gstreamer/subprojects/gst-plugins-bad/tests/examples/d3d11/d3d11decoder-appsink2.cpp

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/*
* GStreamer
* Copyright (C) 2024 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.
*/
/* This example demonstrate inter D3D11 device synchronization.
*
* For the inter D3D11 device synchronization, this example uses DXGI keyed
* with shared texture. The shared texture is allocated by RenderEngine's D3D11
* device and opened by GStreamer DecodingEngine module's D3D11 device.
*
* RenderEngine: Representing external render module/library such as game engine.
* This component constis of swapchain and shader with its own D3D11 device.
* On render event, this component will render input texture to backbuffer
* then rendered texture will be presented
*
* DecodingEngine: Wrapping GStreamer pipeline with own D3D11 device.
* On render event, GStreamer produced decoded texture will be rendered to
* the shared texture by GStreamer D3D11 device.
*
* Main thread: Executing window message pumping and trigger render event
* on timeout. Main render event will be executed in this thread.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/d3d11/gstd3d11.h>
#include <gst/app/app.h>
#include <windows.h>
#include <wrl.h>
#include <string>
#include <d3d11_1.h>
#include <dxgi1_2.h>
#include <mutex>
using namespace Microsoft::WRL;
#if 0
Texture2D shaderTexture;
SamplerState samplerState;
struct PS_INPUT
{
float4 Position : SV_POSITION;
float2 Texture : TEXCOORD;
};
float4 PSMain_sample (PS_INPUT input): SV_TARGET
{
return shaderTexture.Sample (samplerState, input.Texture);
}
#endif
const BYTE g_PSMain_sample[] =
{
68, 88, 66, 67, 42, 171,
68, 189, 81, 136, 62, 236,
196, 37, 91, 100, 172, 130,
148, 251, 1, 0, 0, 0,
80, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
220, 0, 0, 0, 52, 1,
0, 0, 104, 1, 0, 0,
212, 1, 0, 0, 82, 68,
69, 70, 160, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
28, 0, 0, 0, 0, 4,
255, 255, 0, 1, 0, 0,
119, 0, 0, 0, 92, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
105, 0, 0, 0, 2, 0,
0, 0, 5, 0, 0, 0,
4, 0, 0, 0, 255, 255,
255, 255, 0, 0, 0, 0,
1, 0, 0, 0, 12, 0,
0, 0, 115, 97, 109, 112,
108, 101, 114, 83, 116, 97,
116, 101, 0, 115, 104, 97,
100, 101, 114, 84, 101, 120,
116, 117, 114, 101, 0, 77,
105, 99, 114, 111, 115, 111,
102, 116, 32, 40, 82, 41,
32, 72, 76, 83, 76, 32,
83, 104, 97, 100, 101, 114,
32, 67, 111, 109, 112, 105,
108, 101, 114, 32, 49, 48,
46, 49, 0, 171, 73, 83,
71, 78, 80, 0, 0, 0,
2, 0, 0, 0, 8, 0,
0, 0, 56, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 3, 0, 0, 0,
0, 0, 0, 0, 15, 0,
0, 0, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 3, 3,
0, 0, 83, 86, 95, 80,
79, 83, 73, 84, 73, 79,
78, 0, 84, 69, 88, 67,
79, 79, 82, 68, 0, 171,
171, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171,
83, 72, 68, 82, 100, 0,
0, 0, 64, 0, 0, 0,
25, 0, 0, 0, 90, 0,
0, 3, 0, 96, 16, 0,
0, 0, 0, 0, 88, 24,
0, 4, 0, 112, 16, 0,
0, 0, 0, 0, 85, 85,
0, 0, 98, 16, 0, 3,
50, 16, 16, 0, 1, 0,
0, 0, 101, 0, 0, 3,
242, 32, 16, 0, 0, 0,
0, 0, 69, 0, 0, 9,
242, 32, 16, 0, 0, 0,
0, 0, 70, 16, 16, 0,
1, 0, 0, 0, 70, 126,
16, 0, 0, 0, 0, 0,
0, 96, 16, 0, 0, 0,
0, 0, 62, 0, 0, 1,
83, 84, 65, 84, 116, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 2, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0
};
#if 0
struct VS_INPUT
{
float4 Position : POSITION;
float2 Texture : TEXCOORD;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float2 Texture : TEXCOORD;
};
VS_OUTPUT VSMain_coord (VS_INPUT input)
{
return input;
}
#endif
const BYTE g_VSMain_coord[] =
{
68, 88, 66, 67, 119, 76,
129, 53, 139, 143, 201, 108,
78, 31, 90, 10, 57, 206,
5, 93, 1, 0, 0, 0,
24, 2, 0, 0, 5, 0,
0, 0, 52, 0, 0, 0,
128, 0, 0, 0, 212, 0,
0, 0, 44, 1, 0, 0,
156, 1, 0, 0, 82, 68,
69, 70, 68, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
28, 0, 0, 0, 0, 4,
254, 255, 0, 1, 0, 0,
28, 0, 0, 0, 77, 105,
99, 114, 111, 115, 111, 102,
116, 32, 40, 82, 41, 32,
72, 76, 83, 76, 32, 83,
104, 97, 100, 101, 114, 32,
67, 111, 109, 112, 105, 108,
101, 114, 32, 49, 48, 46,
49, 0, 73, 83, 71, 78,
76, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 15, 0, 0,
65, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 3, 0, 0,
80, 79, 83, 73, 84, 73,
79, 78, 0, 84, 69, 88,
67, 79, 79, 82, 68, 0,
171, 171, 79, 83, 71, 78,
80, 0, 0, 0, 2, 0,
0, 0, 8, 0, 0, 0,
56, 0, 0, 0, 0, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
68, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 1, 0,
0, 0, 3, 12, 0, 0,
83, 86, 95, 80, 79, 83,
73, 84, 73, 79, 78, 0,
84, 69, 88, 67, 79, 79,
82, 68, 0, 171, 171, 171,
83, 72, 68, 82, 104, 0,
0, 0, 64, 0, 1, 0,
26, 0, 0, 0, 95, 0,
0, 3, 242, 16, 16, 0,
0, 0, 0, 0, 95, 0,
0, 3, 50, 16, 16, 0,
1, 0, 0, 0, 103, 0,
0, 4, 242, 32, 16, 0,
0, 0, 0, 0, 1, 0,
0, 0, 101, 0, 0, 3,
50, 32, 16, 0, 1, 0,
0, 0, 54, 0, 0, 5,
242, 32, 16, 0, 0, 0,
0, 0, 70, 30, 16, 0,
0, 0, 0, 0, 54, 0,
0, 5, 50, 32, 16, 0,
1, 0, 0, 0, 70, 16,
16, 0, 1, 0, 0, 0,
62, 0, 0, 1, 83, 84,
65, 84, 116, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
4, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 2, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0
};
struct VertexData
{
struct
{
FLOAT x;
FLOAT y;
FLOAT z;
} pos;
struct
{
FLOAT u;
FLOAT v;
} uv;
};
class RenderEngine
{
public:
/* Setup d3d11 resources, shader, and swapchain */
RenderEngine (HWND hwnd)
{
static const D3D_FEATURE_LEVEL feature_levels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
ComPtr<IDXGIFactory1> factory;
auto hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
g_assert (SUCCEEDED (hr));
/* We will use CreateSwapChainForHwnd which requires IDXGIFactory2 interface */
hr = factory.As (&factory_);
g_assert (SUCCEEDED (hr));
/* Select first (default) device. User can select one among enumerated adapters */
ComPtr<IDXGIAdapter> adapter;
hr = factory_->EnumAdapters (0, &adapter);
g_assert (SUCCEEDED (hr));
hr = D3D11CreateDevice (adapter.Get (), D3D_DRIVER_TYPE_UNKNOWN,
nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels,
G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device_,
nullptr, &context_);
/* Old OS may not understand D3D_FEATURE_LEVEL_11_1, try without it if needed */
if (FAILED (hr)) {
hr = D3D11CreateDevice (adapter.Get (), D3D_DRIVER_TYPE_UNKNOWN,
nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &feature_levels[1],
G_N_ELEMENTS (feature_levels) - 1, D3D11_SDK_VERSION, &device_,
nullptr, &context_);
}
g_assert (SUCCEEDED (hr));
/* Create shader pipeline */
D3D11_SAMPLER_DESC sampler_desc = { };
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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.MaxLOD = D3D11_FLOAT32_MAX;
hr = device_->CreateSamplerState (&sampler_desc, &sampler_);
g_assert (SUCCEEDED (hr));
D3D11_INPUT_ELEMENT_DESC input_desc[2];
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;
hr = device_->CreateVertexShader (g_VSMain_coord, sizeof (g_VSMain_coord),
nullptr, &vs_);
g_assert (SUCCEEDED (hr));
hr = device_->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc),
g_VSMain_coord, sizeof (g_VSMain_coord), &layout_);
g_assert (SUCCEEDED (hr));
hr = device_->CreatePixelShader (g_PSMain_sample, sizeof (g_PSMain_sample),
nullptr, &ps_);
g_assert (SUCCEEDED (hr));
VertexData vertex_data[4];
/* bottom left */
vertex_data[0].pos.x = -1.0f;
vertex_data[0].pos.y = -1.0f;
vertex_data[0].pos.z = 0.0f;
vertex_data[0].uv.u = 0.0f;
vertex_data[0].uv.v = 1.0f;
/* top left */
vertex_data[1].pos.x = -1.0f;
vertex_data[1].pos.y = 1.0f;
vertex_data[1].pos.z = 0.0f;
vertex_data[1].uv.u = 0.0f;
vertex_data[1].uv.v = 0.0f;
/* top right */
vertex_data[2].pos.x = 1.0f;
vertex_data[2].pos.y = 1.0f;
vertex_data[2].pos.z = 0.0f;
vertex_data[2].uv.u = 1.0f;
vertex_data[2].uv.v = 0.0f;
/* bottom right */
vertex_data[3].pos.x = 1.0f;
vertex_data[3].pos.y = -1.0f;
vertex_data[3].pos.z = 0.0f;
vertex_data[3].uv.u = 1.0f;
vertex_data[3].uv.v = 1.0f;
D3D11_BUFFER_DESC buffer_desc = { };
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;
D3D11_SUBRESOURCE_DATA subresource_data = { };
subresource_data.pSysMem = vertex_data;
subresource_data.SysMemPitch = sizeof (VertexData) * 4;
hr = device_->CreateBuffer (&buffer_desc, &subresource_data, &vertex_buf_);
g_assert (SUCCEEDED (hr));
const WORD indices[6] = { 0, 1, 2, 3, 0, 2 };
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (WORD) * 6;
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
subresource_data.pSysMem = indices;
subresource_data.SysMemPitch = sizeof (WORD) * 6;
hr = device_->CreateBuffer (&buffer_desc, &subresource_data, &index_buf_);
g_assert (SUCCEEDED (hr));
D3D11_RASTERIZER_DESC rs_desc = { };
rs_desc.FillMode = D3D11_FILL_SOLID;
rs_desc.CullMode = D3D11_CULL_NONE;
rs_desc.DepthClipEnable = TRUE;
hr = device_->CreateRasterizerState (&rs_desc, &rs_);
g_assert (SUCCEEDED (hr));
/* Create swapchain */
DXGI_SWAP_CHAIN_DESC1 swapchain_desc = { };
swapchain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapchain_desc.SampleDesc.Count = 1;
swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchain_desc.BufferCount = 2;
swapchain_desc.Scaling = DXGI_SCALING_NONE;
swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapchain_desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
hr = factory_->CreateSwapChainForHwnd (device_.Get (), hwnd,
&swapchain_desc, nullptr, nullptr, &swapchain_);
g_assert (SUCCEEDED (hr));
}
RenderEngine () = delete;
RenderEngine& operator=(const RenderEngine &) = delete;
/* On HWND resize, swapchain and backbuffer need resizing as well */
void ResizeSwapchain ()
{
rtv_ = nullptr;
backbuf_ = nullptr;
auto hr = swapchain_->ResizeBuffers (
/* Use the same backbuffer count */
0,
/* Resize to fit window's client area */
0, 0,
/* Use configured format */
DXGI_FORMAT_UNKNOWN, 0);
g_assert (SUCCEEDED (hr));
hr = swapchain_->GetBuffer (0, IID_PPV_ARGS (&backbuf_));
g_assert (SUCCEEDED (hr));
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = { };
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = device_->CreateRenderTargetView (backbuf_.Get (), &rtv_desc, &rtv_);
g_assert (SUCCEEDED (hr));
D3D11_TEXTURE2D_DESC desc = { };
backbuf_->GetDesc (&desc);
viewport_[0].TopLeftX = 0;
viewport_[0].TopLeftY = 0;
viewport_[0].Width = desc.Width / 2;
viewport_[0].Height = desc.Height;
viewport_[0].MinDepth = 0;
viewport_[0].MaxDepth = 1;
viewport_[1] = viewport_[0];
viewport_[1].TopLeftX = viewport_[1].Width;
}
void Render (ID3D11Texture2D * texture[2])
{
ComPtr<ID3D11ShaderResourceView> srv[2];
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { };
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = 1;
HRESULT hr;
for (UINT i = 0; i < 2; i++) {
hr = device_->CreateShaderResourceView (texture[i], &srv_desc,
&srv[i]);
g_assert (SUCCEEDED (hr));
}
context_->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11Buffer *vb[] = { vertex_buf_.Get () };
UINT offsets = 0;
UINT vb_stride = sizeof (VertexData);
context_->IASetVertexBuffers (0, 1, vb, &vb_stride, &offsets);
context_->IASetIndexBuffer (index_buf_.Get (), DXGI_FORMAT_R16_UINT, 0);
context_->IASetInputLayout (layout_.Get ());
context_->VSSetShader (vs_.Get (), nullptr, 0);
ID3D11SamplerState *sampler[] = { sampler_.Get () };
context_->PSSetSamplers (0, 1, sampler);
context_->PSSetShader(ps_.Get (), nullptr, 0);
ID3D11ShaderResourceView *view[] = { srv[0].Get () };
context_->PSSetShaderResources (0, 1, view);
context_->RSSetState (rs_.Get ());
context_->RSSetViewports (1, viewport_);
context_->OMSetBlendState (nullptr, nullptr, 0xffffffff);
ID3D11RenderTargetView *rtv[] = { rtv_.Get () };
context_->OMSetRenderTargets (1, rtv, nullptr);
context_->DrawIndexed (6, 0, 0);
/* Draw right image */
view[0] = srv[1].Get ();
context_->PSSetShaderResources (0, 1, view);
context_->RSSetViewports (1, &viewport_[1]);
context_->DrawIndexed (6, 0, 0);
/* Then present */
swapchain_->Present (0, 0);
}
ID3D11Device * GetDevice ()
{
return device_.Get ();
}
private:
ComPtr<IDXGIFactory2> factory_;
ComPtr<IDXGISwapChain1> swapchain_;
ComPtr<ID3D11Device> device_;
ComPtr<ID3D11DeviceContext> context_;
D3D11_TEXTURE2D_DESC backbuf_desc_ = { };
ComPtr<ID3D11Texture2D> backbuf_;
ComPtr<ID3D11RasterizerState> rs_;
ComPtr<ID3D11RenderTargetView> rtv_;
ComPtr<ID3D11PixelShader> ps_;
ComPtr<ID3D11VertexShader> vs_;
ComPtr<ID3D11InputLayout> layout_;
ComPtr<ID3D11SamplerState> sampler_;
ComPtr<ID3D11Buffer> vertex_buf_;
ComPtr<ID3D11Buffer> index_buf_;
D3D11_VIEWPORT viewport_[2] = { };
};
static bool
find_decoder (gint64 luid, std::string & feature_name)
{
GList *features;
GList *iter;
/* Load features of d3d11 plugin */
features = gst_registry_get_feature_list_by_plugin (gst_registry_get (),
"d3d11");
if (!features)
return false;
for (iter = features; iter; iter = g_list_next (iter)) {
GstPluginFeature *f = GST_PLUGIN_FEATURE (iter->data);
GstElementFactory *factory;
const gchar *name;
GstElement *element;
gint64 adapter_luid;
if (!GST_IS_ELEMENT_FACTORY (f))
continue;
factory = GST_ELEMENT_FACTORY (f);
if (!gst_element_factory_list_is_type (factory,
GST_ELEMENT_FACTORY_TYPE_DECODER))
continue;
name = gst_plugin_feature_get_name (f);
if (!g_strrstr (name, "h264"))
continue;
element = gst_element_factory_create (factory, nullptr);
/* unexpected */
if (!element)
continue;
/* query adapter-luid associated with this decoder */
g_object_get (element, "adapter-luid", &adapter_luid, nullptr);
gst_object_unref (element);
/* element object can be directly used in pipeline, but this example
* demonstrates a way of plugin enumeration */
if (adapter_luid == luid) {
feature_name = name;
break;
}
}
gst_plugin_feature_list_free (features);
if (feature_name.empty ())
return false;
return true;
}
class DecodingEngine
{
public:
DecodingEngine (ID3D11Device * render_device, UINT width, UINT height,
const std::string & file_location, HANDLE shutdown_handle)
{
main_context_ = g_main_context_new ();
main_loop_ = g_main_loop_new (main_context_, FALSE);
event_handle_ = shutdown_handle;
gst_video_info_set_format (&render_info_,
GST_VIDEO_FORMAT_RGBA, width, height);
/* Find adapter LUID of render device, then create our device with the same
* adapter */
ComPtr<IDXGIDevice> dxgi_device;
auto hr = render_device->QueryInterface (IID_PPV_ARGS (&dxgi_device));
g_assert (SUCCEEDED (hr));
ComPtr<IDXGIAdapter> adapter;
hr = dxgi_device->GetAdapter (&adapter);
g_assert (SUCCEEDED (hr));
DXGI_ADAPTER_DESC adapter_desc;
hr = adapter->GetDesc (&adapter_desc);
g_assert (SUCCEEDED (hr));
auto luid = gst_d3d11_luid_to_int64 (&adapter_desc.AdapterLuid);
std::string decoder_factory;
if (!find_decoder (luid, decoder_factory)) {
gst_println ("GPU does not support H.264 decoding");
decoder_factory = "avdec_h264";
}
std::string pipeline_str = "filesrc location=" + file_location +
" ! parsebin ! h264parse ! " + decoder_factory +
" ! d3d11upload ! video/x-raw(memory:D3D11Memory) ! appsink name=sink";
pipeline_ = gst_parse_launch (pipeline_str.c_str (), nullptr);
g_assert (pipeline_);
auto appsink = (GstAppSink *)
gst_bin_get_by_name (GST_BIN (pipeline_), "sink");
g_assert (appsink);
/* Install appsink callback */
GstAppSinkCallbacks callbacks = { };
callbacks.new_sample = DecodingEngine::onNewSample;
//callbacks.propose_allocation = DecodingEngine::onProposeAllocation;
gst_app_sink_set_callbacks (appsink, &callbacks, this, nullptr);
gst_object_unref (appsink);
/* This device will be used by our pipeline */
device_ = gst_d3d11_device_new_for_adapter_luid (luid,
D3D11_CREATE_DEVICE_BGRA_SUPPORT);
g_assert (device_);
/* Create texture owned by render engine */
D3D11_TEXTURE2D_DESC texture_desc = { };
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.MipLevels = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.ArraySize = 1;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags =
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
/* Enable keyed mutex + NT handle to make texture sharable */
texture_desc.MiscFlags =
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX |
D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
hr = render_device->CreateTexture2D (&texture_desc, nullptr,
&texture_);
g_assert (SUCCEEDED (hr));
/* Gets keyed mutex interface and acquire sync at render device side.
* This keyed mutex will be temporarily released
* when rendering to shared texture by GStreamer D3D11 device,
* then re-acquired for render engine device */
hr = texture_.As (&keyed_mutex_);
g_assert (SUCCEEDED (hr));
hr = keyed_mutex_->AcquireSync (0, INFINITE);
g_assert (SUCCEEDED (hr));
/* Create shared NT handle so that GStreamer device can access */
ComPtr<IDXGIResource1> dxgi_resource;
hr = texture_.As (&dxgi_resource);
g_assert (SUCCEEDED (hr));
HANDLE shared_handle = nullptr;
hr = dxgi_resource->CreateSharedHandle (nullptr,
DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
&shared_handle);
g_assert (SUCCEEDED (hr));
auto gst_device = gst_d3d11_device_get_device_handle (device_);
ComPtr<ID3D11Device1> device1;
hr = gst_device->QueryInterface (IID_PPV_ARGS (&device1));
g_assert (SUCCEEDED (hr));
/* Open shared texture at GStreamer device side */
ComPtr<ID3D11Texture2D> gst_texture;
hr = device1->OpenSharedResource1 (shared_handle,
IID_PPV_ARGS (&gst_texture));
g_assert (SUCCEEDED (hr));
/* Can close NT handle now */
CloseHandle (shared_handle);
/* Wrap shared texture with GstD3D11Memory in order to convert texture
* using converter API */
GstMemory *mem = gst_d3d11_allocator_alloc_wrapped (nullptr, device_,
gst_texture.Get (),
/* CPU accessible (staging texture) memory size is unknown.
* Pass zero here, then GStreamer will calculate it */
0, nullptr, nullptr);
g_assert (mem);
shared_buffer_ = gst_buffer_new ();
gst_buffer_append_memory (shared_buffer_, mem);
}
DecodingEngine () = delete;
DecodingEngine& operator=(const DecodingEngine &) = delete;
~DecodingEngine ()
{
g_main_loop_quit (main_loop_);
g_clear_pointer (&thread_, g_thread_join);
gst_clear_sample (&last_sample_);
gst_clear_caps (&last_caps_);
gst_clear_buffer (&shared_buffer_);
gst_clear_object (&pipeline_);
gst_clear_object (&conv_);
gst_clear_object (&device_);
g_main_loop_unref (main_loop_);
g_main_context_unref (main_context_);
}
static GstFlowReturn
onNewSample (GstAppSink * appsink, gpointer user_data)
{
GstSample *new_sample;
new_sample = gst_app_sink_pull_sample (appsink);
if (!new_sample)
return GST_FLOW_ERROR;
auto caps = gst_sample_get_caps (new_sample);
if (!caps) {
gst_sample_unref (new_sample);
gst_printerrln ("Sample without caps");
return GST_FLOW_ERROR;
}
auto self = (DecodingEngine *) user_data;
std::lock_guard<std::mutex> lk (self->lock_);
/* Caps updated, recreate converter */
if (self->last_caps_ && !gst_caps_is_equal (self->last_caps_, caps))
gst_clear_object (&self->conv_);
if (!self->conv_) {
GstVideoInfo in_info;
gst_video_info_from_caps (&in_info, caps);
/* In case of shared texture, video processor might not behave as expected.
* Use only pixel shader */
auto config = gst_structure_new ("converter-config",
GST_D3D11_CONVERTER_OPT_BACKEND, GST_TYPE_D3D11_CONVERTER_BACKEND,
GST_D3D11_CONVERTER_BACKEND_SHADER, nullptr);
self->conv_ = gst_d3d11_converter_new (self->device_, &in_info,
&self->render_info_, config);
}
gst_caps_replace (&self->last_caps_, caps);
gst_clear_sample (&self->last_sample_);
self->last_sample_ = new_sample;
return GST_FLOW_OK;
}
static gboolean
busHandler (GstBus * bus, GstMessage * msg, gpointer user_data)
{
auto self = (DecodingEngine *) user_data;
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_ERROR:
{
GError *err;
gchar *dbg;
gst_message_parse_error (msg, &err, &dbg);
gst_printerrln ("ERROR %s", err->message);
if (dbg != nullptr)
gst_printerrln ("ERROR debug information: %s", dbg);
g_clear_error (&err);
g_free (dbg);
g_main_loop_quit (self->main_loop_);
break;
}
case GST_MESSAGE_EOS:
gst_println ("Got EOS");
g_main_loop_quit (self->main_loop_);
break;
default:
break;
}
return G_SOURCE_CONTINUE;
}
static GstBusSyncReply
busSyncHandler (GstBus * bus, GstMessage * msg, gpointer user_data)
{
auto self = (DecodingEngine *) user_data;
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_NEED_CONTEXT:
{
const gchar *ctx_type;
if (!gst_message_parse_context_type (msg, &ctx_type))
break;
/* non-d3d11 context message is not interested */
if (g_strcmp0 (ctx_type, GST_D3D11_DEVICE_HANDLE_CONTEXT_TYPE) != 0)
break;
/* Pass our device to the message source element.
* Otherwise pipeline will create another device */
auto context = gst_d3d11_context_new (self->device_);
gst_element_set_context (GST_ELEMENT (msg->src), context);
gst_context_unref (context);
break;
}
default:
break;
}
return GST_BUS_PASS;
}
static gpointer
loopFunc (gpointer user_data)
{
auto self = (DecodingEngine *) user_data;
GstBus *bus;
g_main_context_push_thread_default (self->main_context_);
bus = gst_element_get_bus (self->pipeline_);
gst_bus_add_watch (bus, DecodingEngine::busHandler, self);
gst_bus_set_sync_handler (bus, DecodingEngine::busSyncHandler,
self, nullptr);
auto ret = gst_element_set_state (self->pipeline_, GST_STATE_PLAYING);
g_assert (ret != GST_STATE_CHANGE_FAILURE);
g_main_loop_run (self->main_loop_);
gst_element_set_state (self->pipeline_, GST_STATE_NULL);
gst_bus_set_sync_handler (bus, nullptr, nullptr, nullptr);
gst_bus_remove_watch (bus);
gst_object_unref (bus);
g_main_context_pop_thread_default (self->main_context_);
/* Set event to terminate main rendering loop */
SetEvent (self->event_handle_);
return nullptr;
}
void Run ()
{
thread_ = g_thread_new ("DecodingLoop", DecodingEngine::loopFunc,
this);
}
void UpdateTexture ()
{
GstSample *sample = nullptr;
/* Steal sample pointer */
std::lock_guard <std::mutex> lk (lock_);
/* If there's no updated sample, don't need to render again */
if (!last_sample_)
return;
sample = last_sample_;
last_sample_ = nullptr;
auto buf = gst_sample_get_buffer (sample);
if (!buf) {
gst_printerrln ("Sample without buffer");
gst_sample_unref (sample);
return;
}
/* Release sync from render engine device,
* so that GStreamer device can acquire sync */
keyed_mutex_->ReleaseSync (0);
/* Converter will take gst_d3d11_device_lock() and acquire sync */
gst_d3d11_converter_convert_buffer (conv_, buf, shared_buffer_);
/* After the above function returned, GStreamer will release sync.
* Acquire sync again for render engine device */
keyed_mutex_->AcquireSync (0, INFINITE);
gst_sample_unref (sample);
}
ID3D11Texture2D * GetTexture ()
{
return texture_.Get ();
}
private:
GMainContext *main_context_ = nullptr;
GMainLoop *main_loop_ = nullptr;
/* Texture and keyed mutex owned by render-engine device */
ComPtr<ID3D11Texture2D> texture_;
ComPtr<IDXGIKeyedMutex> keyed_mutex_;
GstVideoInfo render_info_;
std::mutex lock_;
GstCaps *last_caps_ = nullptr;
GstSample *last_sample_ = nullptr;
GstBuffer *shared_buffer_ = nullptr;
GstD3D11Device *device_ = nullptr;
GstElement *pipeline_ = nullptr;
GstD3D11Converter *conv_ = nullptr;
GThread *thread_ = nullptr;
HANDLE event_handle_ = nullptr;
};
#define APP_DATA_PROP_NAME "AppData"
struct AppData
{
void Draw ()
{
ID3D11Texture2D *textures[2];
for (UINT i = 0; i < 2; i++) {
decoding_engine[i]->UpdateTexture ();
textures[i] = decoding_engine[i]->GetTexture ();
}
render_engine->Render (textures);
}
void onResize ()
{
ID3D11Texture2D *textures[2];
for (UINT i = 0; i < 2; i++)
textures[i] = decoding_engine[i]->GetTexture ();
render_engine->ResizeSwapchain ();
render_engine->Render (textures);
}
HANDLE shutdown_handle;
RenderEngine *render_engine;
DecodingEngine *decoding_engine[2];
};
static LRESULT CALLBACK
window_proc (HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg) {
case WM_DESTROY:
{
auto app_data = (AppData *) GetPropA (hwnd, APP_DATA_PROP_NAME);
if (!app_data)
break;
SetEvent (app_data->shutdown_handle);
break;
}
case WM_SIZE:
{
auto app_data = (AppData *) GetPropA (hwnd, APP_DATA_PROP_NAME);
if (!app_data)
break;
app_data->onResize ();
break;
}
default:
break;
}
return DefWindowProc (hwnd, msg, wparam, lparam);
}
gint
main (gint argc, gchar ** argv)
{
GOptionContext *option_ctx;
GError *error = nullptr;
gboolean ret;
gchar *location = nullptr;
GOptionEntry options[] = {
{"location", 0, 0, G_OPTION_ARG_STRING, &location,
"H.264 encoded test file location", nullptr},
{nullptr,}
};
option_ctx = g_option_context_new ("Direct3D11 decoding example");
g_option_context_add_main_entries (option_ctx, options, nullptr);
g_option_context_add_group (option_ctx, gst_init_get_option_group ());
ret = g_option_context_parse (option_ctx, &argc, &argv, &error);
g_option_context_free (option_ctx);
if (!ret) {
gst_printerrln ("option parsing failed: %s", error->message);
g_clear_error (&error);
exit (1);
}
if (!location) {
gst_printerrln ("File location is unspecified");
exit (1);
}
/* Create main window */
RECT wr = { 0, 0, 1280, 480 };
WNDCLASSEXA wc = { 0, };
HINSTANCE hinstance = GetModuleHandle (nullptr);
wc.cbSize = sizeof (WNDCLASSEXA);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC) window_proc;
wc.hInstance = hinstance;
wc.hCursor = LoadCursor (nullptr, IDC_ARROW);
wc.lpszClassName = "GstD3D11VideoSinkExample";
RegisterClassExA (&wc);
AdjustWindowRect (&wr, WS_OVERLAPPEDWINDOW, FALSE);
auto hwnd = CreateWindowExA (0, wc.lpszClassName, "GstD3D11VideoDecodeExample",
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
wr.right - wr.left, wr.bottom - wr.top, (HWND) nullptr, (HMENU) nullptr,
hinstance, nullptr);
g_assert (hwnd);
/* Prepare rendering engine and pipeline */
AppData app_data = { };
app_data.shutdown_handle = CreateEventEx (nullptr,
nullptr, 0, EVENT_ALL_ACCESS);
app_data.render_engine = new RenderEngine (hwnd);
for (UINT i = 0; i < 2; i++) {
app_data.decoding_engine[i] = new DecodingEngine (
app_data.render_engine->GetDevice (),
640, 480, location, app_data.shutdown_handle);
}
/* Store render engin pointer to handle window resize/destroy event */
SetPropA (hwnd, APP_DATA_PROP_NAME, &app_data);
ShowWindow (hwnd, SW_SHOW);
/* Call resize method, render engine will configure swapchain backbuffer */
app_data.render_engine->ResizeSwapchain ();
/* Start rendering */
for (UINT i = 0; i < 2; i++)
app_data.decoding_engine[i]->Run ();
HANDLE waitables[] = { app_data.shutdown_handle };
while (true) {
MSG msg;
while (PeekMessage (&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage (&msg);
DispatchMessage (&msg);
}
/* Wait for timeout 10ms or shutdown */
auto wait_ret = MsgWaitForMultipleObjects (G_N_ELEMENTS (waitables),
waitables, FALSE, 10, QS_ALLINPUT);
if (wait_ret == WAIT_OBJECT_0) {
gst_println ("Got shutdown event");
break;
} else if (wait_ret == WAIT_OBJECT_0 + 1) {
/* New window message, nothing to do */
} else if (wait_ret == WAIT_TIMEOUT) {
/* Redraw on timeout */
app_data.Draw ();
} else {
gst_printerrln ("Unexpected wait return %u", (guint) wait_ret);
break;
}
}
RemovePropA (hwnd, APP_DATA_PROP_NAME);
DestroyWindow (hwnd);
for (UINT i = 0; i < 2; i++)
delete app_data.decoding_engine[i];
delete app_data.render_engine;
CloseHandle (app_data.shutdown_handle);
g_free (location);
gst_deinit ();
return 0;
}