gstreamer/subprojects/gst-plugins-bad/tests/examples/d3d11/d3d11videosink-appsrc.cpp

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/*
* GStreamer
* Copyright (C) 2022 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/d3d11/gstd3d11.h>
#include <gst/app/app.h>
#include <wrl.h>
#include <math.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
typedef struct
{
GMainLoop *loop;
GstElement *pipeline;
GstD3D11Device *d3d11_device;
GstBufferPool *pool;
ID3D11Device *device;
ID3D11DeviceContext *context;
gsize mem_size;
D3D11_TEXTURE2D_DESC desc;
GstVideoInfo video_info;
GQueue unused_textures;
GstClockTime next_pts;
GstClockTime duration;
GRecMutex lock;
gint remaining;
guint64 num_frames;
} AppData;
static bool
create_device (AppData * data)
{
ComPtr < IDXGIFactory1 > factory;
ComPtr < ID3D11Device > device;
ComPtr < ID3D11DeviceContext > context;
ComPtr < IDXGIAdapter1 > adapter;
HRESULT hr;
DXGI_ADAPTER_DESC1 desc;
static const D3D_FEATURE_LEVEL feature_levels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
if (FAILED (hr))
return false;
/* Find hardware adapter */
for (guint i = 0; SUCCEEDED (hr); i++) {
hr = factory->EnumAdapters1 (i, &adapter);
if (FAILED (hr))
return false;
hr = adapter->GetDesc1 (&desc);
if (FAILED (hr))
return false;
/* DXGI_ADAPTER_FLAG_SOFTWARE, old mingw does not define this enum */
if ((desc.Flags & 0x2) == 0)
break;
adapter = nullptr;
}
if (!adapter)
return false;
hr = D3D11CreateDevice (adapter.Get (), D3D_DRIVER_TYPE_UNKNOWN,
nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT,
feature_levels,
G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device, nullptr,
&context);
if (FAILED (hr))
return false;
data->device = device.Detach ();
data->context = context.Detach ();
return true;
}
static gboolean
bus_handler (GstBus * bus, GstMessage * msg, AppData * app_data)
{
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_ERROR:{
GError *err;
gchar *dbg;
gst_message_parse_error (msg, &err, &dbg);
gst_printerrln ("ERROR %s", err->message);
if (dbg != nullptr)
gst_printerrln ("ERROR debug information: %s", dbg);
g_clear_error (&err);
g_free (dbg);
g_main_loop_quit (app_data->loop);
break;
}
case GST_MESSAGE_EOS:
gst_println ("Got EOS");
g_main_loop_quit (app_data->loop);
break;
default:
break;
}
return TRUE;
}
static GstBusSyncReply
bus_sync_handler (GstBus * bus, GstMessage * msg, AppData * data)
{
const gchar *context_type;
GstContext *context;
gchar *context_str;
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_HAVE_CONTEXT:{
gchar *context_str;
gst_message_parse_have_context (msg, &context);
context_type = gst_context_get_context_type (context);
context_str =
gst_structure_to_string (gst_context_get_structure (context));
gst_println ("Got context from element '%s': %s=%s",
GST_ELEMENT_NAME (GST_MESSAGE_SRC (msg)), context_type, context_str);
g_free (context_str);
gst_context_unref (context);
break;
}
case GST_MESSAGE_NEED_CONTEXT:{
gst_message_parse_context_type (msg, &context_type);
if (g_strcmp0 (context_type, GST_D3D11_DEVICE_HANDLE_CONTEXT_TYPE) != 0)
return GST_BUS_PASS;
context = gst_d3d11_context_new (data->d3d11_device);
context_str =
gst_structure_to_string (gst_context_get_structure (context));
gst_println ("Setting context '%s': %s=%s",
GST_ELEMENT_NAME (GST_MESSAGE_SRC (msg)), context_type, context_str);
g_free (context_str);
gst_element_set_context (GST_ELEMENT (msg->src), context);
gst_context_unref (context);
break;
}
default:
break;
}
return GST_BUS_PASS;
}
typedef struct
{
AppData *app_data;
ID3D11Texture2D *texture;
} MemoryUserData;
static void
on_memory_freed (MemoryUserData * data)
{
g_rec_mutex_lock (&data->app_data->lock);
g_queue_push_tail (&data->app_data->unused_textures, data->texture);
g_rec_mutex_unlock (&data->app_data->lock);
g_free (data);
}
static gdouble
get_clear_value (guint64 num_frames, guint scale)
{
gdouble val = (gdouble) num_frames / scale;
val = sin (val);
val = ABS (val);
return val;
}
static void
on_need_data (GstAppSrc * appsrc, guint length, gpointer user_data)
{
AppData *app_data = (AppData *) user_data;
ID3D11Texture2D *texture = nullptr;
HRESULT hr;
ComPtr < ID3D11RenderTargetView > rtv;
FLOAT clear_color[4] = { 1.0, 1.0, 1.0, 1.0 };
GstMemory *mem;
GstD3D11Allocator *allocator;
GstD3D11Memory *dmem;
MemoryUserData *memory_data;
GstBuffer *buffer;
gsize offset[GST_VIDEO_MAX_PLANES];
gint stride[GST_VIDEO_MAX_PLANES];
guint pitch;
gsize dummy;
if (app_data->remaining == 0) {
gst_app_src_end_of_stream (appsrc);
return;
}
clear_color[0] = get_clear_value (app_data->num_frames, 50);
clear_color[1] = get_clear_value (app_data->num_frames, 100);
clear_color[2] = get_clear_value (app_data->num_frames, 200);
app_data->num_frames++;
g_rec_mutex_lock (&app_data->lock);
texture = (ID3D11Texture2D *) g_queue_pop_head (&app_data->unused_textures);
g_rec_mutex_unlock (&app_data->lock);
if (!texture) {
hr = app_data->device->CreateTexture2D (&app_data->desc, nullptr, &texture);
if (FAILED (hr)) {
gst_printerrln ("Failed to create texture");
exit (1);
}
}
hr = app_data->device->CreateRenderTargetView (texture, nullptr, &rtv);
if (FAILED (hr)) {
gst_printerrln ("Failed to create RTV");
exit (1);
}
/* ID3D11DeviceContext API is not thread safe, application should takes lock
* when it's shared with GStreamer */
gst_d3d11_device_lock (app_data->d3d11_device);
/* Clear with white */
app_data->context->ClearRenderTargetView (rtv.Get (), clear_color);
gst_d3d11_device_unlock (app_data->d3d11_device);
/* Find global default D3D11 allocator */
allocator = (GstD3D11Allocator *) gst_allocator_find (GST_D3D11_MEMORY_NAME);
if (!allocator) {
gst_printerrln ("D3D11 allocator is unavailable");
exit (1);
}
/* Demonstrating application-side texture pool.
* GstD3D11BufferPool can be used instead */
memory_data = g_new0 (MemoryUserData, 1);
memory_data->app_data = app_data;
/* Transfer ownership of this texture to this user data */
memory_data->texture = texture;
/* gst_d3d11_allocator_alloc_wrapped() method does not take ownership of
* ID3D11Texture2D object, but in this example, we pass ownership via
* user data */
mem = gst_d3d11_allocator_alloc_wrapped (allocator, app_data->d3d11_device,
texture, app_data->mem_size, memory_data,
(GDestroyNotify) on_memory_freed);
gst_object_unref (allocator);
if (!mem) {
gst_printerrln ("Couldn't allocate memory");
exit (1);
}
/* update memory size with calculated value by allocator, and reuse it
* for later alloc_wrapped() call to avoid allocating staging texture */
app_data->mem_size = mem->size;
/* Calculates CPU accessible (via staging texture) memory layout.
* GstD3D11Memory allows CPU access but application must calculate the layout
* pitch would be likely different from width */
dmem = GST_D3D11_MEMORY_CAST (mem);
if (!gst_d3d11_memory_get_resource_stride (dmem, &pitch)) {
gst_printerrln ("Couldn't get resource stride");
exit (1);
}
if (!gst_d3d11_dxgi_format_get_size (app_data->desc.Format,
app_data->desc.Width, app_data->desc.Height, pitch, offset, stride,
&dummy)) {
gst_printerrln ("Couldn't get memory layout");
exit (1);
}
buffer = gst_buffer_new ();
gst_buffer_append_memory (buffer, mem);
/* Then attach video-meta to signal CPU accessible memory layout information */
gst_buffer_add_video_meta_full (buffer, GST_VIDEO_FRAME_FLAG_NONE,
GST_VIDEO_INFO_FORMAT (&app_data->video_info),
GST_VIDEO_INFO_WIDTH (&app_data->video_info),
GST_VIDEO_INFO_HEIGHT (&app_data->video_info),
GST_VIDEO_INFO_N_PLANES (&app_data->video_info), offset, stride);
GST_BUFFER_PTS (buffer) = app_data->next_pts;
GST_BUFFER_DTS (buffer) = GST_CLOCK_TIME_NONE;
GST_BUFFER_DURATION (buffer) = app_data->duration;
app_data->next_pts += app_data->duration;
if (gst_app_src_push_buffer (appsrc, buffer) != GST_FLOW_OK) {
gst_printerrln ("Couldn't push buffer to appsrc");
exit (1);
}
if (app_data->remaining > 0)
app_data->remaining--;
}
static void
on_need_data_buffer_pool (GstAppSrc * appsrc, guint length, gpointer user_data)
{
AppData *app_data = (AppData *) user_data;
ID3D11Texture2D *texture = nullptr;
HRESULT hr;
ComPtr < ID3D11RenderTargetView > rtv;
FLOAT clear_color[4] = { 1.0, 1.0, 1.0, 1.0 };
GstBuffer *buffer;
GstMemory *mem;
GstFlowReturn ret;
GstMapInfo info;
GstMapFlags map_flags;
if (app_data->remaining == 0) {
gst_app_src_end_of_stream (appsrc);
return;
}
clear_color[0] = get_clear_value (app_data->num_frames, 50);
clear_color[1] = get_clear_value (app_data->num_frames, 100);
clear_color[2] = get_clear_value (app_data->num_frames, 200);
app_data->num_frames++;
ret = gst_buffer_pool_acquire_buffer (app_data->pool, &buffer, nullptr);
if (ret != GST_FLOW_OK) {
gst_printerrln ("Failed to acquire buffer");
exit (1);
}
/* buffer acquired from d3d11 buffer pool will hold video meta already.
* Application can just update already allocated texture */
mem = gst_buffer_peek_memory (buffer, 0);
/* Use GST_MAP_D3D11 flag to indicate that direct Direct3D11 resource
* is required instead of system memory access */
map_flags = (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11);
if (!gst_memory_map (mem, &info, map_flags)) {
gst_printerrln ("Failed to map memory");
exit (1);
}
texture = (ID3D11Texture2D *) info.data;
hr = app_data->device->CreateRenderTargetView (texture, nullptr, &rtv);
if (FAILED (hr)) {
gst_printerrln ("Failed to create RTV");
exit (1);
}
/* ID3D11DeviceContext API is not thread safe, application should takes lock
* when it's shared with GStreamer */
gst_d3d11_device_lock (app_data->d3d11_device);
/* Clear with white */
app_data->context->ClearRenderTargetView (rtv.Get (), clear_color);
gst_d3d11_device_unlock (app_data->d3d11_device);
gst_memory_unmap (mem, &info);
GST_BUFFER_PTS (buffer) = app_data->next_pts;
GST_BUFFER_DTS (buffer) = GST_CLOCK_TIME_NONE;
GST_BUFFER_DURATION (buffer) = app_data->duration;
app_data->next_pts += app_data->duration;
if (gst_app_src_push_buffer (appsrc, buffer) != GST_FLOW_OK) {
gst_printerrln ("Couldn't push buffer to appsrc");
exit (1);
}
if (app_data->remaining > 0)
app_data->remaining--;
}
static bool
create_pipelne (AppData * app_data, gboolean use_pool)
{
GstElement *pipeline;
GstAppSrc *src;
GError *error = nullptr;
GstCaps *caps;
GstBus *bus;
GstAppSrcCallbacks callbacks = { nullptr };
D3D11_TEXTURE2D_DESC desc = { 0, };
/* 640x480 RGBA format will be used in this example */
desc.Width = 640;
desc.Height = 480;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
/* Bind shader resource for this texture can be used in shader and also
* RTV is used in this example */
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
app_data->desc = desc;
app_data->next_pts = 0;
app_data->duration = GST_SECOND / 30;
pipeline = gst_parse_launch ("appsrc name=src ! queue ! d3d11videosink",
&error);
if (error) {
gst_printerrln ("Couldn't create pipeline: %s", error->message);
g_clear_error (&error);
return false;
}
src = GST_APP_SRC (gst_bin_get_by_name (GST_BIN (pipeline), "src"));
if (use_pool)
callbacks.need_data = on_need_data_buffer_pool;
else
callbacks.need_data = on_need_data;
gst_app_src_set_callbacks (src, &callbacks, app_data, nullptr);
caps =
gst_caps_from_string
("video/x-raw(memory:D3D11Memory),format=RGBA,width=640,height=480,framerate=30/1");
gst_app_src_set_caps (src, caps);
gst_video_info_from_caps (&app_data->video_info, caps);
gst_app_src_set_stream_type (src, GST_APP_STREAM_TYPE_STREAM);
g_object_set (src, "format", GST_FORMAT_TIME, nullptr);
g_object_unref (src);
app_data->pipeline = pipeline;
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
/* Listen need-context message from sync handler in case that application
* wants to share application's d3d11 device with pipeline */
gst_bus_set_sync_handler (bus, (GstBusSyncHandler) bus_sync_handler, app_data,
nullptr);
gst_bus_add_watch (bus, (GstBusFunc) bus_handler, app_data);
gst_object_unref (bus);
if (use_pool) {
GstBufferPool *pool;
GstStructure *config;
GstD3D11AllocationParams *params;
pool = gst_d3d11_buffer_pool_new (app_data->d3d11_device);
config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_set_params (config, caps,
GST_VIDEO_INFO_SIZE (&app_data->video_info), 0, 0);
/* default allocation param doesn't use any binding flag.
* If binding flag is required, application should create
* allocation param struct and specify options */
params = gst_d3d11_allocation_params_new (app_data->d3d11_device,
&app_data->video_info, GST_D3D11_ALLOCATION_FLAG_DEFAULT,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
gst_d3d11_allocation_params_free (params);
if (!gst_buffer_pool_set_config (pool, config)) {
gst_printerrln ("Couldn't set config to pool");
gst_object_unref (pool);
gst_caps_unref (caps);
return false;
}
if (!gst_buffer_pool_set_active (pool, TRUE)) {
gst_printerrln ("Couldn't set active");
gst_object_unref (pool);
gst_caps_unref (caps);
return false;
}
app_data->pool = pool;
}
gst_caps_unref (caps);
return true;
}
static void
clear_texture (ID3D11Texture2D * texture)
{
texture->Release ();
}
gint
main (gint argc, gchar ** argv)
{
GOptionContext *option_ctx;
GError *error = nullptr;
gboolean ret;
gboolean use_pool = FALSE;
gint num_buffers = -1;
GOptionEntry options[] = {
{"use-bufferpool", 0, 0, G_OPTION_ARG_NONE, &use_pool,
"Use buffer pool", nullptr},
{"num-buffers", 0, 0, G_OPTION_ARG_INT, &num_buffers,
"The number of buffers to run", nullptr},
{nullptr,}
};
AppData app_data = { nullptr, };
option_ctx = g_option_context_new ("Direct3D11 appsrc example");
g_option_context_add_main_entries (option_ctx, options, nullptr);
g_option_context_add_group (option_ctx, gst_init_get_option_group ());
ret = g_option_context_parse (option_ctx, &argc, &argv, &error);
g_option_context_free (option_ctx);
if (!ret) {
gst_printerrln ("option parsing failed: %s", error->message);
g_clear_error (&error);
exit (1);
}
app_data.remaining = num_buffers;
g_rec_mutex_init (&app_data.lock);
g_queue_init (&app_data.unused_textures);
app_data.loop = g_main_loop_new (nullptr, FALSE);
/* Create D3D11 device */
if (!create_device (&app_data)) {
gst_printerrln ("No available hardware device");
exit (1);
}
/* Creates GstD3D11Device using our device handle.
* Note that gst_d3d11_device_new_wrapped() method does not take ownership of
* ID3D11Device handle, instead refcount of ID3D11Device handle will be
* increased by one */
app_data.d3d11_device = gst_d3d11_device_new_wrapped (app_data.device);
if (!app_data.d3d11_device) {
gst_printerrln ("Couldn't create GstD3D11Device object");
exit (1);
}
if (!create_pipelne (&app_data, use_pool))
exit (1);
/* All done! */
gst_element_set_state (app_data.pipeline, GST_STATE_PLAYING);
g_main_loop_run (app_data.loop);
gst_element_set_state (app_data.pipeline, GST_STATE_NULL);
gst_bus_remove_watch (GST_ELEMENT_BUS (app_data.pipeline));
#define CLEAR_COM(obj) G_STMT_START { \
if (obj) { \
(obj)->Release (); \
} \
} G_STMT_END
g_queue_clear_full (&app_data.unused_textures,
(GDestroyNotify) clear_texture);
g_rec_mutex_clear (&app_data.lock);
CLEAR_COM (app_data.context);
CLEAR_COM (app_data.device);
gst_clear_object (&app_data.d3d11_device);
gst_clear_object (&app_data.pipeline);
g_main_loop_unref (app_data.loop);
return 0;
}