gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11window.h

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/*
* GStreamer
* Copyright (C) 2012 Matthew Waters <ystreet00@gmail.com>
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.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.
*/
#ifndef __GST_D3D11_WINDOW_H__
#define __GST_D3D11_WINDOW_H__
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/d3d11/gstd3d11.h>
#include "gstd3d11overlaycompositor.h"
#include "gstd3d11pluginutils.h"
G_BEGIN_DECLS
#define GST_TYPE_D3D11_WINDOW (gst_d3d11_window_get_type())
#define GST_D3D11_WINDOW(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_D3D11_WINDOW, GstD3D11Window))
#define GST_D3D11_WINDOW_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_D3D11_WINDOW, GstD3D11WindowClass))
#define GST_IS_D3D11_WINDOW(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj),GST_TYPE_D3D11_WINDOW))
#define GST_IS_D3D11_WINDOW_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D11_WINDOW))
#define GST_D3D11_WINDOW_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D11_WINDOW, GstD3D11WindowClass))
#define GST_D3D11_WINDOW_TOGGLE_MODE_GET_TYPE (gst_d3d11_window_fullscreen_toggle_mode_type())
typedef struct _GstD3D11Window GstD3D11Window;
typedef struct _GstD3D11WindowClass GstD3D11WindowClass;
#define GST_D3D11_WINDOW_FLOW_CLOSED GST_FLOW_CUSTOM_ERROR
typedef enum
{
GST_D3D11_WINDOW_FULLSCREEN_TOGGLE_MODE_NONE = 0,
GST_D3D11_WINDOW_FULLSCREEN_TOGGLE_MODE_ALT_ENTER = (1 << 1),
GST_D3D11_WINDOW_FULLSCREEN_TOGGLE_MODE_PROPERTY = (1 << 2),
} GstD3D11WindowFullscreenToggleMode;
GType gst_d3d11_window_fullscreen_toggle_mode_type (void);
typedef enum
{
GST_D3D11_WINDOW_NATIVE_TYPE_NONE = 0,
GST_D3D11_WINDOW_NATIVE_TYPE_HWND,
GST_D3D11_WINDOW_NATIVE_TYPE_CORE_WINDOW,
GST_D3D11_WINDOW_NATIVE_TYPE_SWAP_CHAIN_PANEL,
} GstD3D11WindowNativeType;
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
typedef struct
{
HANDLE shared_handle;
guint texture_misc_flags;
guint64 acquire_key;
guint64 release_key;
gboolean use_keyed_mutex;
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
GstBuffer *render_target;
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
} GstD3D11WindowSharedHandleData;
struct _GstD3D11Window
{
GstObject parent;
/*< protected >*/
gboolean initialized;
GstD3D11Device *device;
guintptr external_handle;
/* properties */
gboolean force_aspect_ratio;
gboolean enable_navigation_events;
GstD3D11WindowFullscreenToggleMode fullscreen_toggle_mode;
gboolean requested_fullscreen;
gboolean fullscreen;
gboolean emit_present;
GstVideoInfo info;
GstVideoInfo render_info;
GstD3D11Converter *converter;
GstD3D11OverlayCompositor *compositor;
/* calculated rect with aspect ratio and window area */
RECT render_rect;
/* input resolution */
RECT input_rect;
RECT prev_input_rect;
/* requested rect via gst_d3d11_window_render */
GstVideoRectangle rect;
guint surface_width;
guint surface_height;
IDXGISwapChain *swap_chain;
GstBuffer *backbuffer;
DXGI_FORMAT dxgi_format;
GstBuffer *msaa_buffer;
GstBuffer *cached_buffer;
gboolean first_present;
GstVideoOrientationMethod method;
gfloat fov;
gboolean ortho;
gfloat rotation_x;
gfloat rotation_y;
gfloat rotation_z;
gfloat scale_x;
gfloat scale_y;
GstD3D11MSAAMode msaa;
};
struct _GstD3D11WindowClass
{
GstObjectClass object_class;
void (*show) (GstD3D11Window * window);
void (*update_swap_chain) (GstD3D11Window * window);
void (*change_fullscreen_mode) (GstD3D11Window * window);
gboolean (*create_swap_chain) (GstD3D11Window * window,
DXGI_FORMAT format,
guint width,
guint height,
guint swapchain_flags,
IDXGISwapChain ** swap_chain);
GstFlowReturn (*present) (GstD3D11Window * window,
guint present_flags);
gboolean (*unlock) (GstD3D11Window * window);
gboolean (*unlock_stop) (GstD3D11Window * window);
void (*on_resize) (GstD3D11Window * window,
guint width,
guint height);
GstFlowReturn (*prepare) (GstD3D11Window * window,
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
guint display_width,
guint display_height,
GstCaps * caps,
GstStructure * config,
DXGI_FORMAT display_format,
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
GError ** error);
void (*unprepare) (GstD3D11Window * window);
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
gboolean (*open_shared_handle) (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data);
gboolean (*release_shared_handle) (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data);
void (*set_render_rectangle) (GstD3D11Window * window,
const GstVideoRectangle * rect);
void (*set_title) (GstD3D11Window * window,
const gchar *title);
};
GType gst_d3d11_window_get_type (void);
void gst_d3d11_window_show (GstD3D11Window * window);
void gst_d3d11_window_set_render_rectangle (GstD3D11Window * window,
const GstVideoRectangle * rect);
void gst_d3d11_window_set_title (GstD3D11Window * window,
const gchar *title);
void gst_d3d11_window_set_orientation (GstD3D11Window * window,
gboolean immediate,
GstVideoOrientationMethod method,
gfloat fov,
gboolean ortho,
gfloat rotation_x,
gfloat rotation_y,
gfloat rotation_z,
gfloat scale_x,
gfloat scale_y);
void gst_d3d11_window_set_msaa_mode (GstD3D11Window * window,
GstD3D11MSAAMode mode);
GstFlowReturn gst_d3d11_window_prepare (GstD3D11Window * window,
guint display_width,
guint display_height,
GstCaps * caps,
GstStructure * config,
DXGI_FORMAT display_format,
GError ** error);
GstFlowReturn gst_d3d11_window_render (GstD3D11Window * window,
GstBuffer * buffer);
d3d11videosink: Add support for drawing on application's own texture Add a way to support drawing on application's texture instead of usual window handle. To make use of this new feature, application should follow below step. 1) Enable this feature by using "draw-on-shared-texture" property 2) Watch "begin-draw" signal 3) On "begin-draw" signal handler, application can request drawing by using "draw" signal action. Note that "draw" signal action should be happen before "begin-draw" signal handler is returned NOTE 1) For texture sharing, creating a texture with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend if possible because we cannot ensure sync a texture which was created with D3D11_RESOURCE_MISC_SHARED and it would cause glitch with ID3D11VideoProcessor use case. NOTE 2) Direct9Ex doesn't support texture sharing which was created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words, D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop. NOTE 3) Because of missing synchronization around ID3D11VideoProcessor, If shared texture was created with D3D11_RESOURCE_MISC_SHARED, d3d11videosink might use fallback texture to convert DXVA texture to normal Direct3D texture. Then converted texture will be copied to user-provided shared texture. * Why not use generic appsink approach? In order for application to be able to store video data which was produced by GStreamer in application's own texture, there would be two possible approaches, one is copying our texture into application's own texture, and the other is drawing on application's own texture directly. The former (appsink way) cannot be a zero-copy by nature. In order to support zero-copy processing, we need to draw on application's own texture directly. For example, assume that application wants RGBA texture. Then we can imagine following case. "d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink" ^ |_ allocate new Direct3D texture for RGBA format In above case, d3d11convert will allocate new texture(s) for RGBA format and then application will copy again the our RGBA texutre into application's own texture. One texture allocation plus per frame GPU copy will hanppen in that case therefore. Moreover, in order for application to be able to access our texture, we need to allocate texture with additional flags for application's Direct3D11 device to be able to read texture data. That would be another implementation burden on our side But with this MR, we can configure pipeline in this way "d3d11h264dec ! d3d11videosink". In that way, we can save at least one texture allocation and per frame texutre copy since d3d11videosink will convert incoming texture into application's texture format directly without copy. * What if we expose texture without conversion and application does conversion by itself? As mentioned above, for application to be able to access our texture from application's Direct3D11 device, we need to allocate texture in a special form. But in some case, that might not be possible. Also, if a texture belongs to decoder DPB, exposing such texture to application is unsafe and usual Direct3D11 shader cannot handle such texture. To convert format, ID3D11VideoProcessor API needs to be used but that would be a implementation burden for application. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2020-12-23 14:49:12 +00:00
GstFlowReturn gst_d3d11_window_render_on_shared_handle (GstD3D11Window * window,
GstBuffer * buffer,
HANDLE shared_handle,
guint texture_misc_flags,
guint64 acquire_key,
guint64 release_key);
gboolean gst_d3d11_window_unlock (GstD3D11Window * window);
gboolean gst_d3d11_window_unlock_stop (GstD3D11Window * window);
void gst_d3d11_window_unprepare (GstD3D11Window * window);
void gst_d3d11_window_on_key_event (GstD3D11Window * window,
const gchar * event,
const gchar * key);
void gst_d3d11_window_on_mouse_event (GstD3D11Window * window,
const gchar * event,
gint button,
gdouble x,
gdouble y,
guint modifier);
void gst_d3d11_window_on_mouse_scroll_event (GstD3D11Window * window,
const gchar * event,
gdouble x,
gdouble y,
gint delta_x,
gint delta_y,
guint modifier);
/* utils */
GstD3D11WindowNativeType gst_d3d11_window_get_native_type_from_handle (guintptr handle);
const gchar * gst_d3d11_window_get_native_type_to_string (GstD3D11WindowNativeType type);
G_DEFINE_AUTOPTR_CLEANUP_FUNC(GstD3D11Window, gst_object_unref)
G_END_DECLS
#endif /* __GST_D3D11_WINDOW_H__ */