[host] added format converter class

This commit is contained in:
Geoffrey McRae 2018-07-28 02:27:36 +10:00
parent 58c3b37e49
commit 2019766989
13 changed files with 6054 additions and 69 deletions

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@ -21,12 +21,13 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include <stdint.h> #include <stdint.h>
#define KVMFR_HEADER_MAGIC "[[KVMFR]]" #define KVMFR_HEADER_MAGIC "[[KVMFR]]"
#define KVMFR_HEADER_VERSION 6 #define KVMFR_HEADER_VERSION 7
typedef enum FrameType typedef enum FrameType
{ {
FRAME_TYPE_INVALID , FRAME_TYPE_INVALID ,
FRAME_TYPE_ARGB , // ABGR interleaved: A,R,G,B 32bpp FRAME_TYPE_ARGB , // ABGR interleaved: A,R,G,B 32bpp
FRAME_TYPE_NV12 , // NV12
FRAME_TYPE_H264 , // H264 compressed FRAME_TYPE_H264 , // H264 compressed
FRAME_TYPE_MAX , // sentinel value FRAME_TYPE_MAX , // sentinel value
} }

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@ -120,6 +120,7 @@ bool DXGI::Initialize(CaptureOptions * options)
D3D_FEATURE_LEVEL_9_1 D3D_FEATURE_LEVEL_9_1
}; };
#define DEBUG 1
#if DEBUG #if DEBUG
#define CREATE_FLAGS (D3D11_CREATE_DEVICE_DEBUG) #define CREATE_FLAGS (D3D11_CREATE_DEVICE_DEBUG)
#else #else
@ -147,31 +148,30 @@ bool DXGI::Initialize(CaptureOptions * options)
return false; return false;
} }
bool h264 = false;
m_frameType = FRAME_TYPE_ARGB;
for(CaptureOptions::const_iterator it = m_options->cbegin(); it != m_options->cend(); ++it) for(CaptureOptions::const_iterator it = m_options->cbegin(); it != m_options->cend(); ++it)
{ {
if (_stricmp(*it, "h264") == 0) h264 = true; if (_stricmp(*it, "h264") == 0) m_frameType = FRAME_TYPE_H264;
if (_stricmp(*it, "nv12") == 0) m_frameType = FRAME_TYPE_NV12;
} }
if (h264) if (m_frameType == FRAME_TYPE_H264)
{
DEBUG_WARN("Enabling experimental H.264 compression"); DEBUG_WARN("Enabling experimental H.264 compression");
m_frameType = FRAME_TYPE_H264;
if (!InitH264Capture()) bool ok = false;
switch (m_frameType)
{
case FRAME_TYPE_ARGB: ok = InitRawCapture (); break;
case FRAME_TYPE_NV12: ok = InitNV12Capture(); break;
case FRAME_TYPE_H264: ok = InitH264Capture(); break;
}
if (!ok)
{ {
DeInitialize(); DeInitialize();
return false; return false;
} }
}
else
{
m_frameType = FRAME_TYPE_ARGB;
if (!InitRawCapture())
{
DeInitialize();
return false;
}
}
IDXGIDevicePtr dxgi; IDXGIDevicePtr dxgi;
status = m_device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgi); status = m_device->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgi);
@ -231,16 +231,46 @@ bool DXGI::InitRawCapture()
return true; return true;
} }
bool DXGI::InitH264Capture() bool DXGI::InitNV12Capture()
{ {
m_h264 = new MFT::H264(); D3D11_TEXTURE2D_DESC texDesc;
if (!m_h264->Initialize(m_device, m_width, m_height)) ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = m_width;
texDesc.Height = m_height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_STAGING;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
texDesc.MiscFlags = 0;
HRESULT status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture);
if (FAILED(status))
{ {
delete m_h264; DEBUG_WINERROR("Failed to create texture", status);
m_h264 = NULL;
return false; return false;
} }
m_textureConverter = new TextureConverter();
if (!m_textureConverter->Initialize(m_deviceContext, m_device, m_width, m_height, DXGI_FORMAT_NV12))
return false;
return true;
}
bool DXGI::InitH264Capture()
{
m_textureConverter = new TextureConverter();
if (!m_textureConverter->Initialize(m_deviceContext, m_device, m_width, m_height, DXGI_FORMAT_NV12))
return false;
m_h264 = new MFT::H264();
if (!m_h264->Initialize(m_device, m_width, m_height))
return false;
return true; return true;
} }
@ -252,6 +282,12 @@ void DXGI::DeInitialize()
m_h264 = NULL; m_h264 = NULL;
} }
if (m_textureConverter)
{
delete m_textureConverter;
m_textureConverter = NULL;
}
ReleaseFrame(); ReleaseFrame();
if (m_pointer) if (m_pointer)
@ -500,6 +536,57 @@ GrabStatus Capture::DXGI::GrabFrameRaw(FrameInfo & frame, struct CursorInfo & cu
return GRAB_STATUS_OK; return GRAB_STATUS_OK;
} }
GrabStatus Capture::DXGI::GrabFrameNV12(struct FrameInfo & frame, struct CursorInfo & cursor)
{
GrabStatus result;
ID3D11Texture2DPtr texture;
bool timeout;
result = GrabFrameTexture(frame, cursor, texture, timeout);
if (timeout)
return GRAB_STATUS_TIMEOUT;
if (result != GRAB_STATUS_OK)
return result;
if (!m_textureConverter->Convert(texture))
{
SafeRelease(&texture);
return GRAB_STATUS_ERROR;
}
if (m_surfaceMapped)
{
m_deviceContext->Unmap(m_texture, 0);
m_surfaceMapped = false;
}
m_deviceContext->CopyResource(m_texture, texture);
SafeRelease(&texture);
result = ReleaseFrame();
if (result != GRAB_STATUS_OK)
return result;
HRESULT status;
status = m_deviceContext->Map(m_texture, 0, D3D11_MAP_READ, 0, &m_mapping);
if (FAILED(status))
{
DEBUG_WINERROR("Failed to map the texture", status);
DeInitialize();
return GRAB_STATUS_ERROR;
}
m_surfaceMapped = true;
frame.pitch = m_mapping.RowPitch;
frame.stride = m_mapping.RowPitch >> 2;
const unsigned int size = m_height * m_mapping.RowPitch;
memcpySSE(frame.buffer, m_mapping.pData, LG_MIN(size, frame.bufferSize));
return GRAB_STATUS_OK;
}
GrabStatus Capture::DXGI::GrabFrameH264(struct FrameInfo & frame, struct CursorInfo & cursor) GrabStatus Capture::DXGI::GrabFrameH264(struct FrameInfo & frame, struct CursorInfo & cursor)
{ {
while(true) while(true)
@ -515,22 +602,24 @@ GrabStatus Capture::DXGI::GrabFrameH264(struct FrameInfo & frame, struct CursorI
bool timeout; bool timeout;
result = GrabFrameTexture(frame, cursor, texture, timeout); result = GrabFrameTexture(frame, cursor, texture, timeout);
if (timeout)
{
// FIXME: this is wrong, we need to encode the last frame again
return GRAB_STATUS_TIMEOUT;
}
if (result != GRAB_STATUS_OK) if (result != GRAB_STATUS_OK)
{ {
ReleaseFrame(); ReleaseFrame();
return result; continue;
}
if (!timeout)
{
if (!m_textureConverter->Convert(texture))
{
SafeRelease(&texture);
return GRAB_STATUS_ERROR;
}
} }
if (!m_h264->ProvideFrame(texture)) if (!m_h264->ProvideFrame(texture))
return GRAB_STATUS_ERROR; return GRAB_STATUS_ERROR;
SafeRelease(&texture);
ReleaseFrame(); ReleaseFrame();
} }
@ -549,8 +638,10 @@ GrabStatus DXGI::GrabFrame(struct FrameInfo & frame, struct CursorInfo & cursor)
frame.width = m_width; frame.width = m_width;
frame.height = m_height; frame.height = m_height;
if (m_frameType == FRAME_TYPE_H264) switch (m_frameType)
return GrabFrameH264(frame, cursor); {
else case FRAME_TYPE_ARGB: return GrabFrameRaw (frame, cursor);
return GrabFrameRaw(frame, cursor); case FRAME_TYPE_NV12: return GrabFrameNV12(frame, cursor);
case FRAME_TYPE_H264: return GrabFrameH264(frame, cursor);
}
} }

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@ -21,6 +21,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "ICapture.h" #include "ICapture.h"
#include "Com.h" #include "Com.h"
#include "TextureConverter.h"
#include "MFT/H264.h" #include "MFT/H264.h"
#define W32_LEAN_AND_MEAN #define W32_LEAN_AND_MEAN
@ -59,11 +60,13 @@ namespace Capture
private: private:
bool InitRawCapture(); bool InitRawCapture();
bool InitNV12Capture();
bool InitH264Capture(); bool InitH264Capture();
GrabStatus GrabFrameTexture(struct FrameInfo & frame, struct CursorInfo & cursor, ID3D11Texture2DPtr & texture, bool & timeout); GrabStatus GrabFrameTexture(struct FrameInfo & frame, struct CursorInfo & cursor, ID3D11Texture2DPtr & texture, bool & timeout);
GrabStatus ReleaseFrame(); GrabStatus ReleaseFrame();
GrabStatus GrabFrameRaw (struct FrameInfo & frame, struct CursorInfo & cursor); GrabStatus GrabFrameRaw (struct FrameInfo & frame, struct CursorInfo & cursor);
GrabStatus GrabFrameNV12 (struct FrameInfo & frame, struct CursorInfo & cursor);
GrabStatus GrabFrameH264 (struct FrameInfo & frame, struct CursorInfo & cursor); GrabStatus GrabFrameH264 (struct FrameInfo & frame, struct CursorInfo & cursor);
CaptureOptions * m_options; CaptureOptions * m_options;
@ -83,6 +86,7 @@ namespace Capture
ID3D11Texture2DPtr m_texture; ID3D11Texture2DPtr m_texture;
D3D11_MAPPED_SUBRESOURCE m_mapping; D3D11_MAPPED_SUBRESOURCE m_mapping;
bool m_surfaceMapped; bool m_surfaceMapped;
TextureConverter * m_textureConverter;
MFT::H264 * m_h264; MFT::H264 * m_h264;
BYTE * m_pointer; BYTE * m_pointer;

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@ -45,6 +45,15 @@ _COM_SMARTPTR_TYPEDEF(IMFSample , __uuidof(IMFSample ));
_COM_SMARTPTR_TYPEDEF(IMFMediaBuffer , __uuidof(IMFMediaBuffer )); _COM_SMARTPTR_TYPEDEF(IMFMediaBuffer , __uuidof(IMFMediaBuffer ));
_COM_SMARTPTR_TYPEDEF(IMF2DBuffer , __uuidof(IMF2DBuffer )); _COM_SMARTPTR_TYPEDEF(IMF2DBuffer , __uuidof(IMF2DBuffer ));
_COM_SMARTPTR_TYPEDEF(ID3D11RenderTargetView , __uuidof(ID3D11RenderTargetView ));
_COM_SMARTPTR_TYPEDEF(ID3D11ShaderResourceView, __uuidof(ID3D11ShaderResourceView));
_COM_SMARTPTR_TYPEDEF(ID3D11DepthStencilView , __uuidof(ID3D11DepthStencilView ));
_COM_SMARTPTR_TYPEDEF(ID3D11InputLayout , __uuidof(ID3D11InputLayout ));
_COM_SMARTPTR_TYPEDEF(ID3D11VertexShader , __uuidof(ID3D11VertexShader ));
_COM_SMARTPTR_TYPEDEF(ID3D11PixelShader , __uuidof(ID3D11PixelShader ));
_COM_SMARTPTR_TYPEDEF(ID3D11SamplerState , __uuidof(ID3D11SamplerState ));
_COM_SMARTPTR_TYPEDEF(ID3D11Buffer , __uuidof(ID3D11Buffer ));
template <class T> void SafeRelease(T **ppT) template <class T> void SafeRelease(T **ppT)
{ {

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@ -58,7 +58,6 @@ MFT::H264::~H264()
bool MFT::H264::Initialize(ID3D11DevicePtr device, unsigned int width, unsigned int height) bool MFT::H264::Initialize(ID3D11DevicePtr device, unsigned int width, unsigned int height)
{ {
DeInitialize(); DeInitialize();
HRESULT status; HRESULT status;
MFT_REGISTER_TYPE_INFO typeInfo; MFT_REGISTER_TYPE_INFO typeInfo;
@ -348,12 +347,7 @@ bool MFT::H264::GetFrame(void * buffer, const size_t bufferSize, unsigned int &
} }
DWORD outStatus; DWORD outStatus;
MFT_OUTPUT_DATA_BUFFER outDataBuffer; MFT_OUTPUT_DATA_BUFFER outDataBuffer = { 0 };
outDataBuffer.dwStreamID = 0;
outDataBuffer.dwStatus = 0;
outDataBuffer.pEvents = NULL;
outDataBuffer.pSample = NULL;
status = m_mfTransform->ProcessOutput(0, 1, &outDataBuffer, &outStatus); status = m_mfTransform->ProcessOutput(0, 1, &outDataBuffer, &outStatus);
if (FAILED(status)) if (FAILED(status))
{ {
@ -362,17 +356,17 @@ bool MFT::H264::GetFrame(void * buffer, const size_t bufferSize, unsigned int &
} }
IMFMediaBufferPtr mb; IMFMediaBufferPtr mb;
MFCreateAlignedMemoryBuffer((DWORD)bufferSize, MF_128_BYTE_ALIGNMENT, &mb); outDataBuffer.pSample->ConvertToContiguousBuffer(&mb);
outDataBuffer.pSample->CopyToBuffer(mb);
SafeRelease(&outDataBuffer.pEvents);
SafeRelease(&outDataBuffer.pSample);
BYTE *pixels; BYTE *pixels;
DWORD maxLen, curLen; DWORD maxLen, curLen;
mb->Lock(&pixels, &maxLen, &curLen); mb->Lock(&pixels, NULL, &curLen);
memcpySSE(buffer, pixels, curLen); memcpy(buffer, pixels, curLen);
mb->Unlock(); mb->Unlock();
SafeRelease(&mb); SafeRelease(&mb);
SafeRelease(&outDataBuffer.pSample);
SafeRelease(&outDataBuffer.pEvents);
dataLen = curLen; dataLen = curLen;
return true; return true;

3163
host/Shaders/BGRAtoNV12.h Normal file

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,26 @@
Texture2D texTexture;
SamplerState texSampler;
struct VS
{
float4 pos : SV_Position;
float2 tex : TEXCOORD;
};
float4 RGBtoYUV(float4 rgba)
{
float4 yuva;
yuva.r = rgba.r * 0.2126 + 0.7152 * rgba.g + 0.0722 * rgba.b;
yuva.g = (rgba.b - yuva.r) / 1.8556;
yuva.b = (rgba.r - yuva.r) / 1.5748;
yuva.a = rgba.a;
yuva.gb += 0.5;
return yuva;
}
float4 main(VS input) : SV_TARGET
{
const float4 rgba = texTexture.Sample(texSampler, input.tex);
const float4 yuva = RGBtoYUV(rgba);
return yuva;
}

2232
host/Shaders/Vertex.h Normal file

File diff suppressed because it is too large Load Diff

16
host/Shaders/Vertex.hlsl Normal file
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@ -0,0 +1,16 @@
struct VS
{
float4 pos : POSITION;
float2 tex : TEXCOORD;
};
struct PS
{
float4 pos : SV_Position;
float2 tex : TEXCOORD;
};
PS main(VS input)
{
return input;
}

344
host/TextureConverter.cpp Normal file
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@ -0,0 +1,344 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "TextureConverter.h"
#include "common\debug.h"
#include "Shaders\Vertex.h"
#include "Shaders\BGRAtoNV12.h"
TextureConverter::TextureConverter()
{
}
TextureConverter::~TextureConverter()
{
DeInitialize();
}
bool TextureConverter::Initialize(
ID3D11DeviceContextPtr deviceContext,
ID3D11DevicePtr device,
const unsigned int width,
const unsigned int height,
DXGI_FORMAT format
)
{
HRESULT result;
D3D11_TEXTURE2D_DESC texDesc;
D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
D3D11_SAMPLER_DESC samplerDesc;
m_deviceContext = deviceContext;
m_device = device;
m_width = width;
m_height = height;
m_format = format;
switch (format)
{
case DXGI_FORMAT_NV12:
result = device->CreatePixelShader(g_BGRAtoNV12, sizeof(g_BGRAtoNV12), NULL, &m_pixelShader);
break;
default:
DEBUG_ERROR("Unsupported format");
return false;
}
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the pixel shader");
return false;
}
const D3D11_INPUT_ELEMENT_DESC inputDesc[] =
{
{ "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 }
};
result = device->CreateInputLayout(inputDesc, _countof(inputDesc), g_Vertex, sizeof(g_Vertex), &m_layout);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the input layout");
return false;
}
result = device->CreateVertexShader(g_Vertex, sizeof(g_Vertex), NULL, &m_vertexShader);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the vertex shader");
return false;
}
ZeroMemory(&texDesc , sizeof(texDesc ));
ZeroMemory(&viewDesc , sizeof(viewDesc ));
ZeroMemory(&shaderDesc , sizeof(shaderDesc ));
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = 0;
texDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
result = device->CreateTexture2D(&texDesc, NULL, &m_depthTexture);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the depth/stencil texture");
return false;
}
result = device->CreateDepthStencilView(m_depthTexture, NULL, &m_depthView);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the depth stencil view");
return false;
}
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
result = device->CreateTexture2D(&texDesc, NULL, &m_targetTexture);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the render texture");
return false;
}
viewDesc.Format = texDesc.Format;
viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
viewDesc.Texture2D.MipSlice = 0;
result = device->CreateRenderTargetView(m_targetTexture, &viewDesc, &m_renderView);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the render view");
return false;
}
shaderDesc.Format = texDesc.Format;
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderDesc.Texture2D.MostDetailedMip = 0;
shaderDesc.Texture2D.MipLevels = 1;
result = device->CreateShaderResourceView(m_targetTexture, &shaderDesc, &m_shaderView);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create shader resource view");
return false;
}
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.BorderColor[0] = 1.0f;
samplerDesc.BorderColor[1] = 1.0f;
samplerDesc.BorderColor[2] = 1.0f;
samplerDesc.MinLOD = -FLT_MAX;
samplerDesc.MaxLOD = FLT_MAX;
result = device->CreateSamplerState(&samplerDesc, &m_samplerState);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create sampler state");
return false;
}
return IntializeBuffers();
}
bool TextureConverter::IntializeBuffers()
{
struct VS_INPUT * verticies;
unsigned long * indicies;
HRESULT result;
D3D11_BUFFER_DESC vertexDesc, indexDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
m_vertexCount = 4;
m_indexCount = 4;
verticies = new struct VS_INPUT[m_vertexCount];
if (!verticies)
{
DeInitialize();
DEBUG_ERROR("new failure");
return false;
}
indicies = new unsigned long[m_indexCount];
if (!indicies)
{
DeInitialize();
DEBUG_ERROR("new failure");
return false;
}
verticies[0].pos = DirectX::XMFLOAT3(-1.0f, -1.0f, 0.5f); //BL
verticies[1].pos = DirectX::XMFLOAT3(-1.0f, 1.0f, 0.5f); //TL
verticies[2].pos = DirectX::XMFLOAT3( 1.0f, -1.0f, 0.5f); //BR
verticies[3].pos = DirectX::XMFLOAT3( 1.0f, 1.0f, 0.5f); //TR
verticies[0].tex = DirectX::XMFLOAT2(0.0f, 1.0f);
verticies[1].tex = DirectX::XMFLOAT2(0.0f, 0.0f);
verticies[2].tex = DirectX::XMFLOAT2(1.0f, 1.0f);
verticies[3].tex = DirectX::XMFLOAT2(1.0f, 0.0f);
indicies[0] = 0;
indicies[1] = 1;
indicies[2] = 2;
indicies[3] = 3;
vertexDesc.Usage = D3D11_USAGE_DEFAULT;
vertexDesc.ByteWidth = sizeof(struct VS_INPUT) * m_vertexCount;
vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexDesc.CPUAccessFlags = 0;
vertexDesc.MiscFlags = 0;
vertexDesc.StructureByteStride = 0;
vertexData.pSysMem = verticies;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
result = m_device->CreateBuffer(&vertexDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
delete[] indicies;
delete[] verticies;
DeInitialize();
DEBUG_ERROR("Failed to create vertex buffer");
return false;
}
indexDesc.Usage = D3D11_USAGE_DEFAULT;
indexDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexDesc.CPUAccessFlags = 0;
indexDesc.MiscFlags = 0;
indexDesc.StructureByteStride = 0;
indexData.pSysMem = indicies;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
result = m_device->CreateBuffer(&indexDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
delete[] indicies;
delete[] verticies;
DeInitialize();
DEBUG_ERROR("Failed to create index buffer");
return false;
}
delete[] indicies;
delete[] verticies;
return true;
}
void TextureConverter::DeInitialize()
{
SafeRelease(&m_samplerState );
SafeRelease(&m_indexBuffer );
SafeRelease(&m_vertexBuffer );
SafeRelease(&m_shaderView );
SafeRelease(&m_renderView );
SafeRelease(&m_depthTexture );
SafeRelease(&m_targetTexture);
SafeRelease(&m_vertexShader );
SafeRelease(&m_pixelShader );
SafeRelease(&m_layout );
}
bool TextureConverter::Convert(ID3D11Texture2DPtr &texture)
{
unsigned int stride;
unsigned int offset;
float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
HRESULT result;
D3D11_TEXTURE2D_DESC texDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
ID3D11ShaderResourceViewPtr textureView;
texture->GetDesc(&texDesc);
shaderDesc.Format = texDesc.Format;
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderDesc.Texture2D.MostDetailedMip = 0;
shaderDesc.Texture2D.MipLevels = 1;
result = m_device->CreateShaderResourceView(texture, &shaderDesc, &textureView);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create shader resource view");
return false;
}
ID3D11Buffer *buffers [] = { m_vertexBuffer.GetInterfacePtr() };
ID3D11RenderTargetView *renderViews [] = { m_renderView .GetInterfacePtr() };
ID3D11SamplerState *samplerStates[] = { m_samplerState.GetInterfacePtr() };
ID3D11ShaderResourceView *shaderViews [] = { textureView .GetInterfacePtr() };
D3D11_VIEWPORT viewPorts [] = { {
0.0f, 0.0f,
(float)m_width, (float)m_height,
0.0f, 1.0f
} };
m_deviceContext->OMSetRenderTargets(1, renderViews, NULL);
m_deviceContext->ClearRenderTargetView(m_renderView, color);
m_deviceContext->ClearDepthStencilView(m_depthView , D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
stride = sizeof(VS_INPUT);
offset = 0;
m_deviceContext->RSSetViewports (_countof(viewPorts), viewPorts);
m_deviceContext->IASetInputLayout (m_layout);
m_deviceContext->IASetVertexBuffers (0, _countof(buffers), buffers, &stride, &offset);
m_deviceContext->IASetIndexBuffer (m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_deviceContext->VSSetShader (m_vertexShader, NULL, 0);
m_deviceContext->PSSetSamplers (0, _countof(samplerStates), samplerStates);
m_deviceContext->PSSetShaderResources (0, _countof(shaderViews ), shaderViews );
m_deviceContext->PSSetShader (m_pixelShader , NULL, 0);
m_deviceContext->DrawIndexed(m_indexCount, 0, 0);
SafeRelease(&textureView);
SafeRelease(&texture);
texture = m_targetTexture;
return true;
}

73
host/TextureConverter.h Normal file
View File

@ -0,0 +1,73 @@
/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
https://looking-glass.hostfission.com
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place, Suite 330, Boston, MA 02111-1307 USA
*/
#pragma once
#include "Com.h"
#include <DirectXMath.h>
class TextureConverter
{
public:
TextureConverter();
~TextureConverter();
bool Initialize(
ID3D11DeviceContextPtr deviceContext,
ID3D11DevicePtr device,
const unsigned int width,
const unsigned int height,
DXGI_FORMAT format
);
void DeInitialize();
bool Convert(ID3D11Texture2DPtr &texture);
private:
struct VS_INPUT
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT2 tex;
};
bool IntializeBuffers();
ID3D11DeviceContextPtr m_deviceContext;
ID3D11DevicePtr m_device;
unsigned int m_width, m_height;
DXGI_FORMAT m_format;
ID3D11Texture2DPtr m_targetTexture;
ID3D11Texture2DPtr m_depthTexture;
ID3D11DepthStencilViewPtr m_depthView;
ID3D11RenderTargetViewPtr m_renderView;
ID3D11ShaderResourceViewPtr m_shaderView;
ID3D11InputLayoutPtr m_layout;
ID3D11VertexShaderPtr m_vertexShader;
ID3D11PixelShaderPtr m_pixelShader;
ID3D11SamplerStatePtr m_samplerState;
ID3D11BufferPtr m_vertexBuffer;
unsigned int m_vertexCount;
ID3D11BufferPtr m_indexBuffer;
unsigned int m_indexCount;
};

View File

@ -337,6 +337,7 @@
<ClCompile Include="ivshmem.cpp" /> <ClCompile Include="ivshmem.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="MFT\H264.cpp" /> <ClCompile Include="MFT\H264.cpp" />
<ClCompile Include="TextureConverter.cpp" />
<ClCompile Include="Service.cpp" /> <ClCompile Include="Service.cpp" />
<ClCompile Include="TraceUtil.cpp" /> <ClCompile Include="TraceUtil.cpp" />
</ItemGroup> </ItemGroup>
@ -349,6 +350,7 @@
<ClInclude Include="ICapture.h" /> <ClInclude Include="ICapture.h" />
<ClInclude Include="ivshmem.h" /> <ClInclude Include="ivshmem.h" />
<ClInclude Include="MFT\H264.h" /> <ClInclude Include="MFT\H264.h" />
<ClInclude Include="TextureConverter.h" />
<ClInclude Include="Service.h" /> <ClInclude Include="Service.h" />
<ClInclude Include="TraceUtil.h" /> <ClInclude Include="TraceUtil.h" />
<ClInclude Include="Util.h" /> <ClInclude Include="Util.h" />
@ -356,6 +358,19 @@
<ItemGroup> <ItemGroup>
<MASM Include="..\common\memcpySSE.asm" /> <MASM Include="..\common\memcpySSE.asm" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<FxCompile Include="Shaders\BGRAtoNV12.hlsl">
<FileType>HLSL</FileType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_BGRAtoNV12</VariableName>
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Shaders\BGRAtoNV12.h</HeaderFileOutput>
</FxCompile>
<FxCompile Include="Shaders\Vertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_Vertex</VariableName>
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Shaders\Vertex.h</HeaderFileOutput>
</FxCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
<Import Project="$(VCTargetsPath)\BuildCustomizations\masm.targets" /> <Import Project="$(VCTargetsPath)\BuildCustomizations\masm.targets" />

View File

@ -25,6 +25,9 @@
<Filter Include="Header Files\MFT"> <Filter Include="Header Files\MFT">
<UniqueIdentifier>{fead4000-1954-4480-8ee7-b817d7042761}</UniqueIdentifier> <UniqueIdentifier>{fead4000-1954-4480-8ee7-b817d7042761}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="Source Files\Shaders">
<UniqueIdentifier>{afb06b60-4959-4447-92ec-75cc07995a8f}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="ivshmem.cpp"> <ClCompile Include="ivshmem.cpp">
@ -54,6 +57,9 @@
<ClCompile Include="MFT\H264.cpp"> <ClCompile Include="MFT\H264.cpp">
<Filter>Source Files\MFT</Filter> <Filter>Source Files\MFT</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="TextureConverter.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="ivshmem.h"> <ClInclude Include="ivshmem.h">
@ -89,10 +95,21 @@
<ClInclude Include="Com.h"> <ClInclude Include="Com.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="TextureConverter.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<MASM Include="..\common\memcpySSE.asm"> <MASM Include="..\common\memcpySSE.asm">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</MASM> </MASM>
</ItemGroup> </ItemGroup>
<ItemGroup>
<FxCompile Include="Shaders\BGRAtoNV12.hlsl">
<Filter>Source Files\Shaders</Filter>
</FxCompile>
<FxCompile Include="Shaders\Vertex.hlsl">
<Filter>Source Files\Shaders</Filter>
</FxCompile>
</ItemGroup>
</Project> </Project>