mirror of
https://github.com/gnif/LookingGlass.git
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a989914fef
SafeRelease was really useless, derefencing the smart pointers through the use of & releases the value before SafeRelease get's to it. Instead either allow the destructor to handle it's release, or explicityly release it by assigning NULL
419 lines
13 KiB
C++
419 lines
13 KiB
C++
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "TextureConverter.h"
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#include "common\debug.h"
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#include "Shaders\Vertex.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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}
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TextureConverter::~TextureConverter()
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{
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DeInitialize();
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}
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bool TextureConverter::Initialize(
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ID3D11DeviceContextPtr deviceContext,
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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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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 targetDesc;
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D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
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D3D11_SAMPLER_DESC samplerDesc;
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m_deviceContext = deviceContext;
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m_device = device;
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m_width = width;
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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");
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return false;
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}
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switch (format)
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{
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case FRAME_TYPE_YUV420:
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result = device->CreatePixelShader(g_RGBtoYUV, sizeof(g_RGBtoYUV), NULL, &m_psConversion);
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m_texFormats[0] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[0] = 1;
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m_texFormats[1] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[1] = 2;
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m_texFormats[2] = DXGI_FORMAT_R8_UNORM; m_scaleFormats[2] = 2;
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break;
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default:
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DEBUG_ERROR("Unsupported format");
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return false;
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}
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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 pixel shader");
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return false;
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}
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const D3D11_INPUT_ELEMENT_DESC inputDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT , 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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result = device->CreateInputLayout(inputDesc, _countof(inputDesc), g_Vertex, sizeof(g_Vertex), &m_layout);
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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 input layout");
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return false;
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}
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result = device->CreateVertexShader(g_Vertex, sizeof(g_Vertex), NULL, &m_vertexShader);
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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 vertex shader");
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return false;
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}
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ZeroMemory(&texDesc , sizeof(texDesc ));
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ZeroMemory(&targetDesc , sizeof(targetDesc ));
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ZeroMemory(&shaderDesc , sizeof(shaderDesc ));
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ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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texDesc.Width = width;
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texDesc.Height = height;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.SampleDesc.Count = 1;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = 0;
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texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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targetDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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shaderDesc.Texture2D.MipLevels = 1;
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for(int i = 0; i < _countof(m_targetTexture); ++i)
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{
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if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
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continue;
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texDesc .Format = m_texFormats[i];
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targetDesc.Format = m_texFormats[i];
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shaderDesc.Format = m_texFormats[i];
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result = device->CreateTexture2D(&texDesc, NULL, &m_targetTexture[i]);
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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 render texture");
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return false;
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}
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result = device->CreateRenderTargetView(m_targetTexture[i], &targetDesc, &m_renderView[i]);
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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 render view");
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return false;
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}
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result = device->CreateShaderResourceView(m_targetTexture[i], &shaderDesc, &m_shaderView[i]);
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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 resource view");
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return false;
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}
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}
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.MipLODBias = 0.0f;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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samplerDesc.BorderColor[0] = 1.0f;
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samplerDesc.BorderColor[1] = 1.0f;
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samplerDesc.BorderColor[2] = 1.0f;
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samplerDesc.MinLOD = -FLT_MAX;
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samplerDesc.MaxLOD = FLT_MAX;
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result = device->CreateSamplerState(&samplerDesc, &m_samplerState);
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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 sampler state");
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return false;
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}
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return IntializeBuffers();
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}
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bool TextureConverter::IntializeBuffers()
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{
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struct VS_INPUT * verticies;
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unsigned long * indicies;
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HRESULT result;
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D3D11_BUFFER_DESC vertexDesc, indexDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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m_vertexCount = 4;
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m_indexCount = 4;
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verticies = new struct VS_INPUT[m_vertexCount];
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if (!verticies)
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{
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DeInitialize();
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DEBUG_ERROR("new failure");
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return false;
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}
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indicies = new unsigned long[m_indexCount];
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if (!indicies)
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{
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DeInitialize();
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DEBUG_ERROR("new failure");
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return false;
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}
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verticies[0].pos = DirectX::XMFLOAT3(-1.0f, -1.0f, 0.5f); //BL
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verticies[1].pos = DirectX::XMFLOAT3(-1.0f, 1.0f, 0.5f); //TL
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verticies[2].pos = DirectX::XMFLOAT3( 1.0f, -1.0f, 0.5f); //BR
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verticies[3].pos = DirectX::XMFLOAT3( 1.0f, 1.0f, 0.5f); //TR
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verticies[0].tex = DirectX::XMFLOAT2(0.0f, 1.0f);
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verticies[1].tex = DirectX::XMFLOAT2(0.0f, 0.0f);
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verticies[2].tex = DirectX::XMFLOAT2(1.0f, 1.0f);
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verticies[3].tex = DirectX::XMFLOAT2(1.0f, 0.0f);
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indicies[0] = 0;
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indicies[1] = 1;
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indicies[2] = 2;
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indicies[3] = 3;
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vertexDesc.Usage = D3D11_USAGE_DEFAULT;
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vertexDesc.ByteWidth = sizeof(struct VS_INPUT) * m_vertexCount;
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vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexDesc.CPUAccessFlags = 0;
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vertexDesc.MiscFlags = 0;
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vertexDesc.StructureByteStride = 0;
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vertexData.pSysMem = verticies;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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result = m_device->CreateBuffer(&vertexDesc, &vertexData, &m_vertexBuffer);
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if (FAILED(result))
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{
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delete[] indicies;
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delete[] verticies;
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DeInitialize();
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DEBUG_ERROR("Failed to create vertex buffer");
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return false;
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}
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indexDesc.Usage = D3D11_USAGE_DEFAULT;
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indexDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
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indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexDesc.CPUAccessFlags = 0;
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indexDesc.MiscFlags = 0;
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indexDesc.StructureByteStride = 0;
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indexData.pSysMem = indicies;
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indexData.SysMemPitch = 0;
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indexData.SysMemSlicePitch = 0;
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result = m_device->CreateBuffer(&indexDesc, &indexData, &m_indexBuffer);
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if (FAILED(result))
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{
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delete[] indicies;
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delete[] verticies;
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DeInitialize();
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DEBUG_ERROR("Failed to create index buffer");
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return false;
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}
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delete[] indicies;
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delete[] verticies;
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return true;
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}
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void TextureConverter::DeInitialize()
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{
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m_samplerState = NULL;
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m_indexBuffer = NULL;
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m_indexBuffer = NULL;
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for(int i = 0; i < _countof(m_targetTexture); ++i)
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{
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m_shaderView [i] = NULL;
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m_renderView [i] = NULL;
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m_targetTexture[i] = NULL;
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}
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m_vertexShader = NULL;
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m_psConversion = NULL;
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m_layout = NULL;
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m_psCopy = NULL;
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}
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bool TextureConverter::Convert(ID3D11Texture2DPtr texture, TextureList & output)
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{
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unsigned int stride;
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unsigned int offset;
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float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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HRESULT result;
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D3D11_TEXTURE2D_DESC texDesc;
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D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
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ID3D11ShaderResourceViewPtr textureView;
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texture->GetDesc(&texDesc);
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viewDesc.Format = texDesc.Format;
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viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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viewDesc.Texture2D.MostDetailedMip = 0;
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viewDesc.Texture2D.MipLevels = 1;
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result = m_device->CreateShaderResourceView(texture, &viewDesc, &textureView);
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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 shader resource view");
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return false;
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}
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ID3D11Buffer *buffers [] = { m_vertexBuffer.GetInterfacePtr() };
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ID3D11SamplerState *samplerStates[] = { m_samplerState.GetInterfacePtr() };
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ID3D11ShaderResourceView *shaderViews [] = { textureView .GetInterfacePtr() };
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D3D11_VIEWPORT viewPorts [] = { {
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0.0f , 0.0f,
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(float)m_width, (float)m_height,
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0.0f , 1.0f
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} };
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int targetCount = 0;
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ID3D11RenderTargetView **renderViews = new ID3D11RenderTargetView*[_countof(m_renderView)];
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for(int i = 0; i < _countof(m_renderView); ++i)
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{
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if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
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continue;
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m_deviceContext->ClearRenderTargetView(m_renderView[i], color);
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renderViews[i] = m_renderView[i].GetInterfacePtr();
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++targetCount;
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}
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m_deviceContext->PSSetShaderResources(0, _countof(shaderViews), shaderViews);
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m_deviceContext->OMSetRenderTargets(targetCount, renderViews, NULL);
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delete [] renderViews;
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stride = sizeof(VS_INPUT);
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offset = 0;
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m_deviceContext->RSSetViewports (_countof(viewPorts), viewPorts);
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m_deviceContext->IASetInputLayout (m_layout);
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m_deviceContext->IASetVertexBuffers (0, _countof(buffers), buffers, &stride, &offset);
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m_deviceContext->IASetIndexBuffer (m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
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m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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m_deviceContext->VSSetShader (m_vertexShader, NULL, 0);
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m_deviceContext->PSSetSamplers (0, _countof(samplerStates), samplerStates);
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m_deviceContext->PSSetShader (m_psConversion, NULL, 0);
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m_deviceContext->DrawIndexed(m_indexCount, 0, 0);
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textureView = NULL;
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D3D11_RENDER_TARGET_VIEW_DESC targetDesc;
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ZeroMemory(&targetDesc, sizeof(targetDesc));
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targetDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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m_deviceContext->PSSetShader(m_psCopy, NULL, 0);
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renderViews = new ID3D11RenderTargetView*[1];
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for (int i = 0; i < _countof(m_renderView); ++i)
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{
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if (m_texFormats[i] == DXGI_FORMAT_UNKNOWN)
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continue;
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ID3D11Texture2DPtr src = m_targetTexture[i];
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ID3D11Texture2DPtr dest;
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ID3D11RenderTargetViewPtr view;
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D3D11_TEXTURE2D_DESC srcDesc;
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// if there is no scaling
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if (m_scaleFormats[i] == 1)
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{
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output.push_back(src);
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continue;
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}
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src->GetDesc(&srcDesc);
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viewPorts[0].Width = srcDesc.Width / m_scaleFormats[i];
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viewPorts[0].Height = srcDesc.Height / m_scaleFormats[i];
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srcDesc.Width = (UINT)viewPorts[0].Width;
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srcDesc.Height = (UINT)viewPorts[0].Height;
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result = m_device->CreateTexture2D(&srcDesc, NULL, &dest);
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if (FAILED(result))
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{
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delete[] renderViews;
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DeInitialize();
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DEBUG_ERROR("Failed to create the target texture");
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return false;
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}
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targetDesc.Format = srcDesc.Format;
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result = m_device->CreateRenderTargetView(dest, &targetDesc, &view);
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if (FAILED(result))
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{
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delete[] renderViews;
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DeInitialize();
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DEBUG_ERROR("Failed to create the target view");
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return false;
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}
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renderViews[0] = view.GetInterfacePtr();
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shaderViews[0] = m_shaderView[i].GetInterfacePtr();
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m_deviceContext->OMSetRenderTargets(1, renderViews, NULL);
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m_deviceContext->RSSetViewports(_countof(viewPorts), viewPorts);
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m_deviceContext->PSSetShaderResources(0, 1, shaderViews);
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m_deviceContext->DrawIndexed(m_indexCount, 0, 0);
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output.push_back(dest);
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view = NULL;
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}
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delete[] renderViews;
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return true;
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}
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