_subdirectory(Simple-Web-Server)
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add_subdirectory(moonlight-common-c/enet)
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@@ -108,7 +75,7 @@ if(WIN32)
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wsock32
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ws2_32
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iphlpapi
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d3d11 dxgi
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d3d11 dxgi D3DCompiler
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setupapi
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)
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27
assets/MergeUVPS.hlsl
Normal file
27
assets/MergeUVPS.hlsl
Normal file
@@ -0,0 +1,27 @@
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//--------------------------------------------------------------------------------------
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// CombinedUVMipsPS.hlsl
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//--------------------------------------------------------------------------------------
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Texture2D txInputU : register(t0);
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Texture2D txInputV : register(t1);
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Texture1D txInputShift : register(t2);
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SamplerState GenericSampler : register(s0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float PS(PS_INPUT input) : SV_Target
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{
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float fShift = (float)txInputShift.Sample(GenericSampler, input.Tex.x);
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if(fShift == 0.0f)
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return (float)txInputU.SampleLevel(GenericSampler, input.Tex, 1.0f);
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else
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return (float)txInputV.SampleLevel(GenericSampler, input.Tex, 1.0f);
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}
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23
assets/MergeUVVS.hlsl
Normal file
23
assets/MergeUVVS.hlsl
Normal file
@@ -0,0 +1,23 @@
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//--------------------------------------------------------------------------------------
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// CombinedUVVS.hlsl
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//--------------------------------------------------------------------------------------
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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PS_INPUT VS(uint vI : SV_VERTEXID)
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{
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PS_INPUT output = (PS_INPUT)0;
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float2 texcoord = float2(vI & 1, vI >> 1);
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output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y + 0.0f) * 0.5f, 0.0f, 1.0f);
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output.Tex = texcoord;
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return output;
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}
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20
assets/ScreenPS.hlsl
Normal file
20
assets/ScreenPS.hlsl
Normal file
@@ -0,0 +1,20 @@
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//--------------------------------------------------------------------------------------
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// ScreenPS.hlsl
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//--------------------------------------------------------------------------------------
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Texture2D txInput : register(t0);
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SamplerState GenericSampler : register(s0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float4 PS(PS_INPUT input) : SV_Target
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{
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return txInput.Sample(GenericSampler, input.Tex);
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}
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23
assets/ScreenVS.hlsl
Normal file
23
assets/ScreenVS.hlsl
Normal file
@@ -0,0 +1,23 @@
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//--------------------------------------------------------------------------------------
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// ScreenVS.hlsl
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//--------------------------------------------------------------------------------------
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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PS_INPUT VS(uint vI : SV_VERTEXID)
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{
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PS_INPUT output = (PS_INPUT)0;
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float2 texcoord = float2(vI & 1, vI >> 1);
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output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y - 0.5f) * 2.0f, 0.0f, 1.0f);
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output.Tex = texcoord;
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return output;
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}
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40
assets/YCbCrPS.hlsl
Normal file
40
assets/YCbCrPS.hlsl
Normal file
@@ -0,0 +1,40 @@
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//--------------------------------------------------------------------------------------
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// YCbCrPS2.hlsl
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//--------------------------------------------------------------------------------------
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Texture2D txInput : register(t0);
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SamplerState GenericSampler : register(s0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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struct PS_OUTPUT
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{
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float ColorY : SV_Target0;
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float2 ColorU: SV_Target1;
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float2 ColorV: SV_Target2;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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PS_OUTPUT PS(PS_INPUT input) : SV_Target
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{
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PS_OUTPUT output;
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float4 InputColor = txInput.Sample(GenericSampler, input.Tex);
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// Range 0-255
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output.ColorY = (0.257f * InputColor.r + 0.504f * InputColor.g + 0.098f * InputColor.b) + (16 / 256.0f);
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output.ColorU = (-0.148f * InputColor.r - 0.291f * InputColor.g + 0.439f * InputColor.b) + (128.0f / 256.0f);
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output.ColorV = (0.439f * InputColor.r - 0.368f * InputColor.g - 0.071f * InputColor.b) + (128.0f / 256.0f);
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output.ColorY = clamp(output.ColorY, 0.0f, 255.0f);
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output.ColorU = clamp(output.ColorU, 0.0f, 255.0f);
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output.ColorV = clamp(output.ColorV, 0.0f, 255.0f);
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return output;
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}
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@@ -43,6 +43,21 @@ enum class pix_fmt_e {
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unknown
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};
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inline std::string_view from_pix_fmt(pix_fmt_e pix_fmt) {
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using namespace std::literals;
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#define _CONVERT(x) case pix_fmt_e:: x : return #x ## sv
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switch(pix_fmt) {
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_CONVERT(yuv420p);
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_CONVERT(yuv420p10);
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_CONVERT(nv12);
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_CONVERT(p010);
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_CONVERT(unknown);
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}
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#undef _CONVERT
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return "unknown"sv;
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}
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struct gamepad_state_t {
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std::uint16_t buttonFlags;
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std::uint8_t lt;
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@@ -32,6 +32,7 @@ using output_t = util::safe_ptr<IDXGIOutput, Release<IDXGIOutput>>;
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using output1_t = util::safe_ptr<IDXGIOutput1, Release<IDXGIOutput1>>;
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using dup_t = util::safe_ptr<IDXGIOutputDuplication, Release<IDXGIOutputDuplication>>;
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using texture2d_t = util::safe_ptr<ID3D11Texture2D, Release<ID3D11Texture2D>>;
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using texture1d_t = util::safe_ptr<ID3D11Texture1D, Release<ID3D11Texture1D>>;
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using resource_t = util::safe_ptr<IDXGIResource, Release<IDXGIResource>>;
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using multithread_t = util::safe_ptr<ID3D11Multithread, Release<ID3D11Multithread>>;
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@@ -1,3 +1,7 @@
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#include <codecvt>
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#include <d3dcompiler.h>
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#include "sunshine/main.h"
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#include "display.h"
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@@ -6,9 +10,29 @@ using namespace std::literals;
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}
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namespace platf::dxgi {
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constexpr float aquamarine[] { 0.498039246f, 1.000000000f, 0.831372619f, 1.000000000f };
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using input_layout_t = util::safe_ptr<ID3D11InputLayout, Release<ID3D11InputLayout>>;
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using render_target_t = util::safe_ptr<ID3D11RenderTargetView, Release<ID3D11RenderTargetView>>;
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using shader_res_t = util::safe_ptr<ID3D11ShaderResourceView, Release<ID3D11ShaderResourceView>>;
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using raster_state_t = util::safe_ptr<ID3D11RasterizerState, Release<ID3D11RasterizerState>>;
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using sampler_state_t = util::safe_ptr<ID3D11SamplerState, Release<ID3D11SamplerState>>;
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using vs_t = util::safe_ptr<ID3D11VertexShader, Release<ID3D11VertexShader>>;
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using ps_t = util::safe_ptr<ID3D11PixelShader, Release<ID3D11PixelShader>>;
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using blob_t = util::safe_ptr<ID3DBlob, Release<ID3DBlob>>;
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using depth_stencil_state_t = util::safe_ptr<ID3D11DepthStencilState, Release<ID3D11DepthStencilState>>;
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using depth_stencil_view_t = util::safe_ptr<ID3D11DepthStencilView, Release<ID3D11DepthStencilView>>;
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blob_t merge_UV_vs_hlsl;
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blob_t merge_UV_ps_hlsl;
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blob_t screen_vs_hlsl;
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blob_t screen_ps_hlsl;
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blob_t YCrCb_ps_hlsl;
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struct img_d3d_t : public platf::img_t {
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std::shared_ptr<platf::display_t> display;
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shader_res_t input_res;
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texture2d_t texture;
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std::shared_ptr<platf::display_t> display;
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~img_d3d_t() override = default;
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};
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@@ -97,9 +121,43 @@ util::buffer_t<std::uint8_t> make_cursor_image(util::buffer_t<std::uint8_t> &&im
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return cursor_img;
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}
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blob_t compile_shader(LPCSTR file, LPCSTR entrypoint, LPCSTR shader_model) {
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blob_t::pointer msg_p = nullptr;
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blob_t::pointer compiled_p;
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DWORD flags = D3DCOMPILE_ENABLE_STRICTNESS;
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#ifndef NDEBUG
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flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
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#endif
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>, wchar_t> converter;
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auto wFile = converter.from_bytes(file);
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auto status = D3DCompileFromFile(wFile.c_str(), nullptr, nullptr, entrypoint, shader_model, flags, 0, &compiled_p, &msg_p);
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if(msg_p) {
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BOOST_LOG(warning) << std::string_view { (const char *)msg_p->GetBufferPointer(), msg_p->GetBufferSize() - 1 };
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msg_p->Release();
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}
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if(status) {
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BOOST_LOG(error) << "Couldn't compile ["sv << file << "] [0x"sv << util::hex(status).to_string_view() << ']';
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return nullptr;
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}
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return blob_t { compiled_p };
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}
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blob_t compile_pixel_shader(LPCSTR file) {
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return compile_shader(file, "PS", "ps_5_0");
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}
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blob_t compile_vertex_shader(LPCSTR file) {
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return compile_shader(file, "VS", "vs_5_0");
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}
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class hwdevice_t : public platf::hwdevice_t {
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public:
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hwdevice_t(std::vector<hwdevice_t*> *hwdevices_p) : hwdevices_p { hwdevices_p } {}
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hwdevice_t() = delete;
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@@ -126,23 +184,9 @@ public:
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RECT rect_in { left_in, top_in, right_in, bottom_in };
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RECT rect_out { left_out, top_out, right_out, bottom_out };
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ctx->VideoProcessorSetStreamSourceRect(processor.get(), 1, TRUE, &rect_in);
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ctx->VideoProcessorSetStreamDestRect(processor.get(), 1, TRUE, &rect_out);
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}
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int set_cursor_texture(texture2d_t::pointer texture, LONG width, LONG height) {
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D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC input_desc = { 0, (D3D11_VPIV_DIMENSION)D3D11_VPIV_DIMENSION_TEXTURE2D, { 0, 0 } };
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video::processor_in_t::pointer processor_in_p;
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auto status = device->CreateVideoProcessorInputView(texture, processor_e.get(), &input_desc, &processor_in_p);
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if(FAILED(status)) {
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BOOST_LOG(error) << "Failed to create cursor VideoProcessorInputView [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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}
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cursor_in.reset(processor_in_p);
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cursor_width = width;
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cursor_height = height;
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cursor_scaled_width = ((double)width) / in_width * out_width;
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@@ -154,38 +198,75 @@ public:
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int convert(platf::img_t &img_base) override {
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auto &img = (img_d3d_t&)img_base;
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auto it = texture_to_processor_in.find(img.texture.get());
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if(it == std::end(texture_to_processor_in)) {
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D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC input_desc = { 0, (D3D11_VPIV_DIMENSION)D3D11_VPIV_DIMENSION_TEXTURE2D, { 0, 0 } };
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if(!img.input_res) {
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auto device = (device_t::pointer)data;
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video::processor_in_t::pointer processor_in_p;
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auto status = device->CreateVideoProcessorInputView(img.texture.get(), processor_e.get(), &input_desc, &processor_in_p);
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D3D11_SHADER_RESOURCE_VIEW_DESC desc {
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DXGI_FORMAT_B8G8R8A8_UNORM,
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D3D11_SRV_DIMENSION_TEXTURE2D
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};
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desc.Texture2D.MipLevels = 1;
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shader_res_t::pointer input_rec_p;
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auto status = device->CreateShaderResourceView(img.texture.get(), &desc, &input_rec_p);
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if(FAILED(status)) {
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BOOST_LOG(error) << "Failed to create VideoProcessorInputView [0x"sv << util::hex(status).to_string_view() << ']';
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BOOST_LOG(error) << "Failed to create input shader resource view [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
|
||||
}
|
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it = texture_to_processor_in.emplace(img.texture.get(), processor_in_p).first;
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img.input_res.reset(input_rec_p);
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}
|
||||
auto &processor_in = it->second;
|
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|
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D3D11_VIDEO_PROCESSOR_STREAM stream[] {
|
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{ TRUE, 0, 0, 0, 0, nullptr, processor_in.get() },
|
||||
{ TRUE, 0, 0, 0, 0, nullptr, cursor_in.get() }
|
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auto nv12_rt_p = nv12_rt.get();
|
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auto sampler_point_p = sampler_point.get();
|
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auto input_res_p = img.input_res.get();
|
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auto luma_sr_p = luma_sr.get();
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||||
|
||||
render_target_t::pointer pYCbCrRT[] {
|
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luma_rt.get(), chromaCB_rt.get(), chromaCR_rt.get()
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};
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||||
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auto status = ctx->VideoProcessorBlt(processor.get(), processor_out.get(), 0, cursor_visible ? 2 : 1, stream);
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if(FAILED(status)) {
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BOOST_LOG(error) << "Failed size and color conversion [0x"sv << util::hex(status).to_string_view() << ']';
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return -1;
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shader_res_t::pointer merge_ress[] {
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chromaCB_sr.get(), chromaCR_sr.get(), shift_sr.get()
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};
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||||
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||||
_init_view_port(out_width, out_height);
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device_ctx_p->PSSetSamplers(0, 1, &sampler_point_p);
|
||||
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device_ctx_p->OMSetRenderTargets(3, pYCbCrRT, nullptr);
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for(auto rt : pYCbCrRT) {
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device_ctx_p->ClearRenderTargetView(rt, aquamarine);
|
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}
|
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device_ctx_p->VSSetShader(screen_vs.get(), nullptr, 0);
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device_ctx_p->PSSetShader(YCrCb_ps.get(), nullptr, 0);
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||||
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());
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device_ctx_p->GenerateMips(chromaCB_sr.get());
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||||
|
||||
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);
|
||||
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->Draw(4, 0);
|
||||
device_ctx_p->Flush();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void set_colorspace(std::uint32_t colorspace, std::uint32_t color_range) override {
|
||||
colorspace |= (color_range >> 4);
|
||||
ctx->VideoProcessorSetOutputColorSpace(processor.get(), (D3D11_VIDEO_PROCESSOR_COLOR_SPACE*)&colorspace);
|
||||
}
|
||||
void set_colorspace(std::uint32_t colorspace, std::uint32_t color_range) override {}
|
||||
|
||||
int init(
|
||||
std::shared_ptr<platf::display_t> display, device_t::pointer device_p, device_ctx_t::pointer device_ctx_p,
|
||||
@@ -194,6 +275,11 @@ public:
|
||||
) {
|
||||
HRESULT status;
|
||||
|
||||
device_p->AddRef();
|
||||
data = device_p;
|
||||
|
||||
this->device_ctx_p = device_ctx_p;
|
||||
|
||||
cursor_visible = false;
|
||||
|
||||
platf::hwdevice_t::img = &img;
|
||||
@@ -203,53 +289,56 @@ public:
|
||||
this->in_width = in_width;
|
||||
this->in_height = in_height;
|
||||
|
||||
video::device_t::pointer vdevice_p;
|
||||
status = device_p->QueryInterface(IID_ID3D11VideoDevice, (void**)&vdevice_p);
|
||||
if(FAILED(status)) {
|
||||
BOOST_LOG(error) << "Failed to query ID3D11VideoDevice interface [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
vs_t::pointer screen_vs_p;
|
||||
status = device_p->CreateVertexShader(screen_vs_hlsl->GetBufferPointer(), screen_vs_hlsl->GetBufferSize(), nullptr, &screen_vs_p);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create screen vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
device.reset(vdevice_p);
|
||||
screen_vs.reset(screen_vs_p);
|
||||
|
||||
video::ctx_t::pointer ctx_p;
|
||||
status = device_ctx_p->QueryInterface(IID_ID3D11VideoContext, (void**)&ctx_p);
|
||||
if(FAILED(status)) {
|
||||
BOOST_LOG(error) << "Failed to query ID3D11VideoContext interface [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
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;
|
||||
}
|
||||
ctx.reset(ctx_p);
|
||||
screen_ps.reset(screen_ps_p);
|
||||
|
||||
D3D11_VIDEO_PROCESSOR_CONTENT_DESC contentDesc {
|
||||
D3D11_VIDEO_FRAME_FORMAT_PROGRESSIVE,
|
||||
{ 1, 1 }, (UINT)in_width, (UINT)in_height,
|
||||
{ 1, 1 }, (UINT)out_width, (UINT)out_height,
|
||||
D3D11_VIDEO_USAGE_OPTIMAL_QUALITY
|
||||
ps_t::pointer YCrCb_ps_p;
|
||||
status = device_p->CreatePixelShader(YCrCb_ps_hlsl->GetBufferPointer(), YCrCb_ps_hlsl->GetBufferSize(), nullptr, &YCrCb_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);
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
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);
|
||||
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);
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC layout_desc {
|
||||
"SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0
|
||||
};
|
||||
|
||||
video::processor_enum_t::pointer vp_e_p;
|
||||
status = device->CreateVideoProcessorEnumerator(&contentDesc, &vp_e_p);
|
||||
if(FAILED(status)) {
|
||||
BOOST_LOG(error) << "Failed to create video processor enumerator [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
processor_e.reset(vp_e_p);
|
||||
|
||||
D3D11_VIDEO_PROCESSOR_CAPS proc_caps;
|
||||
processor_e->GetVideoProcessorCaps(&proc_caps);
|
||||
if(!(proc_caps.FeatureCaps & D3D11_VIDEO_PROCESSOR_FEATURE_CAPS_ALPHA_STREAM)) {
|
||||
BOOST_LOG(warning) << "VideoProcessorSetStreamAlpha() not supported, hardware accelerated mouse cannot be added to the video stream"sv;
|
||||
}
|
||||
|
||||
video::processor_t::pointer processor_p;
|
||||
status = device->CreateVideoProcessor(processor_e.get(), 0, &processor_p);
|
||||
if(FAILED(status)) {
|
||||
BOOST_LOG(error) << "Failed to create video processor [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
processor.reset(processor_p);
|
||||
|
||||
// Tell video processor alpha values need to be enabled
|
||||
ctx->VideoProcessorSetStreamAlpha(processor.get(), 1, TRUE, 1.0f);
|
||||
input_layout_t::pointer input_layout_p;
|
||||
status = device_p->CreateInputLayout(
|
||||
&layout_desc, 1,
|
||||
merge_UV_vs_hlsl->GetBufferPointer(), merge_UV_vs_hlsl->GetBufferSize(),
|
||||
&input_layout_p);
|
||||
input_layout.reset(input_layout_p);
|
||||
|
||||
D3D11_TEXTURE2D_DESC t {};
|
||||
t.Width = out_width;
|
||||
@@ -259,12 +348,12 @@ public:
|
||||
t.SampleDesc.Count = 1;
|
||||
t.Usage = D3D11_USAGE_DEFAULT;
|
||||
t.Format = pix_fmt == pix_fmt_e::nv12 ? DXGI_FORMAT_NV12 : DXGI_FORMAT_P010;
|
||||
t.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_VIDEO_ENCODER;
|
||||
t.BindFlags = D3D11_BIND_RENDER_TARGET;
|
||||
|
||||
dxgi::texture2d_t::pointer tex_p {};
|
||||
status = device_p->CreateTexture2D(&t, nullptr, &tex_p);
|
||||
if(FAILED(status)) {
|
||||
BOOST_LOG(error) << "Failed to create video output texture [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
BOOST_LOG(error) << "Failed to create render target texture [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
|
||||
@@ -276,17 +365,118 @@ public:
|
||||
img.row_pitch = out_width;
|
||||
img.pixel_pitch = 1;
|
||||
|
||||
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC output_desc { D3D11_VPOV_DIMENSION_TEXTURE2D, 0 };
|
||||
video::processor_out_t::pointer processor_out_p;
|
||||
status = device->CreateVideoProcessorOutputView(img.texture.get(), processor_e.get(), &output_desc, &processor_out_p);
|
||||
D3D11_RENDER_TARGET_VIEW_DESC nv12_rt_desc {
|
||||
DXGI_FORMAT_R8_UNORM,
|
||||
D3D11_RTV_DIMENSION_TEXTURE2D
|
||||
};
|
||||
|
||||
render_target_t::pointer nv12_rt_p;
|
||||
status = device_p->CreateRenderTargetView(img.texture.get(), &nv12_rt_desc, &nv12_rt_p);
|
||||
if(FAILED(status)) {
|
||||
BOOST_LOG(error) << "Failed to create VideoProcessorOutputView [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
processor_out.reset(processor_out_p);
|
||||
nv12_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))
|
||||
{
|
||||
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);
|
||||
|
||||
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.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
sampler_desc.MinLOD = 0;
|
||||
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
sampler_state_t::pointer sampler_state_p;
|
||||
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());
|
||||
|
||||
device_p->AddRef();
|
||||
data = device_p;
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -300,16 +490,148 @@ public:
|
||||
hwdevices_p->erase(it);
|
||||
}
|
||||
}
|
||||
private:
|
||||
void _init_view_port(float width, float height) {
|
||||
D3D11_VIEWPORT view {
|
||||
0.0f, 0.0f,
|
||||
width, height,
|
||||
0.0f, 1.0f
|
||||
};
|
||||
|
||||
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) {
|
||||
D3D11_TEXTURE2D_DESC desc {};
|
||||
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.Format = format;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.MipLevels = mip_levels;
|
||||
desc.ArraySize = 1;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.MiscFlags = flags;
|
||||
|
||||
auto device = (device_t::pointer)data;
|
||||
|
||||
texture2d_t::pointer tex_p;
|
||||
auto status = device->CreateTexture2D(&desc, nullptr, &tex_p);
|
||||
if(status) {
|
||||
BOOST_LOG(error) << "Failed to create render target texture for luma [0x"sv << util::hex(status).to_string_view() << ']';
|
||||
return -1;
|
||||
}
|
||||
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()
|
||||
};
|
||||
|
||||
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_res_t::pointer shader_res_p;
|
||||
device->CreateShaderResourceView(tex_p, &res_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);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public:
|
||||
// raster_state_t raster_state;
|
||||
|
||||
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;
|
||||
|
||||
img_d3d_t img;
|
||||
video::device_t device;
|
||||
video::ctx_t ctx;
|
||||
video::processor_enum_t processor_e;
|
||||
video::processor_t processor;
|
||||
video::processor_out_t processor_out;
|
||||
std::unordered_map<texture2d_t::pointer, video::processor_in_t> texture_to_processor_in;
|
||||
|
||||
video::processor_in_t cursor_in;
|
||||
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;
|
||||
|
||||
bool cursor_visible;
|
||||
|
||||
@@ -319,6 +641,8 @@ public:
|
||||
LONG in_width, in_height;
|
||||
double out_width, out_height;
|
||||
|
||||
device_ctx_t::pointer device_ctx_p;
|
||||
|
||||
std::vector<hwdevice_t*> *hwdevices_p;
|
||||
};
|
||||
|
||||
@@ -429,7 +753,7 @@ std::shared_ptr<platf::img_t> display_vram_t::alloc_img() {
|
||||
t.SampleDesc.Count = 1;
|
||||
t.Usage = D3D11_USAGE_DEFAULT;
|
||||
t.Format = format;
|
||||
t.BindFlags = D3D11_BIND_RENDER_TARGET;
|
||||
t.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
dxgi::texture2d_t::pointer tex_p {};
|
||||
auto status = device->CreateTexture2D(&t, nullptr, &tex_p);
|
||||
@@ -438,12 +762,12 @@ std::shared_ptr<platf::img_t> display_vram_t::alloc_img() {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
img->texture.reset(tex_p);
|
||||
img->data = (std::uint8_t*)tex_p;
|
||||
img->row_pitch = 0;
|
||||
img->pixel_pitch = 4;
|
||||
img->width = 0;
|
||||
img->height = 0;
|
||||
img->texture.reset(tex_p);
|
||||
img->display = shared_from_this();
|
||||
|
||||
return img;
|
||||
@@ -456,8 +780,7 @@ int display_vram_t::dummy_img(platf::img_t *img_base) {
|
||||
auto dummy_data = std::make_unique<int[]>(width * height);
|
||||
D3D11_SUBRESOURCE_DATA data {
|
||||
dummy_data.get(),
|
||||
(UINT)img->row_pitch,
|
||||
0
|
||||
(UINT)img->row_pitch
|
||||
};
|
||||
|
||||
D3D11_TEXTURE2D_DESC t {};
|
||||
@@ -468,7 +791,7 @@ int display_vram_t::dummy_img(platf::img_t *img_base) {
|
||||
t.SampleDesc.Count = 1;
|
||||
t.Usage = D3D11_USAGE_DEFAULT;
|
||||
t.Format = format;
|
||||
t.BindFlags = D3D11_BIND_RENDER_TARGET;
|
||||
t.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
|
||||
dxgi::texture2d_t::pointer tex_p {};
|
||||
auto status = device->CreateTexture2D(&t, &data, &tex_p);
|
||||
@@ -477,8 +800,8 @@ int display_vram_t::dummy_img(platf::img_t *img_base) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
img->data = (std::uint8_t*)tex_p;
|
||||
img->texture.reset(tex_p);
|
||||
img->data = (std::uint8_t*)tex_p;
|
||||
img->height = height;
|
||||
img->width = width;
|
||||
img->pixel_pitch = 4;
|
||||
@@ -487,12 +810,42 @@ int display_vram_t::dummy_img(platf::img_t *img_base) {
|
||||
}
|
||||
|
||||
std::shared_ptr<platf::hwdevice_t> display_vram_t::make_hwdevice(int width, int height, pix_fmt_e pix_fmt) {
|
||||
if(pix_fmt != platf::pix_fmt_e::nv12 && pix_fmt != platf::pix_fmt_e::p010) {
|
||||
BOOST_LOG(error) << "display_vram_t doesn't support pixel format ["sv << (int)pix_fmt << ']';
|
||||
if(pix_fmt != platf::pix_fmt_e::nv12) {
|
||||
BOOST_LOG(error) << "display_vram_t doesn't support pixel format ["sv << from_pix_fmt(pix_fmt) << ']';
|
||||
|
||||
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(
|
||||
|
||||
Reference in New Issue
Block a user