gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11overlay.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 02110-1301, USA.
*/
/**
* SECTION:element-d3d11overlay
* @title: d3d11overlay
*
* Provides Direct3D11 render target view handles to an application so that
* the application can overlay/blend an image on the render target
*
* ## Example launch line
* ```
* gst-launch-1.0 d3d11testsrc ! queue ! d3d11overlay ! queue ! d3d11videosink
* ```
*
* Since: 1.24
*
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "gstd3d11overlay.h"
#include <gst/d3d11/gstd3d11-private.h>
GST_DEBUG_CATEGORY_STATIC (gst_d3d11_overlay_debug);
#define GST_CAT_DEFAULT gst_d3d11_overlay_debug
static GstStaticCaps template_caps =
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
(GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, "{ BGRA, RGBA }"));
enum
{
SIGNAL_DRAW,
SIGNAL_CAPS_CHANGED,
SIGNAL_LAST,
};
static guint gst_d3d11_overlay_signals[SIGNAL_LAST];
struct _GstD3D11Overlay
{
GstD3D11BaseFilter parent;
GstBufferPool *fallback_pool;
};
#define gst_d3d11_overlay_parent_class parent_class
G_DEFINE_TYPE (GstD3D11Overlay, gst_d3d11_overlay, GST_TYPE_D3D11_BASE_FILTER);
static gboolean gst_d3d11_overlay_stop (GstBaseTransform * trans);
static gboolean gst_d3d11_overlay_propose_allocation (GstBaseTransform * trans,
GstQuery * decide_query, GstQuery * query);
static GstFlowReturn gst_d3d11_overlay_transform_ip (GstBaseTransform * trans,
GstBuffer * buf);
static gboolean gst_d3d11_overlay_set_info (GstD3D11BaseFilter * filter,
GstCaps * in_caps, GstVideoInfo * in_info, GstCaps * out_caps,
GstVideoInfo * out_info);
static void
gst_d3d11_overlay_class_init (GstD3D11OverlayClass * klass)
{
GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
GstBaseTransformClass *trans_class = GST_BASE_TRANSFORM_CLASS (klass);
GstD3D11BaseFilterClass *filter_class = GST_D3D11_BASE_FILTER_CLASS (klass);
GstCaps *caps;
/**
* GstD3D11Overlay::draw:
* @overlay: Overlay element emitting the signal
* @device: GstD3D11Device object
* @render_target: ID3D11RenderTargetView handle
* @timestamp: Timestamp (see #GstClockTime) of the current buffer
* @duration: Duration (see #GstClockTime) of the current buffer
*
* This signal is emitted when an overlay can be drawn. This signal is
* emitted with gst_d3d11_device_lock taken.
*
* Client should return %TRUE if an overlay has been rendered.
* Otherwise the element might discard the updated scene.
*
* Returns: %TRUE if rendering operation happend
*
* Since: 1.24
*/
gst_d3d11_overlay_signals[SIGNAL_DRAW] = g_signal_new ("draw",
G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, 0, nullptr, nullptr,
nullptr, G_TYPE_BOOLEAN, 4, GST_TYPE_OBJECT, G_TYPE_POINTER,
G_TYPE_UINT64, G_TYPE_UINT64);
/**
* GstD3D11Overlay::caps-changed:
* @overlay: Overlay element emitting the signal
* @caps: #GstCaps of the element
* This signal is emitted when the caps or associated GstD3D11Device
* of the element has changed
*
* Since: 1.24
*/
gst_d3d11_overlay_signals[SIGNAL_CAPS_CHANGED] = g_signal_new ("caps-changed",
G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, 0, nullptr, nullptr,
nullptr, G_TYPE_NONE, 1, GST_TYPE_CAPS);
caps = gst_d3d11_get_updated_template_caps (&template_caps);
gst_element_class_add_pad_template (element_class,
gst_pad_template_new ("sink", GST_PAD_SINK, GST_PAD_ALWAYS, caps));
gst_element_class_add_pad_template (element_class,
gst_pad_template_new ("src", GST_PAD_SRC, GST_PAD_ALWAYS, caps));
gst_caps_unref (caps);
gst_element_class_set_static_metadata (element_class,
"Direct3D11 Overlay", "Filter/Video",
"Provides application renderable Direct3D11 render target view",
"Seungha Yang <seungha@centricular.com>");
trans_class->passthrough_on_same_caps = FALSE;
trans_class->stop = GST_DEBUG_FUNCPTR (gst_d3d11_overlay_stop);
trans_class->propose_allocation =
GST_DEBUG_FUNCPTR (gst_d3d11_overlay_propose_allocation);
trans_class->transform_ip =
GST_DEBUG_FUNCPTR (gst_d3d11_overlay_transform_ip);
filter_class->set_info = GST_DEBUG_FUNCPTR (gst_d3d11_overlay_set_info);
GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_debug,
"d3d11overlay", 0, "d3d11overlay");
}
static void
gst_d3d11_overlay_init (GstD3D11Overlay * self)
{
}
static gboolean
gst_d3d11_overlay_stop (GstBaseTransform * trans)
{
GstD3D11Overlay *self = GST_D3D11_OVERLAY (trans);
if (self->fallback_pool) {
gst_buffer_pool_set_active (self->fallback_pool, FALSE);
gst_clear_object (&self->fallback_pool);
}
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
static gboolean
gst_d3d11_overlay_propose_allocation (GstBaseTransform * trans,
GstQuery * decide_query, GstQuery * query)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
GstVideoInfo info;
GstCaps *caps;
guint size;
GstBufferPool *pool = nullptr;
gboolean update_pool = FALSE;
guint min = 0;
guint max = 0;
GstStructure *config;
GstD3D11AllocationParams *params;
if (!GST_BASE_TRANSFORM_CLASS (parent_class)->propose_allocation (trans,
decide_query, query))
return FALSE;
gst_query_parse_allocation (query, &caps, nullptr);
if (!caps) {
GST_WARNING_OBJECT (filter, "Query without caps");
return FALSE;
}
if (!gst_video_info_from_caps (&info, caps)) {
GST_ERROR_OBJECT (filter, "Invalid caps %" GST_PTR_FORMAT, caps);
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, nullptr, &min, &max);
if (pool) {
if (!GST_IS_D3D11_BUFFER_POOL (pool)) {
gst_clear_object (&pool);
} else {
GstD3D11BufferPool *dpool = GST_D3D11_BUFFER_POOL (pool);
if (dpool->device != filter->device)
gst_clear_object (&pool);
}
}
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);
gst_buffer_pool_config_set_params (config, caps, size, 0, 0);
params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
if (params) {
gst_d3d11_allocation_params_set_bind_flags (params,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
} else {
params = gst_d3d11_allocation_params_new (filter->device, &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_ERROR_OBJECT (filter, "Couldn't set pool config");
gst_object_unref (pool);
return FALSE;
}
/* d3d11 buffer pool will update buffer size based on allocated texture,
* get size from config again */
config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_get_params (config, nullptr, &size, nullptr, nullptr);
gst_structure_free (config);
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);
gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, nullptr);
return TRUE;
}
static gboolean
gst_d3d11_overlay_copy_memory (GstD3D11Overlay * self, GstMemory * src,
GstMemory * dst)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
GstMapInfo src_map;
GstMapInfo dst_map;
ID3D11Resource *dst_texture, *src_texture;
ID3D11DeviceContext *context;
D3D11_TEXTURE2D_DESC src_desc, dst_desc;
D3D11_BOX src_box;
context = gst_d3d11_device_get_device_context_handle (filter->device);
if (!gst_memory_map (src,
&src_map, (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map src memory");
return FALSE;
}
if (!gst_memory_map (dst,
&dst_map, (GstMapFlags) (GST_MAP_WRITE | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map dst memory");
gst_memory_unmap (src, &src_map);
return FALSE;
}
gst_d3d11_memory_get_texture_desc (GST_D3D11_MEMORY_CAST (src), &src_desc);
gst_d3d11_memory_get_texture_desc (GST_D3D11_MEMORY_CAST (dst), &dst_desc);
src_texture = (ID3D11Texture2D *) src_map.data;
dst_texture = (ID3D11Texture2D *) dst_map.data;
src_box.front = 0;
src_box.back = 1;
src_box.left = 0;
src_box.top = 0;
src_box.right = MIN (src_desc.Width, dst_desc.Width);
src_box.bottom = MIN (src_desc.Height, dst_desc.Height);
context->CopySubresourceRegion (dst_texture,
0, 0, 0, 0, src_texture, 0, &src_box);
gst_memory_unmap (src, &src_map);
gst_memory_unmap (dst, &dst_map);
return TRUE;
}
static GstFlowReturn
gst_d3d11_overlay_transform_ip (GstBaseTransform * trans, GstBuffer * buf)
{
GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
GstD3D11Overlay *self = GST_D3D11_OVERLAY (trans);
GstMemory *mem;
GstD3D11Memory *dmem;
ID3D11RenderTargetView *rtv;
GstBuffer *fallback_buf = nullptr;
GstMemory *fallback_mem = nullptr;
GstD3D11Memory *fallback_dmem = nullptr;
GstMemory *target_mem;
GstMapInfo map;
gboolean rendered = FALSE;
GstFlowReturn ret = GST_FLOW_OK;
mem = gst_buffer_peek_memory (buf, 0);
if (!gst_is_d3d11_memory (mem)) {
GST_ERROR_OBJECT (self, "Not a d3d11 memory");
return GST_FLOW_ERROR;
}
dmem = GST_D3D11_MEMORY_CAST (mem);
rtv = gst_d3d11_memory_get_render_target_view (dmem, 0);
if (!rtv) {
GST_DEBUG_OBJECT (self, "RTV is unavailable");
gst_buffer_pool_acquire_buffer (self->fallback_pool, &fallback_buf,
nullptr);
if (!fallback_buf) {
GST_ERROR_OBJECT (self, "Couldn't allocate fallback buffer");
return GST_FLOW_ERROR;
}
}
GstD3D11DeviceLockGuard lk (filter->device);
if (fallback_buf) {
fallback_mem = gst_buffer_peek_memory (fallback_buf, 0);
if (!gst_d3d11_overlay_copy_memory (self, mem, fallback_mem)) {
GST_ERROR_OBJECT (self, "Couldn't copy input memory to fallback");
gst_buffer_unref (fallback_buf);
return GST_FLOW_ERROR;
}
fallback_dmem = GST_D3D11_MEMORY_CAST (fallback_mem);
rtv = gst_d3d11_memory_get_render_target_view (fallback_dmem, 0);
if (!rtv) {
GST_ERROR_OBJECT (self, "RTV is unavailable");
gst_buffer_unref (fallback_buf);
return GST_FLOW_ERROR;
}
target_mem = fallback_mem;
} else {
target_mem = mem;
}
if (!gst_memory_map (target_mem, &map,
(GstMapFlags) (GST_MAP_WRITE | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map render target memory");
gst_clear_buffer (&fallback_buf);
return GST_FLOW_ERROR;
}
g_signal_emit (self, gst_d3d11_overlay_signals[SIGNAL_DRAW], 0,
filter->device, rtv, GST_BUFFER_PTS (buf), GST_BUFFER_DURATION (buf),
&rendered);
GST_LOG_OBJECT (self, "Draw signal return: %d", rendered);
gst_memory_unmap (target_mem, &map);
if (fallback_buf && rendered) {
if (!gst_d3d11_overlay_copy_memory (self, fallback_mem, mem)) {
GST_ERROR_OBJECT (self, "Couldn't copy back to input memory");
ret = GST_FLOW_ERROR;
}
}
gst_clear_buffer (&fallback_buf);
return ret;
}
static gboolean
gst_d3d11_overlay_set_info (GstD3D11BaseFilter * filter, GstCaps * in_caps,
GstVideoInfo * in_info, GstCaps * out_caps, GstVideoInfo * out_info)
{
GstD3D11Overlay *self = GST_D3D11_OVERLAY (filter);
GstStructure *config;
GstD3D11AllocationParams *params;
if (self->fallback_pool) {
gst_buffer_pool_set_active (self->fallback_pool, FALSE);
gst_object_unref (self->fallback_pool);
}
self->fallback_pool = gst_d3d11_buffer_pool_new (filter->device);
config = gst_buffer_pool_get_config (self->fallback_pool);
gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
gst_buffer_pool_config_set_params (config, in_caps,
GST_VIDEO_INFO_SIZE (in_info), 0, 0);
params = gst_d3d11_allocation_params_new (filter->device, in_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 (self->fallback_pool, config)) {
GST_ERROR_OBJECT (self, "Couldn't set pool config");
gst_clear_object (&self->fallback_pool);
return FALSE;
}
if (!gst_buffer_pool_set_active (self->fallback_pool, TRUE)) {
GST_ERROR_OBJECT (self, "Couldn't activate pool");
gst_clear_object (&self->fallback_pool);
return FALSE;
}
GST_DEBUG_OBJECT (self, "New caps %" GST_PTR_FORMAT, in_caps);
g_signal_emit (self, gst_d3d11_overlay_signals[SIGNAL_CAPS_CHANGED], 0,
in_caps);
return TRUE;
}