gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12overlaycompositor.cpp

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/* GStreamer
* Copyright (C) 2023 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 02120-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d12overlaycompositor.h"
#include "gstd3d12pluginutils.h"
#include <directx/d3dx12.h>
#include <wrl.h>
#include <memory>
#include <vector>
#include <algorithm>
#include <gst/d3dshader/gstd3dshader.h>
GST_DEBUG_CATEGORY_STATIC (gst_d3d12_overlay_compositor_debug);
#define GST_CAT_DEFAULT gst_d3d12_overlay_compositor_debug
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
struct VertexData
{
struct {
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct {
FLOAT u;
FLOAT v;
} texture;
};
struct GstD3D12OverlayRect : public GstMiniObject
{
~GstD3D12OverlayRect ()
{
if (overlay_rect)
gst_video_overlay_rectangle_unref (overlay_rect);
gst_clear_d3d12_desc_heap (&srv_heap);
}
GstVideoOverlayRectangle *overlay_rect = nullptr;
ComPtr<ID3D12Resource> texture;
ComPtr<ID3D12Resource> staging;
ComPtr<ID3D12Resource> vertex_buf;
GstD3D12DescHeap *srv_heap = nullptr;
D3D12_VERTEX_BUFFER_VIEW vbv;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
gboolean premul_alpha = FALSE;
gboolean need_upload = TRUE;
};
GST_DEFINE_MINI_OBJECT_TYPE (GstD3D12OverlayRect, gst_d3d12_overlay_rect);
struct GstD3D12OverlayCompositorPrivate
{
GstD3D12OverlayCompositorPrivate ()
{
sample_desc.Count = 1;
sample_desc.Quality = 0;
}
~GstD3D12OverlayCompositorPrivate ()
{
if (overlays)
g_list_free_full (overlays, (GDestroyNotify) gst_mini_object_unref);
gst_clear_object (&ca_pool);
gst_clear_object (&srv_heap_pool);
}
GstVideoInfo info;
D3D12_VIEWPORT viewport;
D3D12_RECT scissor_rect;
D3D12_INPUT_ELEMENT_DESC input_desc[2];
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { };
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_premul_desc = { };
DXGI_SAMPLE_DESC sample_desc;
ComPtr<ID3D12RootSignature> rs;
ComPtr<ID3D12PipelineState> pso;
ComPtr<ID3D12PipelineState> pso_premul;
D3D12_INDEX_BUFFER_VIEW idv;
ComPtr<ID3D12Resource> index_buf;
ComPtr<ID3D12GraphicsCommandList> cl;
GstD3D12CmdAllocPool *ca_pool = nullptr;
GstD3D12DescHeapPool *srv_heap_pool = nullptr;
GList *overlays = nullptr;
std::vector<GstVideoOverlayRectangle *> rects_to_upload;
};
/* *INDENT-ON* */
struct _GstD3D12OverlayCompositor
{
GstObject parent;
GstD3D12Device *device;
GstD3D12OverlayCompositorPrivate *priv;
};
static void gst_d3d12_overlay_compositor_finalize (GObject * object);
#define gst_d3d12_overlay_compositor_parent_class parent_class
G_DEFINE_TYPE (GstD3D12OverlayCompositor,
gst_d3d12_overlay_compositor, GST_TYPE_OBJECT);
static void
gst_d3d12_overlay_compositor_class_init (GstD3D12OverlayCompositorClass * klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->finalize = gst_d3d12_overlay_compositor_finalize;
GST_DEBUG_CATEGORY_INIT (gst_d3d12_overlay_compositor_debug,
"d3d12overlaycompositor", 0, "d3d12overlaycompositor");
}
static void
gst_d3d12_overlay_compositor_init (GstD3D12OverlayCompositor * self)
{
self->priv = new GstD3D12OverlayCompositorPrivate ();
}
static void
gst_d3d12_overlay_compositor_finalize (GObject * object)
{
GstD3D12OverlayCompositor *self = GST_D3D12_OVERLAY_COMPOSITOR (object);
delete self->priv;
gst_clear_object (&self->device);
G_OBJECT_CLASS (parent_class)->finalize (object);
}
static void
gst_d3d12_overlay_rect_free (GstD3D12OverlayRect * rect)
{
if (rect)
delete rect;
}
static GstD3D12OverlayRect *
gst_d3d12_overlay_rect_new (GstD3D12OverlayCompositor * self,
GstVideoOverlayRectangle * overlay_rect)
{
auto priv = self->priv;
gint x, y;
guint width, height;
VertexData vertex_data[4];
FLOAT x1, y1, x2, y2;
gdouble val;
GstVideoOverlayFormatFlags flags;
gboolean premul_alpha = FALSE;
if (!gst_video_overlay_rectangle_get_render_rectangle (overlay_rect, &x, &y,
&width, &height)) {
GST_ERROR_OBJECT (self, "Failed to get render rectangle");
return nullptr;
}
flags = gst_video_overlay_rectangle_get_flags (overlay_rect);
if ((flags & GST_VIDEO_OVERLAY_FORMAT_FLAG_PREMULTIPLIED_ALPHA) != 0) {
premul_alpha = TRUE;
flags = GST_VIDEO_OVERLAY_FORMAT_FLAG_PREMULTIPLIED_ALPHA;
} else {
flags = GST_VIDEO_OVERLAY_FORMAT_FLAG_NONE;
}
auto buf = gst_video_overlay_rectangle_get_pixels_unscaled_argb (overlay_rect,
flags);
if (!buf) {
GST_ERROR_OBJECT (self, "Failed to get overlay buffer");
return nullptr;
}
auto device = gst_d3d12_device_get_device_handle (self->device);
auto mem = gst_buffer_peek_memory (buf, 0);
bool is_d3d12 = false;
ComPtr < ID3D12Resource > texture;
if (gst_is_d3d12_memory (mem)) {
GST_LOG_OBJECT (self, "Overlay is d3d12 memory");
auto dmem = GST_D3D12_MEMORY_CAST (mem);
if (gst_d3d12_device_is_equal (dmem->device, self->device) &&
gst_d3d12_memory_get_shader_resource_view_heap (dmem)) {
texture = gst_d3d12_memory_get_resource_handle (dmem);
is_d3d12 = true;
}
}
ComPtr < ID3D12Resource > staging;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
if (!is_d3d12) {
auto vmeta = gst_buffer_get_video_meta (buf);
if (!vmeta) {
GST_ERROR_OBJECT (self, "Failed to get video meta");
return nullptr;
}
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
D3D12_RESOURCE_DESC desc =
CD3DX12_RESOURCE_DESC::Tex2D (DXGI_FORMAT_B8G8R8A8_UNORM, vmeta->width,
vmeta->height, 1, 1);
auto hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS (&texture));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create texture");
return nullptr;
}
UINT64 size;
device->GetCopyableFootprints (&desc, 0, 1, 0, &layout, nullptr, nullptr,
&size);
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
desc = CD3DX12_RESOURCE_DESC::Buffer (size);
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&staging));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create upload buffer");
return nullptr;
}
guint8 *map_data;
hr = staging->Map (0, nullptr, (void **) &map_data);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't map staging");
return nullptr;
}
guint8 *data;
gint stride;
GstMapInfo info;
if (!gst_video_meta_map (vmeta,
0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) {
GST_ERROR_OBJECT (self, "Failed to map");
return nullptr;
}
if (layout.Footprint.RowPitch == (UINT) stride) {
memcpy (map_data, data, stride * layout.Footprint.Height);
} else {
guint width_in_bytes = 4 * layout.Footprint.Width;
for (UINT i = 0; i < layout.Footprint.Height; i++) {
memcpy (map_data, data, width_in_bytes);
map_data += layout.Footprint.RowPitch;
data += stride;
}
}
staging->Unmap (0, nullptr);
gst_video_meta_unmap (vmeta, 0, &info);
}
/* bottom left */
gst_util_fraction_to_double (x, GST_VIDEO_INFO_WIDTH (&priv->info), &val);
x1 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (y + height,
GST_VIDEO_INFO_HEIGHT (&priv->info), &val);
y1 = (val * -2.0f) + 1.0f;
/* top right */
gst_util_fraction_to_double (x + width,
GST_VIDEO_INFO_WIDTH (&priv->info), &val);
x2 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (y, GST_VIDEO_INFO_HEIGHT (&priv->info), &val);
y2 = (val * -2.0f) + 1.0f;
/* bottom left */
vertex_data[0].position.x = x1;
vertex_data[0].position.y = y1;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.u = 0.0f;
vertex_data[0].texture.v = 1.0f;
/* top left */
vertex_data[1].position.x = x1;
vertex_data[1].position.y = y2;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.u = 0.0f;
vertex_data[1].texture.v = 0.0f;
/* top right */
vertex_data[2].position.x = x2;
vertex_data[2].position.y = y2;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.u = 1.0f;
vertex_data[2].texture.v = 0.0f;
/* bottom right */
vertex_data[3].position.x = x2;
vertex_data[3].position.y = y1;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.u = 1.0f;
vertex_data[3].texture.v = 1.0f;
ComPtr < ID3D12Resource > vertex_buf;
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (VertexData) * 4);
auto hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_buf));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create vertex buffer");
return nullptr;
}
guint8 *map_data;
hr = vertex_buf->Map (0, nullptr, (void **) &map_data);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't map vertex buffer");
return nullptr;
}
memcpy (map_data, vertex_data, sizeof (VertexData) * 4);
vertex_buf->Unmap (0, nullptr);
GstD3D12DescHeap *srv_heap;
if (!gst_d3d12_desc_heap_pool_acquire (priv->srv_heap_pool, &srv_heap)) {
GST_ERROR_OBJECT (self, "Couldn't acquire command allocator");
return nullptr;
}
auto srv_heap_handle = gst_d3d12_desc_heap_get_handle (srv_heap);
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { };
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Texture2D.MipLevels = 1;
srv_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
device->CreateShaderResourceView (texture.Get (), &srv_desc,
GetCPUDescriptorHandleForHeapStart (srv_heap_handle));
auto rect = new GstD3D12OverlayRect ();
gst_mini_object_init (rect, 0, gst_d3d12_overlay_rect_get_type (),
nullptr, nullptr,
(GstMiniObjectFreeFunction) gst_d3d12_overlay_rect_free);
rect->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect);
rect->texture = texture;
rect->staging = staging;
rect->vertex_buf = vertex_buf;
rect->vbv.BufferLocation = vertex_buf->GetGPUVirtualAddress ();
rect->vbv.SizeInBytes = sizeof (VertexData) * 4;
rect->vbv.StrideInBytes = sizeof (VertexData);
rect->layout = layout;
rect->srv_heap = srv_heap;
rect->premul_alpha = premul_alpha;
if (is_d3d12)
rect->need_upload = FALSE;
return rect;
}
static gboolean
gst_d3d12_overlay_compositor_setup_shader (GstD3D12OverlayCompositor * self)
{
auto priv = self->priv;
GstVideoInfo *info = &priv->info;
const WORD indices[6] = { 0, 1, 2, 3, 0, 2 };
const D3D12_ROOT_SIGNATURE_FLAGS rs_flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
const D3D12_STATIC_SAMPLER_DESC static_sampler_desc = {
D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
0,
1,
D3D12_COMPARISON_FUNC_ALWAYS,
D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
0,
D3D12_FLOAT32_MAX,
0,
0,
D3D12_SHADER_VISIBILITY_PIXEL
};
CD3DX12_ROOT_PARAMETER param;
D3D12_DESCRIPTOR_RANGE range;
std::vector < D3D12_ROOT_PARAMETER > param_list;
range = CD3DX12_DESCRIPTOR_RANGE (D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
param.InitAsDescriptorTable (1, &range, D3D12_SHADER_VISIBILITY_PIXEL);
param_list.push_back (param);
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rs_desc = { };
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC::Init_1_0 (rs_desc,
param_list.size (), param_list.data (),
1, &static_sampler_desc, rs_flags);
ComPtr < ID3DBlob > rs_blob;
ComPtr < ID3DBlob > error_blob;
auto hr = D3DX12SerializeVersionedRootSignature (&rs_desc,
D3D_ROOT_SIGNATURE_VERSION_1_1, &rs_blob, &error_blob);
if (!gst_d3d12_result (hr, self->device)) {
const gchar *error_msg = nullptr;
if (error_blob)
error_msg = (const gchar *) error_blob->GetBufferPointer ();
GST_ERROR_OBJECT (self, "Couldn't serialize root signature, error: %s",
GST_STR_NULL (error_msg));
return FALSE;
}
GstD3D12Format device_format;
gst_d3d12_device_get_format (self->device, GST_VIDEO_INFO_FORMAT (info),
&device_format);
GstD3DShaderByteCode vs_code;
GstD3DShaderByteCode ps_sample_code;
GstD3DShaderByteCode ps_sample_premul_code;
if (!gst_d3d_plugin_shader_get_vs_blob (GST_D3D_PLUGIN_VS_COORD,
GST_D3D_SM_5_0, &vs_code)) {
GST_ERROR_OBJECT (self, "Couldn't get vs bytecode");
return FALSE;
}
if (!gst_d3d_plugin_shader_get_ps_blob (GST_D3D_PLUGIN_PS_SAMPLE,
GST_D3D_SM_5_0, &ps_sample_code)) {
GST_ERROR_OBJECT (self, "Couldn't get ps bytecode");
return FALSE;
}
if (!gst_d3d_plugin_shader_get_ps_blob (GST_D3D_PLUGIN_PS_SAMPLE_PREMULT,
GST_D3D_SM_5_0, &ps_sample_premul_code)) {
GST_ERROR_OBJECT (self, "Couldn't get ps bytecode");
return FALSE;
}
auto device = gst_d3d12_device_get_device_handle (self->device);
ComPtr < ID3D12RootSignature > rs;
device->CreateRootSignature (0, rs_blob->GetBufferPointer (),
rs_blob->GetBufferSize (), IID_PPV_ARGS (&rs));
priv->input_desc[0].SemanticName = "POSITION";
priv->input_desc[0].SemanticIndex = 0;
priv->input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
priv->input_desc[0].InputSlot = 0;
priv->input_desc[0].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
priv->input_desc[0].InputSlotClass =
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
priv->input_desc[0].InstanceDataStepRate = 0;
priv->input_desc[1].SemanticName = "TEXCOORD";
priv->input_desc[1].SemanticIndex = 0;
priv->input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
priv->input_desc[1].InputSlot = 0;
priv->input_desc[1].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
priv->input_desc[1].InputSlotClass =
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
priv->input_desc[1].InstanceDataStepRate = 0;
auto & pso_desc = priv->pso_desc;
pso_desc.pRootSignature = rs.Get ();
pso_desc.VS.BytecodeLength = vs_code.byte_code_len;
pso_desc.VS.pShaderBytecode = vs_code.byte_code;
pso_desc.PS.BytecodeLength = ps_sample_code.byte_code_len;
pso_desc.PS.pShaderBytecode = ps_sample_code.byte_code;
pso_desc.BlendState = CD3DX12_BLEND_DESC (D3D12_DEFAULT);
pso_desc.BlendState.RenderTarget[0].BlendEnable = TRUE;
pso_desc.BlendState.RenderTarget[0].LogicOpEnable = FALSE;
pso_desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
pso_desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
pso_desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
pso_desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
pso_desc.BlendState.RenderTarget[0].DestBlendAlpha =
D3D12_BLEND_INV_SRC_ALPHA;
pso_desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
pso_desc.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
pso_desc.BlendState.RenderTarget[0].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_ALL;
pso_desc.SampleMask = UINT_MAX;
pso_desc.RasterizerState = CD3DX12_RASTERIZER_DESC (D3D12_DEFAULT);
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.DepthStencilState.DepthEnable = FALSE;
pso_desc.DepthStencilState.StencilEnable = FALSE;
pso_desc.InputLayout.pInputElementDescs = priv->input_desc;
pso_desc.InputLayout.NumElements = 2;
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.NumRenderTargets = 1;
pso_desc.RTVFormats[0] = device_format.resource_format[0];
pso_desc.SampleDesc.Count = 1;
ComPtr < ID3D12PipelineState > pso;
hr = device->CreateGraphicsPipelineState (&pso_desc, IID_PPV_ARGS (&pso));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create pso");
return FALSE;
}
ComPtr < ID3D12PipelineState > pso_premul;
auto & pso_premul_desc = priv->pso_premul_desc;
pso_premul_desc = priv->pso_desc;
pso_premul_desc.PS.BytecodeLength = ps_sample_premul_code.byte_code_len;
pso_premul_desc.PS.pShaderBytecode = ps_sample_premul_code.byte_code;
hr = device->CreateGraphicsPipelineState (&pso_premul_desc,
IID_PPV_ARGS (&pso_premul));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create pso");
return FALSE;
}
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (indices));
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > index_buf;
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&index_buf));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
void *data;
hr = index_buf->Map (0, nullptr, &data);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't map index buffer");
return FALSE;
}
memcpy (data, indices, sizeof (indices));
index_buf->Unmap (0, nullptr);
D3D12_DESCRIPTOR_HEAP_DESC heap_desc = { };
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
heap_desc.NumDescriptors = 1;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
priv->rs = rs;
priv->pso = pso;
priv->pso_premul = pso_premul;
priv->idv.BufferLocation = index_buf->GetGPUVirtualAddress ();
priv->idv.SizeInBytes = sizeof (indices);
priv->idv.Format = DXGI_FORMAT_R16_UINT;
priv->index_buf = index_buf;
priv->srv_heap_pool = gst_d3d12_desc_heap_pool_new (device, &heap_desc);
priv->ca_pool = gst_d3d12_cmd_alloc_pool_new (device,
D3D12_COMMAND_LIST_TYPE_DIRECT);
priv->viewport.TopLeftX = 0;
priv->viewport.TopLeftY = 0;
priv->viewport.Width = GST_VIDEO_INFO_WIDTH (info);
priv->viewport.Height = GST_VIDEO_INFO_HEIGHT (info);
priv->viewport.MinDepth = 0.0f;
priv->viewport.MaxDepth = 1.0f;
priv->scissor_rect.left = 0;
priv->scissor_rect.top = 0;
priv->scissor_rect.right = GST_VIDEO_INFO_WIDTH (info);
priv->scissor_rect.bottom = GST_VIDEO_INFO_HEIGHT (info);
return TRUE;
}
GstD3D12OverlayCompositor *
gst_d3d12_overlay_compositor_new (GstD3D12Device * device,
const GstVideoInfo * info)
{
GstD3D12OverlayCompositor *self = nullptr;
GstD3D12OverlayCompositorPrivate *priv;
g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), nullptr);
g_return_val_if_fail (info != nullptr, nullptr);
self = (GstD3D12OverlayCompositor *)
g_object_new (GST_TYPE_D3D12_OVERLAY_COMPOSITOR, nullptr);
gst_object_ref_sink (self);
priv = self->priv;
self->device = (GstD3D12Device *) gst_object_ref (device);
priv->info = *info;
if (!gst_d3d12_overlay_compositor_setup_shader (self)) {
gst_object_unref (self);
return nullptr;
}
return self;
}
static gboolean
gst_d3d12_overlay_compositor_foreach_meta (GstBuffer * buffer, GstMeta ** meta,
GstD3D12OverlayCompositor * self)
{
auto priv = self->priv;
if ((*meta)->info->api != GST_VIDEO_OVERLAY_COMPOSITION_META_API_TYPE)
return TRUE;
auto cmeta = (GstVideoOverlayCompositionMeta *) (*meta);
if (!cmeta->overlay)
return TRUE;
auto num_rect = gst_video_overlay_composition_n_rectangles (cmeta->overlay);
for (guint i = 0; i < num_rect; i++) {
auto rect = gst_video_overlay_composition_get_rectangle (cmeta->overlay, i);
priv->rects_to_upload.push_back (rect);
}
return TRUE;
}
gboolean
gst_d3d12_overlay_compositor_upload (GstD3D12OverlayCompositor * compositor,
GstBuffer * buf)
{
g_return_val_if_fail (compositor != nullptr, FALSE);
g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE);
auto priv = compositor->priv;
priv->rects_to_upload.clear ();
gst_buffer_foreach_meta (buf,
(GstBufferForeachMetaFunc) gst_d3d12_overlay_compositor_foreach_meta,
compositor);
if (priv->rects_to_upload.empty ()) {
if (priv->overlays)
g_list_free_full (priv->overlays, (GDestroyNotify) gst_mini_object_unref);
priv->overlays = nullptr;
return TRUE;
}
GST_LOG_OBJECT (compositor, "Found %" G_GSIZE_FORMAT
" overlay rectangles", priv->rects_to_upload.size ());
for (size_t i = 0; i < priv->rects_to_upload.size (); i++) {
GList *iter;
bool found = false;
for (iter = priv->overlays; iter; iter = g_list_next (iter)) {
auto rect = (GstD3D12OverlayRect *) iter->data;
if (rect->overlay_rect == priv->rects_to_upload[i]) {
found = true;
break;
}
}
if (!found) {
auto new_rect = gst_d3d12_overlay_rect_new (compositor,
priv->rects_to_upload[i]);
if (new_rect)
priv->overlays = g_list_append (priv->overlays, new_rect);
}
}
/* Remove old overlay */
GList *iter;
GList *next;
for (iter = priv->overlays; iter; iter = next) {
auto rect = (GstD3D12OverlayRect *) iter->data;
next = g_list_next (iter);
if (std::find_if (priv->rects_to_upload.begin (),
priv->rects_to_upload.end (),[&](const auto & overlay)->bool
{
return overlay == rect->overlay_rect;}
) == priv->rects_to_upload.end ()) {
gst_mini_object_unref (rect);
priv->overlays = g_list_delete_link (priv->overlays, iter);
}
}
return TRUE;
}
gboolean
gst_d3d12_overlay_compositor_update_viewport (GstD3D12OverlayCompositor *
compositor, GstVideoRectangle * viewport)
{
g_return_val_if_fail (GST_IS_D3D12_OVERLAY_COMPOSITOR (compositor), FALSE);
g_return_val_if_fail (viewport != nullptr, FALSE);
auto priv = compositor->priv;
priv->viewport.TopLeftX = viewport->x;
priv->viewport.TopLeftY = viewport->y;
priv->viewport.Width = viewport->w;
priv->viewport.Height = viewport->h;
priv->scissor_rect.left = viewport->x;
priv->scissor_rect.top = viewport->y;
priv->scissor_rect.right = viewport->x + viewport->w;
priv->scissor_rect.bottom = viewport->y + viewport->h;
return TRUE;
}
static gboolean
gst_d3d12_overlay_compositor_execute (GstD3D12OverlayCompositor * self,
GstBuffer * buf, GstD3D12FenceData * fence_data,
ID3D12GraphicsCommandList * cl)
{
auto priv = self->priv;
auto mem = (GstD3D12Memory *) gst_buffer_peek_memory (buf, 0);
auto rtv_heap = gst_d3d12_memory_get_render_target_view_heap (mem);
if (!rtv_heap) {
GST_ERROR_OBJECT (self, "Couldn't get rtv heap");
return FALSE;
}
GList *iter;
ComPtr < ID3D12PipelineState > prev_pso;
for (iter = priv->overlays; iter; iter = g_list_next (iter)) {
auto rect = (GstD3D12OverlayRect *) iter->data;
if (rect->need_upload) {
D3D12_TEXTURE_COPY_LOCATION src =
CD3DX12_TEXTURE_COPY_LOCATION (rect->staging.Get (), rect->layout);
D3D12_TEXTURE_COPY_LOCATION dst =
CD3DX12_TEXTURE_COPY_LOCATION (rect->texture.Get ());
GST_LOG_OBJECT (self, "First render, uploading texture");
cl->CopyTextureRegion (&dst, 0, 0, 0, &src, nullptr);
D3D12_RESOURCE_BARRIER barrier =
CD3DX12_RESOURCE_BARRIER::Transition (rect->texture.Get (),
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
cl->ResourceBarrier (1, &barrier);
rect->need_upload = FALSE;
}
cl->SetGraphicsRootSignature (priv->rs.Get ());
ComPtr < ID3D12PipelineState > pso;
if (rect->premul_alpha)
pso = priv->pso;
else
pso = priv->pso_premul;
if (!prev_pso) {
cl->SetPipelineState (pso.Get ());
cl->IASetIndexBuffer (&priv->idv);
cl->IASetPrimitiveTopology (D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cl->RSSetViewports (1, &priv->viewport);
cl->RSSetScissorRects (1, &priv->scissor_rect);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_heaps[] = {
GetCPUDescriptorHandleForHeapStart (rtv_heap)
};
cl->OMSetRenderTargets (1, rtv_heaps, FALSE, nullptr);
} else if (pso != prev_pso) {
cl->SetPipelineState (pso.Get ());
}
auto srv_heap = gst_d3d12_desc_heap_get_handle (rect->srv_heap);
ID3D12DescriptorHeap *heaps[] = { srv_heap };
cl->SetDescriptorHeaps (1, heaps);
cl->SetGraphicsRootDescriptorTable (0,
GetGPUDescriptorHandleForHeapStart (srv_heap));
cl->IASetVertexBuffers (0, 1, &rect->vbv);
cl->DrawIndexedInstanced (6, 1, 0, 0, 0);
gst_d3d12_fence_data_push (fence_data,
FENCE_NOTIFY_MINI_OBJECT (gst_mini_object_ref (rect)));
prev_pso = nullptr;
prev_pso = pso;
}
priv->pso->AddRef ();
gst_d3d12_fence_data_push (fence_data, FENCE_NOTIFY_COM (priv->pso.Get ()));
priv->pso_premul->AddRef ();
gst_d3d12_fence_data_push (fence_data,
FENCE_NOTIFY_COM (priv->pso_premul.Get ()));
return TRUE;
}
gboolean
gst_d3d12_overlay_compositor_draw (GstD3D12OverlayCompositor * compositor,
GstBuffer * buf, GstD3D12FenceData * fence_data,
ID3D12GraphicsCommandList * command_list)
{
g_return_val_if_fail (compositor != nullptr, FALSE);
g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE);
g_return_val_if_fail (fence_data, FALSE);
g_return_val_if_fail (command_list, FALSE);
auto priv = compositor->priv;
if (!priv->overlays)
return TRUE;
auto mem = (GstD3D12Memory *) gst_buffer_peek_memory (buf, 0);
auto resource = gst_d3d12_memory_get_resource_handle (mem);
auto desc = GetDesc (resource);
if (desc.SampleDesc.Count != priv->sample_desc.Count ||
desc.SampleDesc.Quality != priv->sample_desc.Quality) {
auto device = gst_d3d12_device_get_device_handle (compositor->device);
auto pso_desc = priv->pso_desc;
pso_desc.SampleDesc = desc.SampleDesc;
ComPtr < ID3D12PipelineState > pso;
auto hr = device->CreateGraphicsPipelineState (&pso_desc,
IID_PPV_ARGS (&pso));
if (!gst_d3d12_result (hr, compositor->device)) {
GST_ERROR_OBJECT (compositor, "Couldn't create pso");
return FALSE;
}
ComPtr < ID3D12PipelineState > pso_premul;
auto pso_premul_desc = priv->pso_premul_desc;
pso_premul_desc.SampleDesc = desc.SampleDesc;
hr = device->CreateGraphicsPipelineState (&pso_premul_desc,
IID_PPV_ARGS (&pso_premul));
if (!gst_d3d12_result (hr, compositor->device)) {
GST_ERROR_OBJECT (compositor, "Couldn't create pso");
return FALSE;
}
priv->pso = nullptr;
priv->pso_premul = nullptr;
priv->pso = pso;
priv->pso_premul = pso_premul;
priv->sample_desc = desc.SampleDesc;
}
return gst_d3d12_overlay_compositor_execute (compositor,
buf, fence_data, command_list);
}