gstreamer/sys/d3d11/gstd3d11colorconvert.c

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/* GStreamer
* Copyright (C) <1999> Erik Walthinsen <omega@cse.ogi.edu>
* Copyright (C) 2005-2012 David Schleef <ds@schleef.org>
* Copyright (C) 2012-2014 Matthew Waters <ystree00@gmail.com>
* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) <2019> Jeongki Kim <jeongki.kim@jeongki.kim>
*
* 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.
*/
/**
* SECTION:element-d3d11colorconvert
* @title: d3d11colorconvert
*
* Convert video frames between supported video formats.
*
* ## Example launch line
* |[
* gst-launch-1.0 -v videotestsrc ! video/x-raw,format=NV12 ! d3d11upload ! d3d11videocolorconvert ! d3d11videosink
* ]|
* This will output a test video (generated in NV12 format) in a video
* window. If the video sink selected does not support NV12
* d3d11colorconvert will automatically convert the video to a format understood
* by the video sink.
*
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "gstd3d11colorconvert.h"
#include "gstd3d11utils.h"
#include "gstd3d11memory.h"
#include "gstd3d11device.h"
#include "gstd3d11bufferpool.h"
#include <string.h>
#include <d3dcompiler.h>
/* *INDENT-OFF* */
typedef struct
{
FLOAT trans_matrix[12];
FLOAT padding[4];
} PixelShaderColorTransform;
typedef struct
{
struct {
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct {
FLOAT x;
FLOAT y;
} texture;
} VertexData;
typedef struct
{
const gchar *constant_buffer;
const gchar *func;
} PixelShaderTemplate;
#define COLOR_TRANSFORM_COEFF \
"cbuffer PixelShaderColorTransform : register(b0)\n" \
"{\n" \
" float3x4 trans_matrix;\n" \
" float3 padding;\n" \
"};\n"
#define HLSL_FUNC_YUV_TO_RGB \
"float3 yuv_to_rgb (float3 yuv)\n" \
"{\n" \
" yuv += float3(-0.062745f, -0.501960f, -0.501960f);\n" \
" yuv = mul(yuv, trans_matrix);\n" \
" return saturate(yuv);\n" \
"}\n"
#define HLSL_FUNC_RGB_TO_YUV \
"float3 rgb_to_yuv (float3 rgb)\n" \
"{\n" \
" float3 yuv;\n" \
" yuv = mul(rgb, trans_matrix);\n" \
" yuv += float3(0.062745f, 0.501960f, 0.501960f);\n" \
" return saturate(yuv);\n" \
"}\n"
static const PixelShaderTemplate templ_REORDER =
{ NULL, NULL };
static const PixelShaderTemplate templ_YUV_to_RGB =
{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_YUV_TO_RGB };
#if 0
static const PixelShaderTemplate templ_RGB_to_YUV =
{ COLOR_TRANSFORM_COEFF, HLSL_FUNC_RGB_TO_YUV };
#endif
static const gchar templ_REORDER_BODY[] =
" float4 sample;\n"
" sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
/* alpha channel */
" %s\n"
" return sample;\n";
static const gchar templ_VUYA_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).z;\n"
" sample.y = shaderTexture[0].Sample(samplerState, input.Texture).y;\n"
" sample.z = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.a = shaderTexture[0].Sample(samplerState, input.Texture).a;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = sample.a;\n"
" return rgba;\n";
#if 0
static const gchar templ_RGB_to_VUYA_BODY[] =
" float4 sample, vuya;\n"
" sample = shaderTexture[0].Sample(samplerState, input.Texture);\n"
" vuya.zyx = rgb_to_yuv (sample.rgb);\n"
" vuya.a = %s;\n"
" return vuya;\n";
#endif
/* YUV to RGB conversion */
static const gchar templ_PLANAR_YUV_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" return rgba;\n";
static const gchar templ_PLANAR_YUV_HIGH_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x * %d;\n"
" sample.y = shaderTexture[1].Sample(samplerState, input.Texture).x * %d;\n"
" sample.z = shaderTexture[2].Sample(samplerState, input.Texture).x * %d;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" return rgba;\n";
/* FIXME: add RGB to planar */
static const gchar templ_SEMI_PLANAR_to_RGB_BODY[] =
" float4 sample, rgba;\n"
" sample.x = shaderTexture[0].Sample(samplerState, input.Texture).x;\n"
" sample.yz = shaderTexture[1].Sample(samplerState, input.Texture).xy;\n"
" rgba.rgb = yuv_to_rgb (sample.xyz);\n"
" rgba.a = 1.0;\n"
" return rgba;\n";
/* FIXME: add RGB to semi-planar */
static const gchar templ_pixel_shader[] =
/* constant buffer */
"%s\n"
"Texture2D shaderTexture[4];\n"
"SamplerState samplerState;\n"
"\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float3 Texture: TEXCOORD0;\n"
"};\n"
"\n"
/* rgb <-> yuv function */
"%s\n"
"float4 main(PS_INPUT input): SV_TARGET\n"
"{\n"
"%s"
"}\n";
static const gchar templ_vertex_shader[] =
"struct VS_INPUT\n"
"{\n"
" float4 Position : POSITION;\n"
" float4 Texture : TEXCOORD0;\n"
"};\n"
"\n"
"struct VS_OUTPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float4 Texture: TEXCOORD0;\n"
"};\n"
"\n"
"VS_OUTPUT main(VS_INPUT input)\n"
"{\n"
" return input;\n"
"}\n";
/* *INDENT-ON* */
typedef struct
{
const PixelShaderTemplate *templ;
gchar *ps_body;
PixelShaderColorTransform transform;
} ConvertInfo;
struct _GstD3D11ColorConvertPrivate
{
ConvertInfo convert_info;
};
GST_DEBUG_CATEGORY_STATIC (gst_d3d11_color_convert_debug);
#define GST_CAT_DEFAULT gst_d3d11_color_convert_debug
static GstStaticPadTemplate sink_template = GST_STATIC_PAD_TEMPLATE ("sink",
GST_PAD_SINK,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
(GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS))
);
static GstStaticPadTemplate src_template = GST_STATIC_PAD_TEMPLATE ("src",
GST_PAD_SRC,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
(GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS))
);
#define gst_d3d11_color_convert_parent_class parent_class
G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11ColorConvert,
gst_d3d11_color_convert, GST_TYPE_D3D11_BASE_FILTER);
static void gst_d3d11_color_convert_dispose (GObject * object);
static GstCaps *gst_d3d11_color_convert_transform_caps (GstBaseTransform *
trans, GstPadDirection direction, GstCaps * caps, GstCaps * filter);
static GstCaps *gst_d3d11_color_convert_fixate_caps (GstBaseTransform *
base, GstPadDirection direction, GstCaps * caps, GstCaps * othercaps);
static gboolean gst_d3d11_color_convert_filter_meta (GstBaseTransform * trans,
GstQuery * query, GType api, const GstStructure * params);
static gboolean
gst_d3d11_color_convert_propose_allocation (GstBaseTransform * trans,
GstQuery * decide_query, GstQuery * query);
static gboolean
gst_d3d11_color_convert_decide_allocation (GstBaseTransform * trans,
GstQuery * query);
static gboolean gst_d3d11_color_convert_start (GstBaseTransform * trans);
static GstFlowReturn gst_d3d11_color_convert_transform (GstBaseTransform *
trans, GstBuffer * inbuf, GstBuffer * outbuf);
static gboolean gst_d3d11_color_convert_set_info (GstD3D11BaseFilter * filter,
GstCaps * incaps, GstVideoInfo * in_info, GstCaps * outcaps,
GstVideoInfo * out_info);
static gboolean gst_d3d11_color_convert_query (GstBaseTransform * trans,
GstPadDirection direction, GstQuery * query);
/* copies the given caps */
static GstCaps *
gst_d3d11_color_convert_caps_remove_format_info (GstCaps * caps)
{
GstStructure *st;
GstCapsFeatures *f;
gint i, n;
GstCaps *res;
GstCapsFeatures *feature =
gst_caps_features_from_string (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY);
res = gst_caps_new_empty ();
n = gst_caps_get_size (caps);
for (i = 0; i < n; i++) {
st = gst_caps_get_structure (caps, i);
f = gst_caps_get_features (caps, i);
/* If this is already expressed by the existing caps
* skip this structure */
if (i > 0 && gst_caps_is_subset_structure_full (res, st, f))
continue;
st = gst_structure_copy (st);
/* Only remove format info for the cases when we can actually convert */
if (!gst_caps_features_is_any (f)
&& gst_caps_features_is_equal (f, feature))
gst_structure_remove_fields (st, "format", "colorimetry", "chroma-site",
NULL);
gst_caps_append_structure_full (res, st, gst_caps_features_copy (f));
}
gst_caps_features_free (feature);
return res;
}
/*
* This is an incomplete matrix of in formats and a score for the prefered output
* format.
*
* out: RGB24 RGB16 ARGB AYUV YUV444 YUV422 YUV420 YUV411 YUV410 PAL GRAY
* in
* RGB24 0 2 1 2 2 3 4 5 6 7 8
* RGB16 1 0 1 2 2 3 4 5 6 7 8
* ARGB 2 3 0 1 4 5 6 7 8 9 10
* AYUV 3 4 1 0 2 5 6 7 8 9 10
* YUV444 2 4 3 1 0 5 6 7 8 9 10
* YUV422 3 5 4 2 1 0 6 7 8 9 10
* YUV420 4 6 5 3 2 1 0 7 8 9 10
* YUV411 4 6 5 3 2 1 7 0 8 9 10
* YUV410 6 8 7 5 4 3 2 1 0 9 10
* PAL 1 3 2 6 4 6 7 8 9 0 10
* GRAY 1 4 3 2 1 5 6 7 8 9 0
*
* PAL or GRAY are never prefered, if we can we would convert to PAL instead
* of GRAY, though
* less subsampling is prefered and if any, preferably horizontal
* We would like to keep the alpha, even if we would need to to colorspace conversion
* or lose depth.
*/
#define SCORE_FORMAT_CHANGE 1
#define SCORE_DEPTH_CHANGE 1
#define SCORE_ALPHA_CHANGE 1
#define SCORE_CHROMA_W_CHANGE 1
#define SCORE_CHROMA_H_CHANGE 1
#define SCORE_PALETTE_CHANGE 1
#define SCORE_COLORSPACE_LOSS 2 /* RGB <-> YUV */
#define SCORE_DEPTH_LOSS 4 /* change bit depth */
#define SCORE_ALPHA_LOSS 8 /* lose the alpha channel */
#define SCORE_CHROMA_W_LOSS 16 /* vertical subsample */
#define SCORE_CHROMA_H_LOSS 32 /* horizontal subsample */
#define SCORE_PALETTE_LOSS 64 /* convert to palette format */
#define SCORE_COLOR_LOSS 128 /* convert to GRAY */
#define COLORSPACE_MASK (GST_VIDEO_FORMAT_FLAG_YUV | \
GST_VIDEO_FORMAT_FLAG_RGB | GST_VIDEO_FORMAT_FLAG_GRAY)
#define ALPHA_MASK (GST_VIDEO_FORMAT_FLAG_ALPHA)
#define PALETTE_MASK (GST_VIDEO_FORMAT_FLAG_PALETTE)
/* calculate how much loss a conversion would be */
static void
score_value (GstBaseTransform * base, const GstVideoFormatInfo * in_info,
const GValue * val, gint * min_loss, const GstVideoFormatInfo ** out_info)
{
const gchar *fname;
const GstVideoFormatInfo *t_info;
GstVideoFormatFlags in_flags, t_flags;
gint loss;
fname = g_value_get_string (val);
t_info = gst_video_format_get_info (gst_video_format_from_string (fname));
if (!t_info)
return;
/* accept input format immediately without loss */
if (in_info == t_info) {
*min_loss = 0;
*out_info = t_info;
return;
}
loss = SCORE_FORMAT_CHANGE;
in_flags = GST_VIDEO_FORMAT_INFO_FLAGS (in_info);
in_flags &= ~GST_VIDEO_FORMAT_FLAG_LE;
in_flags &= ~GST_VIDEO_FORMAT_FLAG_COMPLEX;
in_flags &= ~GST_VIDEO_FORMAT_FLAG_UNPACK;
t_flags = GST_VIDEO_FORMAT_INFO_FLAGS (t_info);
t_flags &= ~GST_VIDEO_FORMAT_FLAG_LE;
t_flags &= ~GST_VIDEO_FORMAT_FLAG_COMPLEX;
t_flags &= ~GST_VIDEO_FORMAT_FLAG_UNPACK;
if ((t_flags & PALETTE_MASK) != (in_flags & PALETTE_MASK)) {
loss += SCORE_PALETTE_CHANGE;
if (t_flags & PALETTE_MASK)
loss += SCORE_PALETTE_LOSS;
}
if ((t_flags & COLORSPACE_MASK) != (in_flags & COLORSPACE_MASK)) {
loss += SCORE_COLORSPACE_LOSS;
if (t_flags & GST_VIDEO_FORMAT_FLAG_GRAY)
loss += SCORE_COLOR_LOSS;
}
if ((t_flags & ALPHA_MASK) != (in_flags & ALPHA_MASK)) {
loss += SCORE_ALPHA_CHANGE;
if (in_flags & ALPHA_MASK)
loss += SCORE_ALPHA_LOSS;
}
if ((in_info->h_sub[1]) != (t_info->h_sub[1])) {
loss += SCORE_CHROMA_H_CHANGE;
if ((in_info->h_sub[1]) < (t_info->h_sub[1]))
loss += SCORE_CHROMA_H_LOSS;
}
if ((in_info->w_sub[1]) != (t_info->w_sub[1])) {
loss += SCORE_CHROMA_W_CHANGE;
if ((in_info->w_sub[1]) < (t_info->w_sub[1]))
loss += SCORE_CHROMA_W_LOSS;
}
if ((in_info->bits) != (t_info->bits)) {
loss += SCORE_DEPTH_CHANGE;
if ((in_info->bits) > (t_info->bits))
loss += SCORE_DEPTH_LOSS + (in_info->bits - t_info->bits);
}
GST_DEBUG_OBJECT (base, "score %s -> %s = %d",
GST_VIDEO_FORMAT_INFO_NAME (in_info),
GST_VIDEO_FORMAT_INFO_NAME (t_info), loss);
if (loss < *min_loss) {
GST_DEBUG_OBJECT (base, "found new best %d", loss);
*out_info = t_info;
*min_loss = loss;
}
}
static void
gst_d3d11_color_convert_class_init (GstD3D11ColorConvertClass * klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
GstBaseTransformClass *trans_class = GST_BASE_TRANSFORM_CLASS (klass);
GstD3D11BaseFilterClass *bfilter_class = GST_D3D11_BASE_FILTER_CLASS (klass);
gobject_class->dispose = gst_d3d11_color_convert_dispose;
gst_element_class_add_static_pad_template (element_class, &sink_template);
gst_element_class_add_static_pad_template (element_class, &src_template);
gst_element_class_set_static_metadata (element_class,
"Direct3D11 Colorspace converter",
"Filter/Converter/Video/Hardware",
"Converts video from one colorspace to another using D3D11",
"Seungha Yang <seungha.yang@navercorp.com>, "
"Jeongki Kim <jeongki.kim@jeongki.kim>");
trans_class->passthrough_on_same_caps = TRUE;
trans_class->transform_caps =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_transform_caps);
trans_class->fixate_caps =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_fixate_caps);
trans_class->filter_meta =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_filter_meta);
trans_class->propose_allocation =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_propose_allocation);
trans_class->decide_allocation =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_decide_allocation);
trans_class->transform =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_transform);
trans_class->start = GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_start);
trans_class->query = GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_query);
bfilter_class->set_info =
GST_DEBUG_FUNCPTR (gst_d3d11_color_convert_set_info);
GST_DEBUG_CATEGORY_INIT (gst_d3d11_color_convert_debug,
"d3d11colorconvert", 0, "Video Colorspace Convert via D3D11");
}
static void
gst_d3d11_color_convert_init (GstD3D11ColorConvert * self)
{
self->priv = gst_d3d11_color_convert_get_instance_private (self);
}
static void
clear_shader_resource (GstD3D11Device * device, GstD3D11ColorConvert * self)
{
gint i;
if (self->sampler) {
ID3D11SamplerState_Release (self->sampler);
self->sampler = NULL;
}
if (self->pixel_shader) {
ID3D11PixelShader_Release (self->pixel_shader);
self->pixel_shader = NULL;
}
if (self->vertex_shader) {
ID3D11VertexShader_Release (self->vertex_shader);
self->vertex_shader = NULL;
}
if (self->layout) {
ID3D11InputLayout_Release (self->layout);
self->layout = NULL;
}
if (self->const_buffer) {
ID3D11Buffer_Release (self->const_buffer);
self->const_buffer = NULL;
}
if (self->vertex_buffer) {
ID3D11Buffer_Release (self->vertex_buffer);
self->vertex_buffer = NULL;
}
if (self->index_buffer) {
ID3D11Buffer_Release (self->index_buffer);
self->index_buffer = NULL;
}
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (self->shader_resource_view[i]) {
ID3D11ShaderResourceView_Release (self->shader_resource_view[i]);
self->shader_resource_view[i] = NULL;
}
if (self->render_target_view[i]) {
ID3D11RenderTargetView_Release (self->render_target_view[i]);
self->render_target_view[i] = NULL;
}
}
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (self->in_texture[i]) {
ID3D11Texture2D_Release (self->in_texture[i]);
self->in_texture[i] = NULL;
}
if (self->out_texture[i]) {
ID3D11Texture2D_Release (self->out_texture[i]);
self->out_texture[i] = NULL;
}
}
}
static void
gst_d3d11_color_convert_clear_shader_resource (GstD3D11ColorConvert * self)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
if (filter->device) {
gst_d3d11_device_thread_add (filter->device,
(GstD3D11DeviceThreadFunc) clear_shader_resource, self);
}
}
static void
gst_d3d11_color_convert_dispose (GObject * object)
{
GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (object);
gst_d3d11_color_convert_clear_shader_resource (self);
G_OBJECT_CLASS (parent_class)->dispose (object);
}
static GstCaps *
gst_d3d11_color_convert_transform_caps (GstBaseTransform *
trans, GstPadDirection direction, GstCaps * caps, GstCaps * filter)
{
GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (trans);
GstCaps *tmp, *tmp2;
GstCaps *result;
/* Get all possible caps that we can transform to */
if (self->can_convert)
tmp = gst_d3d11_color_convert_caps_remove_format_info (caps);
else
tmp = gst_caps_copy (caps);
if (filter) {
tmp2 = gst_caps_intersect_full (filter, tmp, GST_CAPS_INTERSECT_FIRST);
gst_caps_unref (tmp);
tmp = tmp2;
}
result = tmp;
GST_DEBUG_OBJECT (trans, "transformed %" GST_PTR_FORMAT " into %"
GST_PTR_FORMAT, caps, result);
return result;
}
/* fork of gstvideoconvert */
static void
gst_d3d11_color_convert_fixate_format (GstBaseTransform * base,
GstCaps * caps, GstCaps * result)
{
GstStructure *ins, *outs;
const gchar *in_format;
const GstVideoFormatInfo *in_info, *out_info = NULL;
gint min_loss = G_MAXINT;
guint i, capslen;
ins = gst_caps_get_structure (caps, 0);
in_format = gst_structure_get_string (ins, "format");
if (!in_format)
return;
GST_DEBUG_OBJECT (base, "source format %s", in_format);
in_info =
gst_video_format_get_info (gst_video_format_from_string (in_format));
if (!in_info)
return;
outs = gst_caps_get_structure (result, 0);
capslen = gst_caps_get_size (result);
GST_DEBUG_OBJECT (base, "iterate %d structures", capslen);
for (i = 0; i < capslen; i++) {
GstStructure *tests;
const GValue *format;
tests = gst_caps_get_structure (result, i);
format = gst_structure_get_value (tests, "format");
/* should not happen */
if (format == NULL)
continue;
if (GST_VALUE_HOLDS_LIST (format)) {
gint j, len;
len = gst_value_list_get_size (format);
GST_DEBUG_OBJECT (base, "have %d formats", len);
for (j = 0; j < len; j++) {
const GValue *val;
val = gst_value_list_get_value (format, j);
if (G_VALUE_HOLDS_STRING (val)) {
score_value (base, in_info, val, &min_loss, &out_info);
if (min_loss == 0)
break;
}
}
} else if (G_VALUE_HOLDS_STRING (format)) {
score_value (base, in_info, format, &min_loss, &out_info);
}
}
if (out_info)
gst_structure_set (outs, "format", G_TYPE_STRING,
GST_VIDEO_FORMAT_INFO_NAME (out_info), NULL);
}
static GstCaps *
gst_d3d11_color_convert_fixate_caps (GstBaseTransform * trans,
GstPadDirection direction, GstCaps * caps, GstCaps * othercaps)
{
GstCaps *result;
GST_DEBUG_OBJECT (trans, "trying to fixate othercaps %" GST_PTR_FORMAT
" based on caps %" GST_PTR_FORMAT, othercaps, caps);
result = gst_caps_intersect (othercaps, caps);
if (gst_caps_is_empty (result)) {
gst_caps_unref (result);
result = othercaps;
} else {
gst_caps_unref (othercaps);
}
GST_DEBUG_OBJECT (trans, "now fixating %" GST_PTR_FORMAT, result);
result = gst_caps_make_writable (result);
gst_d3d11_color_convert_fixate_format (trans, caps, result);
/* fixate remaining fields */
result = gst_caps_fixate (result);
if (direction == GST_PAD_SINK) {
if (gst_caps_is_subset (caps, result)) {
gst_caps_replace (&result, caps);
}
}
return result;
}
static gboolean
gst_d3d11_color_convert_filter_meta (GstBaseTransform * trans,
GstQuery * query, GType api, const GstStructure * params)
{
/* This element cannot passthrough the crop meta, because it would convert the
* wrong sub-region of the image, and worst, our output image may not be large
* enough for the crop to be applied later */
if (api == GST_VIDEO_CROP_META_API_TYPE)
return FALSE;
/* propose all other metadata upstream */
return TRUE;
}
static gboolean
gst_d3d11_color_convert_propose_allocation (GstBaseTransform * trans,
GstQuery * decide_query, GstQuery * query)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
GstVideoInfo info;
GstBufferPool *pool = NULL;
GstCaps *caps;
guint n_pools, i;
GstStructure *config;
guint size;
GstD3D11AllocationParams *d3d11_params;
if (!GST_BASE_TRANSFORM_CLASS (parent_class)->propose_allocation (trans,
decide_query, query))
return FALSE;
/* passthrough, we're done */
if (decide_query == NULL)
return TRUE;
gst_query_parse_allocation (query, &caps, NULL);
if (caps == NULL)
return FALSE;
if (!gst_video_info_from_caps (&info, caps))
return FALSE;
n_pools = gst_query_get_n_allocation_pools (query);
for (i = 0; i < n_pools; i++) {
gst_query_parse_nth_allocation_pool (query, i, &pool, NULL, NULL, NULL);
if (!GST_IS_D3D11_BUFFER_POOL (pool)) {
gst_object_unref (pool);
pool = NULL;
}
}
if (!pool)
pool = gst_d3d11_buffer_pool_new (filter->device);
config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
if (!d3d11_params) {
d3d11_params = gst_d3d11_allocation_params_new (&info,
GST_D3D11_ALLOCATION_FLAG_USE_RESOURCE_FORMAT, D3D11_USAGE_DEFAULT,
D3D11_BIND_SHADER_RESOURCE);
} else {
/* Set bind flag */
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&info); i++) {
d3d11_params->desc[i].BindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
}
gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
gst_d3d11_allocation_params_free (d3d11_params);
/* size will be updated by d3d11 buffer pool */
gst_buffer_pool_config_set_params (config, caps, 0, 0, 0);
if (!gst_buffer_pool_set_config (pool, config))
goto config_failed;
gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
size = GST_D3D11_BUFFER_POOL (pool)->buffer_size;
gst_query_add_allocation_pool (query, pool, size, 0, 0);
gst_object_unref (pool);
return TRUE;
/* ERRORS */
config_failed:
{
GST_ERROR_OBJECT (filter, "failed to set config");
gst_object_unref (pool);
return FALSE;
}
}
static gboolean
gst_d3d11_color_convert_decide_allocation (GstBaseTransform * trans,
GstQuery * query)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
GstCaps *outcaps = NULL;
GstBufferPool *pool = NULL;
guint size, min = 0, max = 0;
GstStructure *config;
GstD3D11AllocationParams *d3d11_params;
gboolean update_pool = FALSE;
GstVideoInfo info;
gint i;
gst_query_parse_allocation (query, &outcaps, NULL);
if (!outcaps)
return FALSE;
if (!gst_video_info_from_caps (&info, outcaps))
return FALSE;
size = GST_VIDEO_INFO_SIZE (&info);
if (gst_query_get_n_allocation_pools (query) > 0) {
gst_query_parse_nth_allocation_pool (query, 0, &pool, &size, &min, &max);
if (pool && !GST_IS_D3D11_BUFFER_POOL (pool)) {
gst_object_unref (pool);
pool = NULL;
}
update_pool = TRUE;
}
if (!pool)
pool = gst_d3d11_buffer_pool_new (filter->device);
config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
if (!d3d11_params) {
d3d11_params = gst_d3d11_allocation_params_new (&info,
GST_D3D11_ALLOCATION_FLAG_USE_RESOURCE_FORMAT, D3D11_USAGE_DEFAULT,
D3D11_BIND_RENDER_TARGET);
} else {
/* Set bind flag */
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&info); i++) {
d3d11_params->desc[i].BindFlags |=
(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
}
}
gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params);
gst_d3d11_allocation_params_free (d3d11_params);
gst_buffer_pool_config_set_params (config, outcaps, size, min, max);
gst_buffer_pool_set_config (pool, config);
size = GST_D3D11_BUFFER_POOL (pool)->buffer_size;
if (update_pool)
gst_query_set_nth_allocation_pool (query, 0, pool, size, min, max);
else
gst_query_add_allocation_pool (query, pool, size, min, max);
gst_object_unref (pool);
return GST_BASE_TRANSFORM_CLASS (parent_class)->decide_allocation (trans,
query);
}
static gboolean
gst_d3d11_color_convert_start (GstBaseTransform * trans)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (trans);
gboolean is_hardware;
if (!GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans))
return FALSE;
g_object_get (filter->device, "hardware", &is_hardware, NULL);
if (!is_hardware) {
GST_WARNING_OBJECT (trans, "D3D11 device is running on software emulation");
self->can_convert = FALSE;
} else {
self->can_convert = TRUE;
}
return TRUE;
}
static gboolean
gst_d3d11_color_convert_query (GstBaseTransform * trans,
GstPadDirection direction, GstQuery * query)
{
if (gst_query_is_d3d11_usage (query) && direction == GST_PAD_SINK) {
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
gst_query_parse_d3d11_usage (query, &usage);
if (usage == D3D11_USAGE_DEFAULT || usage == D3D11_USAGE_DYNAMIC)
gst_query_set_d3d11_usage_result (query, TRUE);
else
gst_query_set_d3d11_usage_result (query, FALSE);
return TRUE;
}
return GST_BASE_TRANSFORM_CLASS (parent_class)->query (trans, direction,
query);
}
/* from video-converter.c */
typedef struct
{
gfloat dm[4][4];
} MatrixData;
static void
color_matrix_set_identity (MatrixData * m)
{
gint i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
m->dm[i][j] = (i == j);
}
}
}
static void
color_matrix_copy (MatrixData * d, const MatrixData * s)
{
gint i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
d->dm[i][j] = s->dm[i][j];
}
/* Perform 4x4 matrix multiplication:
* - @dst@ = @a@ * @b@
* - @dst@ may be a pointer to @a@ andor @b@
*/
static void
color_matrix_multiply (MatrixData * dst, MatrixData * a, MatrixData * b)
{
MatrixData tmp;
gint i, j, k;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
gfloat x = 0;
for (k = 0; k < 4; k++) {
x += a->dm[i][k] * b->dm[k][j];
}
tmp.dm[i][j] = x;
}
}
color_matrix_copy (dst, &tmp);
}
static void
color_matrix_offset_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
{
MatrixData a;
color_matrix_set_identity (&a);
a.dm[0][3] = a1;
a.dm[1][3] = a2;
a.dm[2][3] = a3;
color_matrix_multiply (m, &a, m);
}
static void
color_matrix_scale_components (MatrixData * m, gfloat a1, gfloat a2, gfloat a3)
{
MatrixData a;
color_matrix_set_identity (&a);
a.dm[0][0] = a1;
a.dm[1][1] = a2;
a.dm[2][2] = a3;
color_matrix_multiply (m, &a, m);
}
static void
color_matrix_debug (GstD3D11ColorConvert * self, const MatrixData * s)
{
GST_DEBUG_OBJECT (self,
"[%f %f %f %f]", s->dm[0][0], s->dm[0][1], s->dm[0][2], s->dm[0][3]);
GST_DEBUG_OBJECT (self,
"[%f %f %f %f]", s->dm[1][0], s->dm[1][1], s->dm[1][2], s->dm[1][3]);
GST_DEBUG_OBJECT (self,
"[%f %f %f %f]", s->dm[2][0], s->dm[2][1], s->dm[2][2], s->dm[2][3]);
GST_DEBUG_OBJECT (self,
"[%f %f %f %f]", s->dm[3][0], s->dm[3][1], s->dm[3][2], s->dm[3][3]);
}
static void
color_matrix_YCbCr_to_RGB (MatrixData * m, gfloat Kr, gfloat Kb)
{
gfloat Kg = 1.0 - Kr - Kb;
MatrixData k = {
{
{1., 0., 2 * (1 - Kr), 0.},
{1., -2 * Kb * (1 - Kb) / Kg, -2 * Kr * (1 - Kr) / Kg, 0.},
{1., 2 * (1 - Kb), 0., 0.},
{0., 0., 0., 1.},
}
};
color_matrix_multiply (m, &k, m);
}
static void
color_matrix_RGB_to_YCbCr (MatrixData * m, gfloat Kr, gfloat Kb)
{
gfloat Kg = 1.0 - Kr - Kb;
MatrixData k;
gfloat x;
k.dm[0][0] = Kr;
k.dm[0][1] = Kg;
k.dm[0][2] = Kb;
k.dm[0][3] = 0;
x = 1 / (2 * (1 - Kb));
k.dm[1][0] = -x * Kr;
k.dm[1][1] = -x * Kg;
k.dm[1][2] = x * (1 - Kb);
k.dm[1][3] = 0;
x = 1 / (2 * (1 - Kr));
k.dm[2][0] = x * (1 - Kr);
k.dm[2][1] = -x * Kg;
k.dm[2][2] = -x * Kb;
k.dm[2][3] = 0;
k.dm[3][0] = 0;
k.dm[3][1] = 0;
k.dm[3][2] = 0;
k.dm[3][3] = 1;
color_matrix_multiply (m, &k, m);
}
static void
compute_matrix_to_RGB (GstD3D11ColorConvert * self, MatrixData * data,
GstVideoInfo * info)
{
gdouble Kr = 0, Kb = 0;
gint offset[4], scale[4];
/* bring color components to [0..1.0] range */
gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
scale);
color_matrix_offset_components (data, -offset[0], -offset[1], -offset[2]);
color_matrix_scale_components (data, 1 / ((float) scale[0]),
1 / ((float) scale[1]), 1 / ((float) scale[2]));
if (!GST_VIDEO_INFO_IS_RGB (info)) {
/* bring components to R'G'B' space */
if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
color_matrix_YCbCr_to_RGB (data, Kr, Kb);
}
color_matrix_debug (self, data);
}
static void
compute_matrix_to_YUV (GstD3D11ColorConvert * self, MatrixData * data,
GstVideoInfo * info)
{
gdouble Kr = 0, Kb = 0;
gint offset[4], scale[4];
if (!GST_VIDEO_INFO_IS_RGB (info)) {
/* bring components to YCbCr space */
if (gst_video_color_matrix_get_Kr_Kb (info->colorimetry.matrix, &Kr, &Kb))
color_matrix_RGB_to_YCbCr (data, Kr, Kb);
}
/* bring color components to nominal range */
gst_video_color_range_offsets (info->colorimetry.range, info->finfo, offset,
scale);
color_matrix_scale_components (data, (float) scale[0], (float) scale[1],
(float) scale[2]);
color_matrix_offset_components (data, offset[0], offset[1], offset[2]);
color_matrix_debug (self, data);
}
static gboolean
converter_get_matrix (GstD3D11ColorConvert * self, MatrixData * matrix,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
gboolean same_matrix;
guint in_bits, out_bits;
in_bits = GST_VIDEO_INFO_COMP_DEPTH (in_info, 0);
out_bits = GST_VIDEO_INFO_COMP_DEPTH (out_info, 0);
same_matrix = in_info->colorimetry.matrix == out_info->colorimetry.matrix;
GST_DEBUG_OBJECT (self, "matrix %d -> %d (%d)", in_info->colorimetry.matrix,
out_info->colorimetry.matrix, same_matrix);
color_matrix_set_identity (matrix);
if (same_matrix) {
GST_DEBUG ("conversion matrix is not required");
return FALSE;
}
if (in_bits < out_bits) {
gint scale = 1 << (out_bits - in_bits);
color_matrix_scale_components (matrix,
1 / (float) scale, 1 / (float) scale, 1 / (float) scale);
}
GST_DEBUG_OBJECT (self, "to RGB matrix");
compute_matrix_to_RGB (self, matrix, in_info);
GST_DEBUG_OBJECT (self, "current matrix");
color_matrix_debug (self, matrix);
GST_DEBUG_OBJECT (self, "to YUV matrix");
compute_matrix_to_YUV (self, matrix, out_info);
GST_DEBUG_OBJECT (self, "current matrix");
color_matrix_debug (self, matrix);
if (in_bits > out_bits) {
gint scale = 1 << (in_bits - out_bits);
color_matrix_scale_components (matrix,
(float) scale, (float) scale, (float) scale);
}
GST_DEBUG_OBJECT (self, "final matrix");
color_matrix_debug (self, matrix);
return TRUE;
}
static gboolean
setup_convert_info_rgb_to_rgb (GstD3D11ColorConvert * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *convert_info = &self->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (in_info);
#define IS_RGBX_FORMAT(f) \
((f) == GST_VIDEO_FORMAT_RGBx || \
(f) == GST_VIDEO_FORMAT_xRGB || \
(f) == GST_VIDEO_FORMAT_BGRx || \
(f) == GST_VIDEO_FORMAT_xBGR)
convert_info->templ = &templ_REORDER;
convert_info->ps_body = g_strdup_printf (templ_REORDER_BODY,
IS_RGBX_FORMAT (in_format) ? "sample.a = 1.0f;" : "");
#undef IS_RGBX_FORMAT
return TRUE;
}
static gboolean
setup_convert_info_yuv_to_rgb (GstD3D11ColorConvert * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
ConvertInfo *info = &self->priv->convert_info;
info->templ = &templ_YUV_to_RGB;
switch (GST_VIDEO_INFO_FORMAT (in_info)) {
case GST_VIDEO_FORMAT_VUYA:
info->ps_body = g_strdup_printf (templ_VUYA_to_RGB_BODY);
break;
case GST_VIDEO_FORMAT_I420:
info->ps_body = g_strdup_printf (templ_PLANAR_YUV_to_RGB_BODY);
break;
case GST_VIDEO_FORMAT_I420_10LE:
info->ps_body =
g_strdup_printf (templ_PLANAR_YUV_HIGH_to_RGB_BODY, 64, 64, 64);
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_P010_10LE:
info->ps_body = g_strdup_printf (templ_SEMI_PLANAR_to_RGB_BODY);
break;
default:
GST_FIXME_OBJECT (self,
"Unhandled input format %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)));
return FALSE;
}
return TRUE;
}
static gboolean
setup_convert_info_rgb_to_yuv (GstD3D11ColorConvert * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
GST_FIXME_OBJECT (self, "Implement RGB to YUV format conversion");
return FALSE;
}
static gboolean
setup_convert_info_yuv_to_yuv (GstD3D11ColorConvert * self,
const GstVideoInfo * in_info, const GstVideoInfo * out_info)
{
GST_FIXME_OBJECT (self, "Implement YUV to YUV format conversion");
return FALSE;
}
/* called in d3d11 device thread */
static ID3DBlob *
compile_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
gboolean is_pixel_shader)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
ID3DBlob *ret;
ID3DBlob *error = NULL;
const gchar *shader_target;
D3D_FEATURE_LEVEL feature_level;
HRESULT hr;
feature_level = gst_d3d11_device_get_chosen_feature_level (filter->device);
if (is_pixel_shader) {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "ps_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "ps_4_0_level_9_3";
else
shader_target = "ps_4_0_level_9_1";
} else {
if (feature_level >= D3D_FEATURE_LEVEL_10_0)
shader_target = "vs_4_0";
else if (feature_level >= D3D_FEATURE_LEVEL_9_3)
shader_target = "vs_4_0_level_9_3";
else
shader_target = "vs_4_0_level_9_1";
}
hr = D3DCompile (shader_source, strlen (shader_source), NULL, NULL, NULL,
"main", shader_target, 0, 0, &ret, &error);
if (FAILED (hr)) {
const gchar *err = NULL;
if (error)
err = ID3D10Blob_GetBufferPointer (error);
GST_ERROR_OBJECT (self,
"could not compile source, hr: 0x%x, error detail %s",
(guint) hr, GST_STR_NULL (err));
if (error)
ID3D10Blob_Release (error);
return NULL;
}
return ret;
}
static gboolean
create_pixel_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
ID3D11PixelShader ** shader)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
ID3DBlob *ps_blob;
ID3D11Device *device_handle;
HRESULT hr;
gboolean ret = TRUE;
ps_blob = compile_shader (self, shader_source, TRUE);
if (!ps_blob) {
GST_ERROR_OBJECT (self, "Failed to compile shader code");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (filter->device);
hr = ID3D11Device_CreatePixelShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (ps_blob),
ID3D10Blob_GetBufferSize (ps_blob), NULL, shader);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"could not create pixel shader, hr: 0x%x", (guint) hr);
ret = FALSE;
}
ID3D10Blob_Release (ps_blob);
return ret;
}
static gboolean
create_vertex_shader (GstD3D11ColorConvert * self, const gchar * shader_source,
const D3D11_INPUT_ELEMENT_DESC * input_desc,
guint desc_size, ID3D11VertexShader ** shader, ID3D11InputLayout ** layout)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
ID3DBlob *vs_blob;
ID3D11Device *device_handle;
HRESULT hr;
ID3D11VertexShader *vshader = NULL;
ID3D11InputLayout *in_layout = NULL;
vs_blob = compile_shader (self, shader_source, FALSE);
if (!vs_blob) {
GST_ERROR_OBJECT (self, "Failed to compile shader code");
return FALSE;
}
device_handle = gst_d3d11_device_get_device_handle (filter->device);
hr = ID3D11Device_CreateVertexShader (device_handle,
(gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), NULL, &vshader);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"could not create vertex shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
return FALSE;
}
hr = ID3D11Device_CreateInputLayout (device_handle, input_desc,
desc_size, (gpointer) ID3D10Blob_GetBufferPointer (vs_blob),
ID3D10Blob_GetBufferSize (vs_blob), &in_layout);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"could not create input layout shader, hr: 0x%x", (guint) hr);
ID3D10Blob_Release (vs_blob);
ID3D11VertexShader_Release (vshader);
return FALSE;
}
ID3D10Blob_Release (vs_blob);
*shader = vshader;
*layout = in_layout;
return TRUE;
}
static gboolean
create_shader_input_resource (GstD3D11ColorConvert * self,
GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
{
D3D11_TEXTURE2D_DESC texture_desc = { 0, };
D3D11_SHADER_RESOURCE_VIEW_DESC view_desc = { 0 };
HRESULT hr;
ID3D11Device *device_handle;
ID3D11Texture2D *tex[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11ShaderResourceView *view[GST_VIDEO_MAX_PLANES] = { NULL, };
gint i;
device_handle = gst_d3d11_device_get_device_handle (device);
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
if (format->dxgi_format == DXGI_FORMAT_UNKNOWN) {
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
break;
texture_desc.Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
texture_desc.Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
texture_desc.Format = format->resource_format[i];
hr = ID3D11Device_CreateTexture2D (device_handle,
&texture_desc, NULL, &tex[i]);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
goto error;
}
}
} else {
texture_desc.Width = GST_VIDEO_INFO_WIDTH (info);
texture_desc.Height = GST_VIDEO_INFO_HEIGHT (info);
texture_desc.Format = format->dxgi_format;
hr = ID3D11Device_CreateTexture2D (device_handle,
&texture_desc, NULL, &tex[0]);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
goto error;
}
if (format->dxgi_format == DXGI_FORMAT_NV12 ||
format->dxgi_format == DXGI_FORMAT_P010) {
ID3D11Resource_AddRef (tex[0]);
tex[1] = tex[0];
}
}
view_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipLevels = 1;
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
break;
view_desc.Format = format->resource_format[i];
hr = ID3D11Device_CreateShaderResourceView (device_handle,
(ID3D11Resource *) tex[i], &view_desc, &view[i]);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"Failed to create resource view (0x%x)", (guint) hr);
goto error;
}
}
self->num_input_view = i;
GST_DEBUG_OBJECT (self,
"%d shader resource view created", self->num_input_view);
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
self->in_texture[i] = tex[i];
self->shader_resource_view[i] = view[i];
}
return TRUE;
error:
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (view[i])
ID3D11ShaderResourceView_Release (view[i]);
}
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (tex[i])
ID3D11Texture2D_Release (tex[i]);
}
return FALSE;
}
static gboolean
create_shader_output_resource (GstD3D11ColorConvert * self,
GstD3D11Device * device, const GstD3D11Format * format, GstVideoInfo * info)
{
D3D11_TEXTURE2D_DESC texture_desc = { 0, };
D3D11_RENDER_TARGET_VIEW_DESC view_desc = { 0, };
HRESULT hr;
ID3D11Device *device_handle;
ID3D11Texture2D *tex[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11RenderTargetView *view[GST_VIDEO_MAX_PLANES] = { NULL, };
gint i;
device_handle = gst_d3d11_device_get_device_handle (device);
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags =
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
if (format->dxgi_format == DXGI_FORMAT_UNKNOWN) {
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
break;
texture_desc.Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
texture_desc.Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
texture_desc.Format = format->resource_format[i];
hr = ID3D11Device_CreateTexture2D (device_handle,
&texture_desc, NULL, &tex[i]);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
goto error;
}
}
} else {
texture_desc.Width = GST_VIDEO_INFO_WIDTH (info);
texture_desc.Height = GST_VIDEO_INFO_HEIGHT (info);
texture_desc.Format = format->dxgi_format;
hr = ID3D11Device_CreateTexture2D (device_handle,
&texture_desc, NULL, &tex[0]);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Failed to create texture (0x%x)", (guint) hr);
goto error;
}
if (format->dxgi_format == DXGI_FORMAT_NV12 ||
format->dxgi_format == DXGI_FORMAT_P010) {
ID3D11Resource_AddRef (tex[0]);
tex[1] = tex[0];
}
}
view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
view_desc.Texture2D.MipSlice = 0;
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (format->resource_format[i] == DXGI_FORMAT_UNKNOWN)
break;
view_desc.Format = format->resource_format[i];
hr = ID3D11Device_CreateRenderTargetView (device_handle,
(ID3D11Resource *) tex[i], &view_desc, &view[i]);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self,
"Failed to create %dth render target view (0x%x)", i, (guint) hr);
goto error;
}
}
self->num_output_view = i;
GST_DEBUG_OBJECT (self, "%d render view created", self->num_output_view);
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
self->out_texture[i] = tex[i];
self->render_target_view[i] = view[i];
}
return TRUE;
error:
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (view[i])
ID3D11RenderTargetView_Release (view[i]);
}
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (tex[i])
ID3D11Texture2D_Release (tex[i]);
}
return FALSE;
}
typedef struct
{
GstD3D11ColorConvert *self;
GstVideoInfo *in_info;
GstVideoInfo *out_info;
gboolean ret;
} SetupShaderData;
static void
gst_d3d11_color_convert_setup_shader (GstD3D11Device * device,
SetupShaderData * data)
{
GstD3D11ColorConvert *self = data->self;
HRESULT hr;
D3D11_SAMPLER_DESC sampler_desc = { 0, };
D3D11_INPUT_ELEMENT_DESC input_desc[2] = { 0, };
D3D11_BUFFER_DESC buffer_desc = { 0, };
D3D11_MAPPED_SUBRESOURCE map;
VertexData *vertex_data;
WORD *indices;
ID3D11Device *device_handle;
ID3D11DeviceContext *context_handle;
gchar *shader_code = NULL;
ConvertInfo *convert_info = &self->priv->convert_info;
GstVideoInfo *in_info = data->in_info;
GstVideoInfo *out_info = data->out_info;
data->ret = TRUE;
device_handle = gst_d3d11_device_get_device_handle (device);
context_handle = gst_d3d11_device_get_device_context_handle (device);
/* bilinear filtering */
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState (device_handle,
&sampler_desc, &self->sampler);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create sampler state, hr: 0x%x",
(guint) hr);
goto error;
}
shader_code = g_strdup_printf (templ_pixel_shader,
convert_info->templ->constant_buffer ?
convert_info->templ->constant_buffer : "",
convert_info->templ->func ? convert_info->templ->func : "",
convert_info->ps_body);
GST_LOG_OBJECT (self, "Create Pixel Shader \n%s", shader_code);
if (!create_pixel_shader (self, shader_code, &self->pixel_shader)) {
GST_ERROR_OBJECT (self, "Couldn't create pixel shader");
goto error;
}
if (convert_info->templ->constant_buffer) {
D3D11_BUFFER_DESC const_buffer_desc = { 0, };
const_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
const_buffer_desc.ByteWidth = sizeof (PixelShaderColorTransform);
const_buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
const_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
const_buffer_desc.MiscFlags = 0;
const_buffer_desc.StructureByteStride = 0;
hr = ID3D11Device_CreateBuffer (device_handle, &const_buffer_desc, NULL,
&self->const_buffer);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create constant buffer, hr: 0x%x",
(guint) hr);
goto error;
}
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't map constant buffer, hr: 0x%x",
(guint) hr);
goto error;
}
memcpy (map.pData, &convert_info->transform,
sizeof (PixelShaderColorTransform));
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->const_buffer, 0);
}
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "TEXCOORD";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
if (!create_vertex_shader (self, templ_vertex_shader,
input_desc, G_N_ELEMENTS (input_desc), &self->vertex_shader,
&self->layout)) {
GST_ERROR_OBJECT (self, "Couldn't vertex pixel shader");
goto error;
}
/* setup vertext buffer and index buffer */
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (VertexData) * 4;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
&self->vertex_buffer);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create vertex buffer, hr: 0x%x",
(guint) hr);
goto error;
}
/* two triangle */
self->index_count = 2 * 3;
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (WORD) * self->index_count;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
&self->index_buffer);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer, hr: 0x%x",
(guint) hr);
goto error;
}
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
goto error;
}
vertex_data = (VertexData *) map.pData;
hr = ID3D11DeviceContext_Map (context_handle,
(ID3D11Resource *) self->index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
&map);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't map index buffer, hr: 0x%x", (guint) hr);
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0);
goto error;
}
indices = (WORD *) map.pData;
/* bottom left */
vertex_data[0].position.x = -1.0f;
vertex_data[0].position.y = -1.0f;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.x = 0.0f;
vertex_data[0].texture.y = 1.0f;
/* top left */
vertex_data[1].position.x = -1.0f;
vertex_data[1].position.y = 1.0f;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.x = 0.0f;
vertex_data[1].texture.y = 0.0f;
/* top right */
vertex_data[2].position.x = 1.0f;
vertex_data[2].position.y = 1.0f;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.x = 1.0f;
vertex_data[2].texture.y = 0.0f;
/* bottom right */
vertex_data[3].position.x = 1.0f;
vertex_data[3].position.y = -1.0f;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.x = 1.0f;
vertex_data[3].texture.y = 1.0f;
/* clockwise indexing */
indices[0] = 0; /* bottom left */
indices[1] = 1; /* top left */
indices[2] = 2; /* top right */
indices[3] = 3; /* bottom right */
indices[4] = 0; /* bottom left */
indices[5] = 2; /* top right */
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->vertex_buffer, 0);
ID3D11DeviceContext_Unmap (context_handle,
(ID3D11Resource *) self->index_buffer, 0);
/* create output texture */
if (!create_shader_input_resource (self,
device, self->in_d3d11_format, in_info))
goto error;
if (!create_shader_output_resource (self,
device, self->out_d3d11_format, out_info))
goto error;
return;
error:
clear_shader_resource (device, self);
g_free (shader_code);
data->ret = FALSE;
return;
}
static gboolean
gst_d3d11_color_convert_set_info (GstD3D11BaseFilter * filter,
GstCaps * incaps, GstVideoInfo * in_info, GstCaps * outcaps,
GstVideoInfo * out_info)
{
GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (filter);
SetupShaderData data;
const GstVideoInfo *unknown_info;
gboolean is_supported = FALSE;
MatrixData matrix;
gst_d3d11_color_convert_clear_shader_resource (self);
GST_DEBUG_OBJECT (self, "Setup convert with format %s -> %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
/* these must match */
if (in_info->width != out_info->width || in_info->height != out_info->height
|| in_info->fps_n != out_info->fps_n || in_info->fps_d != out_info->fps_d)
goto format_mismatch;
/* if present, these must match too */
if (in_info->par_n != out_info->par_n || in_info->par_d != out_info->par_d)
goto format_mismatch;
/* if present, these must match too */
if (in_info->interlace_mode != out_info->interlace_mode)
goto format_mismatch;
self->in_d3d11_format =
gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (in_info));
if (!self->in_d3d11_format) {
unknown_info = in_info;
goto format_unknown;
}
self->out_d3d11_format =
gst_d3d11_format_from_gst (GST_VIDEO_INFO_FORMAT (out_info));
if (!self->out_d3d11_format) {
unknown_info = out_info;
goto format_unknown;
}
if (GST_VIDEO_INFO_IS_RGB (in_info)) {
if (GST_VIDEO_INFO_IS_RGB (out_info)) {
is_supported = setup_convert_info_rgb_to_rgb (self, in_info, out_info);
} else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
is_supported = setup_convert_info_rgb_to_yuv (self, in_info, out_info);
}
} else if (GST_VIDEO_INFO_IS_YUV (in_info)) {
if (GST_VIDEO_INFO_IS_RGB (out_info)) {
is_supported = setup_convert_info_yuv_to_rgb (self, in_info, out_info);
} else if (GST_VIDEO_INFO_IS_YUV (out_info)) {
is_supported = setup_convert_info_yuv_to_yuv (self, in_info, out_info);
}
}
if (!is_supported) {
goto conversion_not_supported;
}
if (converter_get_matrix (self, &matrix, in_info, out_info)) {
PixelShaderColorTransform *transform = &self->priv->convert_info.transform;
/* padding the last column for 16bytes alignment */
transform->trans_matrix[0] = matrix.dm[0][0];
transform->trans_matrix[1] = matrix.dm[0][1];
transform->trans_matrix[2] = matrix.dm[0][2];
transform->trans_matrix[3] = 0;
transform->trans_matrix[4] = matrix.dm[1][0];
transform->trans_matrix[5] = matrix.dm[1][1];
transform->trans_matrix[6] = matrix.dm[1][2];
transform->trans_matrix[7] = 0;
transform->trans_matrix[8] = matrix.dm[2][0];
transform->trans_matrix[9] = matrix.dm[2][1];
transform->trans_matrix[10] = matrix.dm[2][2];
transform->trans_matrix[11] = 0;
}
self->viewport.TopLeftX = 0;
self->viewport.TopLeftY = 0;
self->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
self->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
self->viewport.MinDepth = 0.0f;
self->viewport.MaxDepth = 1.0f;
data.self = self;
data.in_info = in_info;
data.out_info = out_info;
gst_d3d11_device_thread_add (filter->device,
(GstD3D11DeviceThreadFunc) gst_d3d11_color_convert_setup_shader, &data);
if (!data.ret) {
GST_ERROR_OBJECT (self, "Couldn't setup shader");
return FALSE;
}
return TRUE;
/* ERRORS */
format_mismatch:
{
GST_ERROR_OBJECT (self, "input and output formats do not match");
return FALSE;
}
format_unknown:
{
GST_ERROR_OBJECT (self,
"%s couldn't be converted to d3d11 format",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (unknown_info)));
return FALSE;
}
conversion_not_supported:
{
GST_ERROR_OBJECT (self,
"Conversion %s to %s not supported",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (out_info)));
return FALSE;
}
}
typedef struct
{
GstD3D11ColorConvert *self;
GstBuffer *in_buf;
GstBuffer *out_buf;
} DoConvertData;
static void
do_convert (GstD3D11Device * device, DoConvertData * data)
{
GstD3D11ColorConvert *self = data->self;
ID3D11DeviceContext *context_handle;
UINT vertex_stride = sizeof (VertexData);
UINT offsets = 0;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11ShaderResourceView *resource_view[GST_VIDEO_MAX_PLANES] = { NULL, };
ID3D11RenderTargetView *render_view[GST_VIDEO_MAX_PLANES] = { NULL, };
gint i, j, view_index;
gboolean copy_input = FALSE;
gboolean copy_output = FALSE;
context_handle = gst_d3d11_device_get_device_context_handle (device);
view_index = 0;
for (i = 0; i < gst_buffer_n_memory (data->in_buf); i++) {
GstMemory *mem = gst_buffer_peek_memory (data->in_buf, i);
GstD3D11Memory *d3d11_mem;
GstMapInfo info;
g_assert (gst_is_d3d11_memory (mem));
d3d11_mem = (GstD3D11Memory *) mem;
/* map to transfer pending staging data if any */
if (d3d11_mem->desc.Usage == D3D11_USAGE_DEFAULT) {
gst_memory_map (mem, &info, GST_MAP_READ | GST_MAP_D3D11);
gst_memory_unmap (mem, &info);
}
if (gst_d3d11_memory_ensure_shader_resource_view (mem)) {
for (j = 0; j < d3d11_mem->num_shader_resource_views; j++) {
resource_view[view_index] = d3d11_mem->shader_resource_view[j];
view_index++;
}
} else {
copy_input = TRUE;
break;
}
}
/* if input memory has no resource view,
* copy texture into our fallback texture */
if (copy_input) {
for (i = 0; i < gst_buffer_n_memory (data->in_buf); i++) {
GstMemory *mem = gst_buffer_peek_memory (data->in_buf, i);
GstD3D11Memory *d3d11_mem;
g_assert (gst_is_d3d11_memory (mem));
d3d11_mem = (GstD3D11Memory *) mem;
ID3D11DeviceContext_CopySubresourceRegion (context_handle,
(ID3D11Resource *) self->in_texture[i], 0, 0, 0, 0,
(ID3D11Resource *) d3d11_mem->texture, 0, NULL);
}
}
view_index = 0;
for (i = 0; i < gst_buffer_n_memory (data->out_buf); i++) {
GstMemory *mem = gst_buffer_peek_memory (data->out_buf, i);
GstD3D11Memory *d3d11_mem;
g_assert (gst_is_d3d11_memory (mem));
d3d11_mem = (GstD3D11Memory *) mem;
if (gst_d3d11_memory_ensure_render_target_view (mem)) {
for (j = 0; j < d3d11_mem->num_render_target_views; j++) {
render_view[view_index] = d3d11_mem->render_target_view[j];
view_index++;
}
} else {
copy_output = TRUE;
break;
}
}
if (copy_output) {
GST_TRACE_OBJECT (self, "Render to fallback output texture");
ID3D11DeviceContext_OMSetRenderTargets (context_handle,
self->num_output_view, self->render_target_view, NULL);
} else {
GST_TRACE_OBJECT (self, "Render to output texture directly");
ID3D11DeviceContext_OMSetRenderTargets (context_handle,
self->num_output_view, render_view, NULL);
}
ID3D11DeviceContext_IASetPrimitiveTopology (context_handle,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_IASetInputLayout (context_handle, self->layout);
ID3D11DeviceContext_IASetVertexBuffers (context_handle,
0, 1, &self->vertex_buffer, &vertex_stride, &offsets);
ID3D11DeviceContext_IASetIndexBuffer (context_handle,
self->index_buffer, DXGI_FORMAT_R16_UINT, 0);
ID3D11DeviceContext_VSSetShader (context_handle,
self->vertex_shader, NULL, 0);
ID3D11DeviceContext_PSSetSamplers (context_handle, 0, 1, &self->sampler);
if (self->const_buffer) {
ID3D11DeviceContext_PSSetConstantBuffers (context_handle,
0, 1, &self->const_buffer);
}
if (copy_input) {
GST_TRACE_OBJECT (self, "Render using fallback input texture");
ID3D11DeviceContext_PSSetShaderResources (context_handle,
0, self->num_input_view, self->shader_resource_view);
} else {
GST_TRACE_OBJECT (self, "Use input texture resource without copy");
ID3D11DeviceContext_PSSetShaderResources (context_handle,
0, self->num_input_view, resource_view);
}
/* FIXME: handle multiple shader case */
ID3D11DeviceContext_PSSetShader (context_handle, self->pixel_shader, NULL, 0);
ID3D11DeviceContext_RSSetViewports (context_handle, 1, &self->viewport);
ID3D11DeviceContext_DrawIndexed (context_handle, self->index_count, 0, 0);
/* unbind resources */
ID3D11DeviceContext_PSSetShaderResources (context_handle,
0, self->num_input_view, clear_view);
if (copy_output) {
for (i = 0; i < gst_buffer_n_memory (data->out_buf); i++) {
GstMemory *mem = gst_buffer_peek_memory (data->out_buf, i);
GstD3D11Memory *d3d11_mem;
g_assert (gst_is_d3d11_memory (mem));
d3d11_mem = (GstD3D11Memory *) mem;
ID3D11DeviceContext_CopySubresourceRegion (context_handle,
(ID3D11Resource *) d3d11_mem->texture, 0, 0, 0, 0,
(ID3D11Resource *) self->out_texture[i], 0, NULL);
}
}
}
static GstFlowReturn
gst_d3d11_color_convert_transform (GstBaseTransform * trans,
GstBuffer * inbuf, GstBuffer * outbuf)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
GstD3D11ColorConvert *self = GST_D3D11_COLOR_CONVERT (trans);
DoConvertData data;
data.self = self;
data.in_buf = inbuf;
data.out_buf = outbuf;
gst_d3d11_device_thread_add (filter->device,
(GstD3D11DeviceThreadFunc) do_convert, &data);
return GST_FLOW_OK;
}