gstreamer-rs/examples/src/bin/d3d11videosink.rs
Johan Sternerup e026d922e4 gstreamr: bus: Add BusWatchGuard to automatically remove watch
Previously, with add_watch()/add_watch_local() you had to remember
calling remove_watch() in order not to leak the bus, the watch source
and two associated file descriptors. Now these methods instead return an
object of type BusWatchGuard that will automatically remove the bus
watch when the object is dropped.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer-rs/-/merge_requests/1248>
2023-04-14 11:53:41 +03:00

366 lines
14 KiB
Rust

// This example demonstrates the use of the d3d11videosink's "present"
// signal and the use of Direct2D/DirectWrite APIs in Rust.
//
// Application can perform various hardware-accelerated 2D graphics operation
// (e.g., like cairo can support) and text rendering via the Windows APIs.
// In this example, 2D graphics operation and text rendering will happen
// directly to the on the DXGI swapchain's backbuffer via Windows API in
// strictly zero-copy manner
use std::{
collections::VecDeque,
sync::{Arc, Mutex},
time::SystemTime,
};
use gst::{glib, prelude::*};
use windows::{
core::*,
Win32::Graphics::{
Direct2D::{Common::*, *},
Direct3D11::*,
DirectWrite::*,
Dxgi::{Common::*, *},
},
};
struct OverlayContext {
d2d_factory: ID2D1Factory,
dwrite_factory: IDWriteFactory,
text_format: IDWriteTextFormat,
texture_desc: D3D11_TEXTURE2D_DESC,
text_layout: Option<IDWriteTextLayout>,
timestamp_queue: VecDeque<SystemTime>,
avg_fps: f32,
display_fps: f32,
font_size: f32,
}
fn create_overlay_context() -> Arc<Mutex<OverlayContext>> {
// Lots of DirectX APIs are marked as unsafe but the below operations
// are not expected to be failed unless GPU hang or device remove condition
// happens
let d2d_factory = unsafe {
D2D1CreateFactory::<ID2D1Factory>(D2D1_FACTORY_TYPE_MULTI_THREADED, None).unwrap()
};
let dwrite_factory =
unsafe { DWriteCreateFactory::<IDWriteFactory>(DWRITE_FACTORY_TYPE_SHARED).unwrap() };
// Font size can be updated later
let text_format = unsafe {
dwrite_factory
.CreateTextFormat(
w!("Consolas"),
None,
DWRITE_FONT_WEIGHT_REGULAR,
DWRITE_FONT_STYLE_NORMAL,
DWRITE_FONT_STRETCH_NORMAL,
12f32,
w!("en-us"),
)
.unwrap()
};
Arc::new(Mutex::new(OverlayContext {
d2d_factory,
dwrite_factory,
text_format,
texture_desc: D3D11_TEXTURE2D_DESC::default(),
text_layout: None,
timestamp_queue: VecDeque::with_capacity(10),
avg_fps: 0f32,
display_fps: 0f32,
font_size: 12f32,
}))
}
fn main() -> Result<()> {
gst::init().unwrap();
let args: Vec<String> = std::env::args().collect();
if args.len() != 2 {
println!("URI must be specified");
return Ok(());
}
let main_loop = glib::MainLoop::new(None, false);
let overlay_context = create_overlay_context();
let overlay_context_weak = Arc::downgrade(&overlay_context);
// Needs BGRA or RGBA swapchain for D2D interop,
// and "present" signal must be explicitly enabled
let videosink = gst::ElementFactory::make("d3d11videosink")
.property("emit-present", true)
.property_from_str("display-format", "DXGI_FORMAT_B8G8R8A8_UNORM")
.build()
.unwrap();
// Listen "present" signal and draw overlay from the callback
// Required operations here:
// 1) Gets IDXGISurface and ID3D11Texture2D interface from
// given ID3D11RenderTargetView COM object
// - ID3D11Texture2D: To get texture resolution
// - IDXGISurface: To create Direct2D render target
// 2) Creates or reuses IDWriteTextLayout interface
// - This object represents text layout we want to draw on render target
// 3) Draw rectangle (overlay background) and text on render target
//
// NOTE: ID2D1Factory, IDWriteFactory, IDWriteTextFormat, and
// IDWriteTextLayout objects are device-independent. Which can be created
// earlier instead of creating them in the callback.
// But ID2D1RenderTarget is a device-dependent resource.
// The client should not hold the d2d render target object outside of
// this callback scope because the resource must be cleared before
// releasing/resizing DXGI swapchain.
videosink.connect_closure(
"present",
false,
glib::closure!(move |_sink: &gst::Element,
_device: &gst::Object,
rtv_raw: glib::Pointer| {
let overlay_context = overlay_context_weak.upgrade().unwrap();
let mut context = overlay_context.lock().unwrap();
let dwrite_factory = context.dwrite_factory.clone();
let d2d_factory = context.d2d_factory.clone();
// SAFETY: transmute() below is clearly unsafe operation here.
// Regarding the other part of the below block, all DirectX
// APIs are marked as unsafe, except for cast.
//
// In theory, all the Direct3D/Direct2D APIs could fail for
// some reasons (it's hardware!), but in practice, it's very unexpected
// situation and any of failure below would mean we are doing
// something in wrong way or driver bug or so.
unsafe {
let rtv = ID3D11RenderTargetView::from_raw_borrowed(&rtv_raw).unwrap();
let resource = rtv.GetResource().unwrap();
let texture = resource.cast::<ID3D11Texture2D>().unwrap();
let desc = {
let mut desc = D3D11_TEXTURE2D_DESC::default();
texture.GetDesc(&mut desc);
desc
};
// Window size was updated, creates new text layout
let calculate_font_size = if desc != context.texture_desc {
context.texture_desc = desc;
context.text_layout = None;
true
} else {
false
};
// New fps, creates new layout
if context.avg_fps != context.display_fps {
context.display_fps = context.avg_fps;
context.text_layout = None;
}
if context.text_layout.is_none() {
let overlay_string = format!("TextOverlay, Fps {:.1}", context.display_fps);
let overlay_wstring = overlay_string.encode_utf16().collect::<Vec<_>>();
let layout = dwrite_factory
.CreateTextLayout(
&overlay_wstring,
&context.text_format,
desc.Width as f32,
desc.Height as f32 / 5f32,
)
.unwrap();
// Adjust alignment
layout
.SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER)
.unwrap();
layout
.SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER)
.unwrap();
// XXX: This is not an efficient approach.
// The font size can be pre-calculated for a pre-defined
// window size and string length
let mut range = DWRITE_TEXT_RANGE {
startPosition: 0u32,
length: overlay_wstring.len() as u32,
};
if calculate_font_size {
let mut font_size = 12f32;
let mut was_decreased = false;
loop {
let mut metrics = DWRITE_TEXT_METRICS::default();
layout.GetMetrics(&mut metrics).unwrap();
layout
.GetFontSize2(0, &mut font_size, Some(&mut range))
.unwrap();
if metrics.widthIncludingTrailingWhitespace >= desc.Width as f32 {
if font_size > 1f32 {
font_size -= 0.5f32;
was_decreased = true;
layout.SetFontSize(font_size, range).unwrap();
continue;
}
break;
}
if was_decreased {
break;
}
if metrics.widthIncludingTrailingWhitespace < desc.Width as f32 {
if metrics.widthIncludingTrailingWhitespace
>= desc.Width as f32 * 0.7f32
{
break;
}
font_size += 0.5f32;
layout.SetFontSize(font_size, range).unwrap();
}
}
context.font_size = font_size;
} else {
layout.SetFontSize(context.font_size, range).unwrap();
}
context.text_layout = Some(layout);
};
let dxgi_surf = resource.cast::<IDXGISurface>().unwrap();
let render_target = d2d_factory
.CreateDxgiSurfaceRenderTarget(
&dxgi_surf,
&D2D1_RENDER_TARGET_PROPERTIES {
r#type: D2D1_RENDER_TARGET_TYPE_DEFAULT,
pixelFormat: D2D1_PIXEL_FORMAT {
format: DXGI_FORMAT_B8G8R8A8_UNORM,
alphaMode: D2D1_ALPHA_MODE_PREMULTIPLIED,
},
// zero means default DPI
dpiX: 0f32,
dpiY: 0f32,
usage: D2D1_RENDER_TARGET_USAGE_NONE,
minLevel: D2D1_FEATURE_LEVEL_DEFAULT,
},
)
.unwrap();
let text_brush = render_target
.CreateSolidColorBrush(
&D2D1_COLOR_F {
r: 0f32,
g: 0f32,
b: 0f32,
a: 1f32,
},
None,
)
.unwrap();
let overlay_brush = render_target
.CreateSolidColorBrush(
&D2D1_COLOR_F {
r: 0f32,
g: 0.5f32,
b: 0.5f32,
a: 0.3f32,
},
None,
)
.unwrap();
render_target.BeginDraw();
// Draws overlay background. It will blend overlay's background
// color with already rendred video frame
render_target.FillRectangle(
&D2D_RECT_F {
left: 0f32,
top: 0f32,
right: desc.Width as f32,
bottom: desc.Height as f32 / 5f32,
},
&overlay_brush,
);
// Then, renders text
render_target.DrawTextLayout(
D2D_POINT_2F { x: 0f32, y: 0f32 },
context.text_layout.as_ref(),
&text_brush,
D2D1_DRAW_TEXT_OPTIONS_NONE,
);
// EndDraw may not be successful for some reasons.
// Ignores any error in this example
let _ = render_target.EndDraw(None, None);
}
}),
);
// Add pad probe to calculate framerate
let sinkpad = videosink.static_pad("sink").unwrap();
let overlay_context_weak = Arc::downgrade(&overlay_context);
sinkpad.add_probe(gst::PadProbeType::BUFFER, move |_, probe_info| {
if let Some(gst::PadProbeData::Buffer(_)) = probe_info.data {
let overlay_context = overlay_context_weak.upgrade().unwrap();
let mut context = overlay_context.lock().unwrap();
context.timestamp_queue.push_back(SystemTime::now());
// Updates framerate per 10 frames
if context.timestamp_queue.len() >= 10 {
let now = context.timestamp_queue.back().unwrap();
let front = context.timestamp_queue.front().unwrap();
let duration = now.duration_since(*front).unwrap().as_millis() as f32;
context.avg_fps = 1000f32 * (context.timestamp_queue.len() - 1) as f32 / duration;
context.timestamp_queue.clear();
}
}
gst::PadProbeReturn::Ok
});
let playbin = gst::ElementFactory::make("playbin")
.property("uri", &args[1])
.property("video-sink", &videosink)
.build()
.unwrap();
let main_loop_clone = main_loop.clone();
let bus = playbin.bus().unwrap();
let _bus_watch = bus
.add_watch(move |_, msg| {
use gst::MessageView;
let main_loop = &main_loop_clone;
match msg.view() {
MessageView::Eos(..) => {
println!("received eos");
main_loop.quit()
}
MessageView::Error(err) => {
println!(
"Error from {:?}: {} ({:?})",
err.src().map(|s| s.path_string()),
err.error(),
err.debug()
);
main_loop.quit();
}
_ => (),
};
glib::Continue(true)
})
.unwrap();
playbin.set_state(gst::State::Playing).unwrap();
main_loop.run();
playbin.set_state(gst::State::Null).unwrap();
Ok(())
}