/*****************************************************************************
* d3d11_shaders.h: Direct3D11 Shaders
*****************************************************************************
* Copyright (C) 2017-2021 VLC authors and VideoLAN
*
* Authors: Steve Lhomme <robux4@gmail.com>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
#ifndef VLC_D3D11_SHADERS_H
#define VLC_D3D11_SHADERS_H
#include "d3d_shaders.h"
#include "d3d_dynamic_shader.h"
#include "../../video_chroma/d3d11_fmt.h"
#include <wrl/client.h>
/* Vertex Shader compiled structures */
struct d3d11_vertex_shader_t {
Microsoft::WRL::ComPtr<ID3D11VertexShader> shader;
Microsoft::WRL::ComPtr<ID3D11InputLayout> layout;
};
/* A Quad is texture that can be displayed in a rectangle */
struct d3d11_quad_t
{
d3d11_quad_t()
{
video_format_Init(&quad_fmt, 0);
}
~d3d11_quad_t()
{
ReleaseD3D11PictureSys(&picSys);
video_format_Clean(&quad_fmt);
}
void Reset();
void UpdateViewport(const vout_display_place_t *, const d3d_format_t *display);
picture_sys_d3d11_t picSys = {};
d3d_quad_t generic = {};
video_format_t quad_fmt = {};
UINT resourceCount = 0;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> indexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> viewpointShaderConstant;
Microsoft::WRL::ComPtr<ID3D11Buffer> pPixelShaderConstants;
UINT PSConstantsCount = 0;
Microsoft::WRL::ComPtr<ID3D11PixelShader> d3dpixelShader[DXGI_MAX_RENDER_TARGET];
Microsoft::WRL::ComPtr<ID3D11SamplerState> SamplerStates[2];
D3D11_VIEWPORT cropViewport[DXGI_MAX_RENDER_TARGET];
PS_CONSTANT_BUFFER pConstants;
VS_PROJECTION_CONST vConstants;
};
HRESULT D3D11_CompilePixelShaderBlob(vlc_object_t *,
d3d11_device_t *, const display_info_t *,
video_transfer_func_t,
bool src_full_range,
const d3d11_quad_t *, d3d_shader_blob pPSBlob[DXGI_MAX_RENDER_TARGET]);
#define D3D11_CompilePixelShaderBlob(a,b,c,d,e,f,g) \
D3D11_CompilePixelShaderBlob(VLC_OBJECT(a),b,c,d,e,f,g)
HRESULT D3D11_SetQuadPixelShader(vlc_object_t *, d3d11_device_t *,
bool sharp,
d3d11_quad_t *quad, d3d_shader_blob pPSBlob[DXGI_MAX_RENDER_TARGET]);
HRESULT D3D11_CompileVertexShaderBlob(vlc_object_t *,
d3d11_device_t *, bool flat, d3d_shader_blob *);
HRESULT D3D11_CreateVertexShader(vlc_object_t *, d3d_shader_blob *, d3d11_device_t *, d3d11_vertex_shader_t *);
#define D3D11_CreateVertexShader(a,b,c,d) D3D11_CreateVertexShader(VLC_OBJECT(a),b,c,d)
HRESULT D3D11_CreateRenderTargets(d3d11_device_t *, ID3D11Resource *, const d3d_format_t *,
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> output[DXGI_MAX_RENDER_TARGET]);
void D3D11_ClearRenderTargets(d3d11_device_t *, const d3d_format_t *,
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> targets[DXGI_MAX_RENDER_TARGET]);
void D3D11_ReleaseVertexShader(d3d11_vertex_shader_t *);
#endif /* VLC_D3D11_SHADERS_H */
¤ Dauer der Verarbeitung: 0.4 Sekunden
¤
*© Formatika GbR, Deutschland
|
|