mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 00:28:20 +00:00
[host] added YUV420 output support
This commit is contained in:
parent
2a03d1c4a9
commit
e515cdc8dd
@ -27,7 +27,7 @@ typedef enum FrameType
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{
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FRAME_TYPE_INVALID ,
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FRAME_TYPE_ARGB , // ABGR interleaved: A,R,G,B 32bpp
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FRAME_TYPE_NV12 , // NV12
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FRAME_TYPE_YUV420 , // YUV420
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FRAME_TYPE_H264 , // H264 compressed
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FRAME_TYPE_MAX , // sentinel value
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}
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@ -30,7 +30,6 @@ DXGI::DXGI() :
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m_device(),
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m_deviceContext(),
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m_dup(),
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m_texture(),
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m_pointer(NULL)
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{
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}
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@ -152,8 +151,8 @@ bool DXGI::Initialize(CaptureOptions * options)
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m_frameType = FRAME_TYPE_ARGB;
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for(CaptureOptions::const_iterator it = m_options->cbegin(); it != m_options->cend(); ++it)
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{
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if (_stricmp(*it, "h264") == 0) m_frameType = FRAME_TYPE_H264;
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if (_stricmp(*it, "nv12") == 0) m_frameType = FRAME_TYPE_NV12;
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if (_stricmp(*it, "h264" ) == 0) m_frameType = FRAME_TYPE_H264;
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if (_stricmp(*it, "yuv420") == 0) m_frameType = FRAME_TYPE_YUV420;
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}
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if (m_frameType == FRAME_TYPE_H264)
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@ -162,9 +161,9 @@ bool DXGI::Initialize(CaptureOptions * options)
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bool ok = false;
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switch (m_frameType)
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{
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case FRAME_TYPE_ARGB: ok = InitRawCapture (); break;
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case FRAME_TYPE_NV12: ok = InitNV12Capture(); break;
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case FRAME_TYPE_H264: ok = InitH264Capture(); break;
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case FRAME_TYPE_ARGB : ok = InitRawCapture (); break;
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case FRAME_TYPE_YUV420: ok = InitYUV420Capture(); break;
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case FRAME_TYPE_H264 : ok = InitH264Capture (); break;
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}
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if (!ok)
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@ -221,7 +220,7 @@ bool DXGI::InitRawCapture()
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texDesc.MiscFlags = 0;
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HRESULT status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture);
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HRESULT status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture[0]);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create texture", status);
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@ -231,9 +230,11 @@ bool DXGI::InitRawCapture()
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return true;
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}
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bool DXGI::InitNV12Capture()
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bool DXGI::InitYUV420Capture()
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{
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HRESULT status;
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D3D11_TEXTURE2D_DESC texDesc;
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ZeroMemory(&texDesc, sizeof(texDesc));
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texDesc.Width = m_width;
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texDesc.Height = m_height;
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@ -242,12 +243,29 @@ bool DXGI::InitNV12Capture()
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_STAGING;
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texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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texDesc.Format = DXGI_FORMAT_R8_UNORM;
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texDesc.BindFlags = 0;
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texDesc.MiscFlags = 0;
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HRESULT status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture);
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status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture[0]);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create texture", status);
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return false;
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}
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texDesc.Width /= 2;
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texDesc.Height /= 2;
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status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture[1]);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create texture", status);
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return false;
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}
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status = m_device->CreateTexture2D(&texDesc, NULL, &m_texture[2]);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create texture", status);
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@ -255,7 +273,7 @@ bool DXGI::InitNV12Capture()
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}
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m_textureConverter = new TextureConverter();
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if (!m_textureConverter->Initialize(m_deviceContext, m_device, m_width, m_height, DXGI_FORMAT_NV12))
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if (!m_textureConverter->Initialize(m_deviceContext, m_device, m_width, m_height, FRAME_TYPE_YUV420))
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return false;
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return true;
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@ -264,7 +282,7 @@ bool DXGI::InitNV12Capture()
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bool DXGI::InitH264Capture()
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{
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m_textureConverter = new TextureConverter();
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if (!m_textureConverter->Initialize(m_deviceContext, m_device, m_width, m_height, DXGI_FORMAT_NV12))
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if (!m_textureConverter->Initialize(m_deviceContext, m_device, m_width, m_height, FRAME_TYPE_YUV420))
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return false;
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m_h264 = new MFT::H264();
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@ -297,13 +315,9 @@ void DXGI::DeInitialize()
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m_pointerBufSize = 0;
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}
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if (m_surfaceMapped)
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{
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m_deviceContext->Unmap(m_texture, 0);
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m_surfaceMapped = false;
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}
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SafeRelease(&m_texture);
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SafeRelease(&m_texture[0]);
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SafeRelease(&m_texture[1]);
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SafeRelease(&m_texture[2]);
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SafeRelease(&m_dup);
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SafeRelease(&m_output);
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SafeRelease(&m_deviceContext);
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@ -493,54 +507,10 @@ GrabStatus Capture::DXGI::ReleaseFrame()
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GrabStatus Capture::DXGI::GrabFrameRaw(FrameInfo & frame, struct CursorInfo & cursor)
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{
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GrabStatus result;
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ID3D11Texture2DPtr src;
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bool timeout;
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result = GrabFrameTexture(frame, cursor, src, timeout);
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if (timeout)
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return GRAB_STATUS_TIMEOUT;
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if (result != GRAB_STATUS_OK)
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return result;
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if (m_surfaceMapped)
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{
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m_deviceContext->Unmap(m_texture, 0);
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m_surfaceMapped = false;
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}
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m_deviceContext->CopyResource(m_texture, src);
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SafeRelease(&src);
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result = ReleaseFrame();
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if (result != GRAB_STATUS_OK)
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return result;
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HRESULT status;
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status = m_deviceContext->Map(m_texture, 0, D3D11_MAP_READ, 0, &m_mapping);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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DeInitialize();
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return GRAB_STATUS_ERROR;
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}
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m_surfaceMapped = true;
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frame.pitch = m_mapping.RowPitch;
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frame.stride = m_mapping.RowPitch >> 2;
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const unsigned int size = m_height * m_mapping.RowPitch;
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memcpySSE(frame.buffer, m_mapping.pData, LG_MIN(size, frame.bufferSize));
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return GRAB_STATUS_OK;
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}
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GrabStatus Capture::DXGI::GrabFrameNV12(struct FrameInfo & frame, struct CursorInfo & cursor)
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{
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GrabStatus result;
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ID3D11Texture2DPtr texture;
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bool timeout;
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GrabStatus result;
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ID3D11Texture2DPtr texture;
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bool timeout;
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D3D11_MAPPED_SUBRESOURCE mapping;
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result = GrabFrameTexture(frame, cursor, texture, timeout);
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if (timeout)
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@ -549,19 +519,7 @@ GrabStatus Capture::DXGI::GrabFrameNV12(struct FrameInfo & frame, struct CursorI
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if (result != GRAB_STATUS_OK)
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return result;
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if (!m_textureConverter->Convert(texture))
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{
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SafeRelease(&texture);
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return GRAB_STATUS_ERROR;
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}
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if (m_surfaceMapped)
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{
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m_deviceContext->Unmap(m_texture, 0);
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m_surfaceMapped = false;
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}
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m_deviceContext->CopyResource(m_texture, texture);
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m_deviceContext->CopyResource(m_texture[0], texture);
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SafeRelease(&texture);
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result = ReleaseFrame();
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@ -569,26 +527,94 @@ GrabStatus Capture::DXGI::GrabFrameNV12(struct FrameInfo & frame, struct CursorI
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return result;
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HRESULT status;
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status = m_deviceContext->Map(m_texture, 0, D3D11_MAP_READ, 0, &m_mapping);
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status = m_deviceContext->Map(m_texture[0], 0, D3D11_MAP_READ, 0, &mapping);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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DeInitialize();
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return GRAB_STATUS_ERROR;
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}
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m_surfaceMapped = true;
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frame.pitch = m_mapping.RowPitch;
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frame.stride = m_mapping.RowPitch >> 2;
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frame.pitch = mapping.RowPitch;
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frame.stride = mapping.RowPitch >> 2;
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const unsigned int size = m_height * m_mapping.RowPitch;
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memcpySSE(frame.buffer, m_mapping.pData, LG_MIN(size, frame.bufferSize));
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const unsigned int size = m_height * mapping.RowPitch;
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memcpySSE(frame.buffer, mapping.pData, LG_MIN(size, frame.bufferSize));
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m_deviceContext->Unmap(m_texture[0], 0);
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return GRAB_STATUS_OK;
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}
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GrabStatus Capture::DXGI::GrabFrameYUV420(struct FrameInfo & frame, struct CursorInfo & cursor)
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{
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GrabStatus result;
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ID3D11Texture2DPtr texture;
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bool timeout;
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result = GrabFrameTexture(frame, cursor, texture, timeout);
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if (timeout)
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return GRAB_STATUS_TIMEOUT;
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if (result != GRAB_STATUS_OK)
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return result;
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TextureList planes;
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if (!m_textureConverter->Convert(texture, planes))
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{
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SafeRelease(&texture);
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return GRAB_STATUS_ERROR;
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}
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SafeRelease(&texture);
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for(int i = 0; i < 3; ++i)
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{
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ID3D11Texture2DPtr t = planes.at(i);
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m_deviceContext->CopyResource(m_texture[i], planes.at(i));
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SafeRelease(&t);
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}
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result = ReleaseFrame();
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if (result != GRAB_STATUS_OK)
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return result;
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uint8_t * data = (uint8_t *)frame.buffer;
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size_t remain = frame.bufferSize;
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for(int i = 0; i < 3; ++i)
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{
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HRESULT status;
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D3D11_MAPPED_SUBRESOURCE mapping;
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status = m_deviceContext->Map(m_texture[i], 0, D3D11_MAP_READ, 0, &mapping);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to map the texture", status);
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DeInitialize();
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return GRAB_STATUS_ERROR;
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}
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const unsigned int size = m_height * mapping.RowPitch;
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if (size > remain)
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{
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m_deviceContext->Unmap(m_texture[i], 0);
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DEBUG_ERROR("Too much data to fit in buffer");
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return GRAB_STATUS_ERROR;
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}
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memcpySSE(data, mapping.pData, size);
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data += size;
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remain -= size;
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m_deviceContext->Unmap(m_texture[i], 0);
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}
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frame.pitch = m_width;
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frame.stride = m_width;
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return GRAB_STATUS_OK;
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}
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GrabStatus Capture::DXGI::GrabFrameH264(struct FrameInfo & frame, struct CursorInfo & cursor)
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{
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return GRAB_STATUS_ERROR;
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#if 0
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while(true)
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{
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unsigned int events = m_h264->Process();
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@ -631,6 +657,7 @@ GrabStatus Capture::DXGI::GrabFrameH264(struct FrameInfo & frame, struct CursorI
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return GRAB_STATUS_OK;
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}
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}
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#endif
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}
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GrabStatus DXGI::GrabFrame(struct FrameInfo & frame, struct CursorInfo & cursor)
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@ -640,8 +667,8 @@ GrabStatus DXGI::GrabFrame(struct FrameInfo & frame, struct CursorInfo & cursor)
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switch (m_frameType)
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{
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case FRAME_TYPE_NV12: return GrabFrameNV12(frame, cursor);
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case FRAME_TYPE_H264: return GrabFrameH264(frame, cursor);
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case FRAME_TYPE_YUV420: return GrabFrameYUV420(frame, cursor);
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case FRAME_TYPE_H264 : return GrabFrameH264 (frame, cursor);
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}
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return GrabFrameRaw(frame, cursor);
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@ -60,13 +60,13 @@ namespace Capture
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private:
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bool InitRawCapture();
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bool InitNV12Capture();
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bool InitYUV420Capture();
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bool InitH264Capture();
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GrabStatus GrabFrameTexture(struct FrameInfo & frame, struct CursorInfo & cursor, ID3D11Texture2DPtr & texture, bool & timeout);
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GrabStatus ReleaseFrame();
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GrabStatus GrabFrameRaw (struct FrameInfo & frame, struct CursorInfo & cursor);
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GrabStatus GrabFrameNV12 (struct FrameInfo & frame, struct CursorInfo & cursor);
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GrabStatus GrabFrameYUV420 (struct FrameInfo & frame, struct CursorInfo & cursor);
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GrabStatus GrabFrameH264 (struct FrameInfo & frame, struct CursorInfo & cursor);
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CaptureOptions * m_options;
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@ -83,9 +83,7 @@ namespace Capture
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IDXGIOutput1Ptr m_output;
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IDXGIOutputDuplicationPtr m_dup;
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bool m_releaseFrame;
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ID3D11Texture2DPtr m_texture;
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D3D11_MAPPED_SUBRESOURCE m_mapping;
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bool m_surfaceMapped;
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ID3D11Texture2DPtr m_texture[3];
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TextureConverter * m_textureConverter;
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MFT::H264 * m_h264;
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@ -1,26 +0,0 @@
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Texture2D texTexture;
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SamplerState texSampler;
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struct VS
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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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float4 RGBtoYUV(float4 rgba)
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{
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float4 yuva;
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yuva.r = rgba.r * 0.2126 + 0.7152 * rgba.g + 0.0722 * rgba.b;
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yuva.g = (rgba.b - yuva.r) / 1.8556;
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yuva.b = (rgba.r - yuva.r) / 1.5748;
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yuva.a = rgba.a;
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yuva.gb += 0.5;
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return yuva;
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}
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float4 main(VS input) : SV_TARGET
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{
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const float4 rgba = texTexture.Sample(texSampler, input.tex);
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const float4 yuva = RGBtoYUV(rgba);
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return yuva;
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}
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13
host/Shaders/Pixel.hlsl
Normal file
13
host/Shaders/Pixel.hlsl
Normal file
@ -0,0 +1,13 @@
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Texture2D texTexture;
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SamplerState texSampler;
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struct VS
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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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float4 main(VS input): SV_Target
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{
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return texTexture.Sample(texSampler, input.tex);
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}
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31
host/Shaders/RGBtoYUV.hlsl
Normal file
31
host/Shaders/RGBtoYUV.hlsl
Normal file
@ -0,0 +1,31 @@
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Texture2D texTexture;
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SamplerState texSampler;
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struct VS
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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 OUT
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{
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float4 y: SV_TARGET0;
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float4 u: SV_TARGET1;
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float4 v: SV_TARGET2;
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};
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OUT main(VS input)
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{
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OUT o;
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const float4 rgba = texTexture.Sample(texSampler, input.tex);
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o.y.gba = 0.0f;
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o.u.gba = 0.0f;
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o.v.gba = 0.0f;
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o.y.r = rgba.r * 0.2126 + 0.7152 * rgba.g + 0.0722 * rgba.b;
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o.u.r = (rgba.b - o.y.r) / 1.8556;
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o.v.r = (rgba.r - o.y.r) / 1.5748;
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return o;
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}
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@ -21,7 +21,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "common\debug.h"
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#include "Shaders\Vertex.h"
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#include "Shaders\BGRAtoNV12.h"
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#include "Shaders\Pixel.h"
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#include "Shaders\RGBtoYUV.h"
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TextureConverter::TextureConverter()
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{
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@ -37,12 +38,12 @@ bool TextureConverter::Initialize(
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ID3D11DevicePtr device,
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const unsigned int width,
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const unsigned int height,
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DXGI_FORMAT format
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FrameType format
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)
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{
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HRESULT result;
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D3D11_TEXTURE2D_DESC texDesc;
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D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
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D3D11_RENDER_TARGET_VIEW_DESC targetDesc;
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D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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@ -52,10 +53,21 @@ bool TextureConverter::Initialize(
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m_height = height;
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m_format = format;
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result = device->CreatePixelShader(g_Pixel, sizeof(g_Pixel), NULL, &m_psCopy);
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if (FAILED(result))
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{
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DeInitialize();
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DEBUG_ERROR("Failed to create the copy pixel shader");
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (format)
|
||||
{
|
||||
case DXGI_FORMAT_NV12:
|
||||
result = device->CreatePixelShader(g_BGRAtoNV12, sizeof(g_BGRAtoNV12), NULL, &m_pixelShader);
|
||||
case FRAME_TYPE_YUV420:
|
||||
result = device->CreatePixelShader(g_RGBtoYUV, sizeof(g_RGBtoYUV), NULL, &m_psConversion);
|
||||
m_texFormats[0] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[0] = 1.0f;
|
||||
m_texFormats[1] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[1] = 0.5f;
|
||||
m_texFormats[2] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[2] = 0.5f;
|
||||
break;
|
||||
|
||||
default:
|
||||
@ -93,7 +105,7 @@ bool TextureConverter::Initialize(
|
||||
}
|
||||
|
||||
ZeroMemory(&texDesc , sizeof(texDesc ));
|
||||
ZeroMemory(&viewDesc , sizeof(viewDesc ));
|
||||
ZeroMemory(&targetDesc , sizeof(targetDesc ));
|
||||
ZeroMemory(&shaderDesc , sizeof(shaderDesc ));
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
|
||||
@ -105,25 +117,45 @@ bool TextureConverter::Initialize(
|
||||
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
texDesc.MiscFlags = 0;
|
||||
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))
|
||||
targetDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
|
||||
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
shaderDesc.Texture2D.MipLevels = 1;
|
||||
|
||||
for(int i = 0; i < _countof(m_targetTexture); ++i)
|
||||
{
|
||||
DeInitialize();
|
||||
DEBUG_ERROR("Failed to create the render view");
|
||||
return false;
|
||||
if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
|
||||
continue;
|
||||
|
||||
texDesc .Format = m_texFormats[i];
|
||||
targetDesc.Format = m_texFormats[i];
|
||||
shaderDesc.Format = m_texFormats[i];
|
||||
|
||||
result = device->CreateTexture2D(&texDesc, NULL, &m_targetTexture[i]);
|
||||
if (FAILED(result))
|
||||
{
|
||||
DeInitialize();
|
||||
DEBUG_ERROR("Failed to create the render texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
result = device->CreateRenderTargetView(m_targetTexture[i], &targetDesc, &m_renderView[i]);
|
||||
if (FAILED(result))
|
||||
{
|
||||
DeInitialize();
|
||||
DEBUG_ERROR("Failed to create the render view");
|
||||
return false;
|
||||
}
|
||||
|
||||
result = device->CreateShaderResourceView(m_targetTexture[i], &shaderDesc, &m_shaderView[i]);
|
||||
if (FAILED(result))
|
||||
{
|
||||
DeInitialize();
|
||||
DEBUG_ERROR("Failed to create the resource view");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
@ -242,14 +274,21 @@ void TextureConverter::DeInitialize()
|
||||
SafeRelease(&m_samplerState );
|
||||
SafeRelease(&m_indexBuffer );
|
||||
SafeRelease(&m_vertexBuffer );
|
||||
SafeRelease(&m_renderView );
|
||||
SafeRelease(&m_targetTexture);
|
||||
SafeRelease(&m_vertexShader );
|
||||
SafeRelease(&m_pixelShader );
|
||||
SafeRelease(&m_layout );
|
||||
|
||||
for(int i = 0; i < _countof(m_targetTexture); ++i)
|
||||
{
|
||||
SafeRelease(&m_shaderView [i]);
|
||||
SafeRelease(&m_renderView [i]);
|
||||
SafeRelease(&m_targetTexture[i]);
|
||||
}
|
||||
|
||||
SafeRelease(&m_vertexShader);
|
||||
SafeRelease(&m_psConversion);
|
||||
SafeRelease(&m_layout );
|
||||
SafeRelease(&m_psCopy );
|
||||
}
|
||||
|
||||
bool TextureConverter::Convert(ID3D11Texture2DPtr &texture)
|
||||
bool TextureConverter::Convert(ID3D11Texture2DPtr texture, TextureList & output)
|
||||
{
|
||||
unsigned int stride;
|
||||
unsigned int offset;
|
||||
@ -257,35 +296,46 @@ bool TextureConverter::Convert(ID3D11Texture2DPtr &texture)
|
||||
|
||||
HRESULT result;
|
||||
D3D11_TEXTURE2D_DESC texDesc;
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
|
||||
ID3D11ShaderResourceViewPtr textureView;
|
||||
texture->GetDesc(&texDesc);
|
||||
shaderDesc.Format = texDesc.Format;
|
||||
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
shaderDesc.Texture2D.MostDetailedMip = 0;
|
||||
shaderDesc.Texture2D.MipLevels = 1;
|
||||
viewDesc.Format = texDesc.Format;
|
||||
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
viewDesc.Texture2D.MostDetailedMip = 0;
|
||||
viewDesc.Texture2D.MipLevels = 1;
|
||||
|
||||
result = m_device->CreateShaderResourceView(texture, &shaderDesc, &textureView);
|
||||
result = m_device->CreateShaderResourceView(texture, &viewDesc, &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,
|
||||
0.0f , 0.0f,
|
||||
(float)m_width, (float)m_height,
|
||||
0.0f, 1.0f
|
||||
0.0f , 1.0f
|
||||
} };
|
||||
|
||||
m_deviceContext->OMSetRenderTargets(1, renderViews, NULL);
|
||||
m_deviceContext->ClearRenderTargetView(m_renderView, color);
|
||||
int targetCount = 0;
|
||||
ID3D11RenderTargetView **renderViews = new ID3D11RenderTargetView*[_countof(m_renderView)];
|
||||
for(int i = 0; i < _countof(m_renderView); ++i)
|
||||
{
|
||||
if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
|
||||
continue;
|
||||
|
||||
m_deviceContext->ClearRenderTargetView(m_renderView[i], color);
|
||||
renderViews[i] = m_renderView[i].GetInterfacePtr();
|
||||
++targetCount;
|
||||
}
|
||||
|
||||
m_deviceContext->PSSetShaderResources(0, _countof(shaderViews), shaderViews);
|
||||
m_deviceContext->OMSetRenderTargets(targetCount, renderViews, NULL);
|
||||
delete [] renderViews;
|
||||
|
||||
stride = sizeof(VS_INPUT);
|
||||
offset = 0;
|
||||
@ -296,14 +346,67 @@ bool TextureConverter::Convert(ID3D11Texture2DPtr &texture)
|
||||
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->PSSetShader (m_psConversion, NULL, 0);
|
||||
|
||||
m_deviceContext->DrawIndexed(m_indexCount, 0, 0);
|
||||
|
||||
SafeRelease(&textureView);
|
||||
SafeRelease(&texture);
|
||||
texture = m_targetTexture;
|
||||
|
||||
D3D11_RENDER_TARGET_VIEW_DESC targetDesc;
|
||||
ZeroMemory(&targetDesc, sizeof(targetDesc));
|
||||
targetDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
m_deviceContext->PSSetShader(m_psCopy, NULL, 0);
|
||||
|
||||
renderViews = new ID3D11RenderTargetView*[1];
|
||||
for (int i = 0; i < _countof(m_renderView); ++i)
|
||||
{
|
||||
if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
|
||||
continue;
|
||||
|
||||
ID3D11Texture2DPtr src = m_targetTexture[i];
|
||||
ID3D11Texture2DPtr dest;
|
||||
ID3D11RenderTargetViewPtr view;
|
||||
D3D11_TEXTURE2D_DESC srcDesc;
|
||||
|
||||
src->GetDesc(&srcDesc);
|
||||
srcDesc.Width *= m_scaleFormats[i];
|
||||
srcDesc.Height *= m_scaleFormats[i];
|
||||
viewPorts[0].Width = srcDesc.Width;
|
||||
viewPorts[0].Height = srcDesc.Height;
|
||||
|
||||
result = m_device->CreateTexture2D(&srcDesc, NULL, &dest);
|
||||
if (FAILED(result))
|
||||
{
|
||||
delete[] renderViews;
|
||||
DeInitialize();
|
||||
DEBUG_ERROR("Failed to create the target texture");
|
||||
return false;
|
||||
}
|
||||
|
||||
targetDesc.Format = srcDesc.Format;
|
||||
result = m_device->CreateRenderTargetView(dest, &targetDesc, &view);
|
||||
if (FAILED(result))
|
||||
{
|
||||
SafeRelease(&dest);
|
||||
delete[] renderViews;
|
||||
DeInitialize();
|
||||
DEBUG_ERROR("Failed to create the target view");
|
||||
return false;
|
||||
}
|
||||
|
||||
renderViews[0] = view.GetInterfacePtr();
|
||||
shaderViews[0] = m_shaderView[i].GetInterfacePtr();
|
||||
|
||||
m_deviceContext->OMSetRenderTargets(1, renderViews, NULL);
|
||||
m_deviceContext->RSSetViewports(_countof(viewPorts), viewPorts);
|
||||
m_deviceContext->PSSetShaderResources(0, 1, shaderViews);
|
||||
m_deviceContext->DrawIndexed(m_indexCount, 0, 0);
|
||||
|
||||
output.push_back(dest);
|
||||
SafeRelease(&view);
|
||||
}
|
||||
|
||||
delete[] renderViews;
|
||||
return true;
|
||||
}
|
||||
|
@ -20,8 +20,12 @@ Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
#pragma once
|
||||
|
||||
#include "Com.h"
|
||||
#include "common\KVMFR.h"
|
||||
|
||||
#include <DirectXMath.h>
|
||||
#include <vector>
|
||||
|
||||
typedef std::vector<ID3D11Texture2DPtr> TextureList;
|
||||
|
||||
class TextureConverter
|
||||
{
|
||||
@ -34,12 +38,12 @@ public:
|
||||
ID3D11DevicePtr device,
|
||||
const unsigned int width,
|
||||
const unsigned int height,
|
||||
DXGI_FORMAT format
|
||||
FrameType format
|
||||
);
|
||||
|
||||
void DeInitialize();
|
||||
|
||||
bool Convert(ID3D11Texture2DPtr &texture);
|
||||
bool Convert(ID3D11Texture2DPtr texture, TextureList & output);
|
||||
|
||||
private:
|
||||
struct VS_INPUT
|
||||
@ -53,13 +57,19 @@ private:
|
||||
ID3D11DeviceContextPtr m_deviceContext;
|
||||
ID3D11DevicePtr m_device;
|
||||
unsigned int m_width, m_height;
|
||||
DXGI_FORMAT m_format;
|
||||
FrameType m_format;
|
||||
|
||||
DXGI_FORMAT m_texFormats [3];
|
||||
float m_scaleFormats [3];
|
||||
|
||||
ID3D11Texture2DPtr m_targetTexture[3];
|
||||
ID3D11RenderTargetViewPtr m_renderView [3];
|
||||
ID3D11ShaderResourceViewPtr m_shaderView [3];
|
||||
|
||||
ID3D11Texture2DPtr m_targetTexture;
|
||||
ID3D11RenderTargetViewPtr m_renderView;
|
||||
ID3D11InputLayoutPtr m_layout;
|
||||
ID3D11VertexShaderPtr m_vertexShader;
|
||||
ID3D11PixelShaderPtr m_pixelShader;
|
||||
ID3D11PixelShaderPtr m_psCopy;
|
||||
ID3D11PixelShaderPtr m_psConversion;
|
||||
ID3D11SamplerStatePtr m_samplerState;
|
||||
|
||||
ID3D11BufferPtr m_vertexBuffer;
|
||||
|
@ -359,11 +359,16 @@
|
||||
<MASM Include="..\common\memcpySSE.asm" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shaders\BGRAtoNV12.hlsl">
|
||||
<FxCompile Include="Shaders\Pixel.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_Pixel</VariableName>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Shaders\Pixel.h</HeaderFileOutput>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shaders\RGBtoYUV.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>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_RGBtoYUV</VariableName>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Shaders\RGBtoYUV.h</HeaderFileOutput>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shaders\Vertex.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
|
@ -105,11 +105,12 @@
|
||||
</MASM>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="Shaders\BGRAtoNV12.hlsl">
|
||||
<Filter>Source Files\Shaders</Filter>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shaders\Vertex.hlsl">
|
||||
<Filter>Source Files\Shaders</Filter>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shaders\RGBtoYUV.hlsl">
|
||||
<Filter>Source Files\Shaders</Filter>
|
||||
</FxCompile>
|
||||
<FxCompile Include="Shaders\Pixel.hlsl" />
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue
Block a user