gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11overlaycompositor.cpp

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/* GStreamer
* 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.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "gstd3d11overlaycompositor.h"
#include "gstd3d11shader.h"
#include "gstd3d11pluginutils.h"
#include <wrl.h>
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_overlay_compositor_debug);
#define GST_CAT_DEFAULT gst_d3d11_overlay_compositor_debug
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
typedef struct
{
struct {
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct {
FLOAT u;
FLOAT v;
} texture;
} VertexData;
static const gchar templ_pixel_shader[] =
"Texture2D shaderTexture;\n"
"SamplerState samplerState;\n"
"struct PS_INPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float2 Texture: TEXCOORD;\n"
"};\n"
"float4 main(PS_INPUT input): SV_TARGET\n"
"{\n"
" return shaderTexture.Sample(samplerState, input.Texture);\n"
"}\n";
static const gchar templ_vertex_shader[] =
"struct VS_INPUT\n"
"{\n"
" float4 Position : POSITION;\n"
" float2 Texture : TEXCOORD;\n"
"};\n"
"\n"
"struct VS_OUTPUT\n"
"{\n"
" float4 Position: SV_POSITION;\n"
" float2 Texture: TEXCOORD;\n"
"};\n"
"\n"
"VS_OUTPUT main(VS_INPUT input)\n"
"{\n"
" return input;\n"
"}\n";
/* *INDENT-ON* */
struct _GstD3D11OverlayCompositor
{
GstD3D11Device *device;
GstVideoInfo out_info;
D3D11_VIEWPORT viewport;
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
ID3D11BlendState *blend;
ID3D11Buffer *index_buffer;
/* GstD3D11CompositionOverlay */
GList *overlays;
};
typedef struct
{
GstVideoOverlayRectangle *overlay_rect;
ID3D11Texture2D *texture;
ID3D11ShaderResourceView *srv;
ID3D11Buffer *vertex_buffer;
} GstD3D11CompositionOverlay;
static GstD3D11CompositionOverlay *
gst_d3d11_composition_overlay_new (GstD3D11OverlayCompositor * self,
GstVideoOverlayRectangle * overlay_rect)
{
GstD3D11CompositionOverlay *overlay = NULL;
gint x, y;
guint width, height;
D3D11_SUBRESOURCE_DATA subresource_data;
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D11_BUFFER_DESC buffer_desc;
D3D11_MAPPED_SUBRESOURCE map;
VertexData *vertex_data;
GstBuffer *buf;
GstVideoMeta *vmeta;
GstMapInfo info;
guint8 *data;
gint stride;
HRESULT hr;
ID3D11Device *device_handle;
ID3D11DeviceContext *context_handle;
GstD3D11Device *device = self->device;
FLOAT x1, y1, x2, y2;
gdouble val;
ComPtr < ID3D11Texture2D > texture;
ComPtr < ID3D11ShaderResourceView > srv;
ComPtr < ID3D11Buffer > vertex_buffer;
g_return_val_if_fail (overlay_rect != NULL, NULL);
memset (&subresource_data, 0, sizeof (subresource_data));
memset (&texture_desc, 0, sizeof (texture_desc));
memset (&srv_desc, 0, sizeof (srv_desc));
memset (&buffer_desc, 0, sizeof (buffer_desc));
device_handle = gst_d3d11_device_get_device_handle (device);
context_handle = gst_d3d11_device_get_device_context_handle (device);
if (!gst_video_overlay_rectangle_get_render_rectangle (overlay_rect, &x, &y,
&width, &height)) {
GST_ERROR ("Failed to get render rectangle");
return NULL;
}
buf = gst_video_overlay_rectangle_get_pixels_unscaled_argb (overlay_rect,
GST_VIDEO_OVERLAY_FORMAT_FLAG_NONE);
if (!buf) {
GST_ERROR ("Failed to get overlay buffer");
return NULL;
}
vmeta = gst_buffer_get_video_meta (buf);
if (!vmeta) {
GST_ERROR ("Failed to get video meta");
return NULL;
}
if (!gst_video_meta_map (vmeta,
0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) {
GST_ERROR ("Failed to map");
return NULL;
}
/* Do create texture and upload data at once, for create immutable texture */
subresource_data.pSysMem = data;
subresource_data.SysMemPitch = stride;
subresource_data.SysMemSlicePitch = 0;
texture_desc.Width = width;
texture_desc.Height = height;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
/* FIXME: need to consider non-BGRA ? */
texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_IMMUTABLE;
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
hr = device_handle->CreateTexture2D (&texture_desc,
&subresource_data, &texture);
gst_video_meta_unmap (vmeta, 0, &info);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Failed to create texture");
return NULL;
}
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = 1;
hr = device_handle->CreateShaderResourceView (texture.Get (), &srv_desc,
&srv);
if (!gst_d3d11_result (hr, device) || !srv) {
GST_ERROR ("Failed to create shader resource view");
return NULL;
}
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.ByteWidth = sizeof (VertexData) * 4;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = device_handle->CreateBuffer (&buffer_desc, NULL, &vertex_buffer);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
return NULL;
}
gst_d3d11_device_lock (device);
hr = context_handle->Map (vertex_buffer.Get (),
0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
gst_d3d11_device_unlock (device);
return NULL;
}
vertex_data = (VertexData *) map.pData;
/* bottom left */
gst_util_fraction_to_double (x, GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
x1 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (y + height,
GST_VIDEO_INFO_HEIGHT (&self->out_info), &val);
y1 = (val * -2.0f) + 1.0f;
/* top right */
gst_util_fraction_to_double (x + width,
GST_VIDEO_INFO_WIDTH (&self->out_info), &val);
x2 = (val * 2.0f) - 1.0f;
gst_util_fraction_to_double (y,
GST_VIDEO_INFO_HEIGHT (&self->out_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;
context_handle->Unmap (vertex_buffer.Get (), 0);
gst_d3d11_device_unlock (device);
overlay = g_new0 (GstD3D11CompositionOverlay, 1);
overlay->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect);
overlay->texture = texture.Detach ();
overlay->srv = srv.Detach ();
overlay->vertex_buffer = vertex_buffer.Detach ();
return overlay;
}
static void
gst_d3d11_composition_overlay_free (GstD3D11CompositionOverlay * overlay)
{
if (!overlay)
return;
if (overlay->overlay_rect)
gst_video_overlay_rectangle_unref (overlay->overlay_rect);
GST_D3D11_CLEAR_COM (overlay->srv);
GST_D3D11_CLEAR_COM (overlay->texture);
GST_D3D11_CLEAR_COM (overlay->vertex_buffer);
g_free (overlay);
}
static gboolean
gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self,
GstD3D11Device * device)
{
HRESULT hr;
D3D11_SAMPLER_DESC sampler_desc;
D3D11_INPUT_ELEMENT_DESC input_desc[2];
D3D11_BUFFER_DESC buffer_desc;
D3D11_BLEND_DESC blend_desc;
D3D11_MAPPED_SUBRESOURCE map;
WORD *indices;
ID3D11Device *device_handle;
ID3D11DeviceContext *context_handle;
ComPtr < ID3D11PixelShader > ps;
ComPtr < ID3D11VertexShader > vs;
ComPtr < ID3D11InputLayout > layout;
ComPtr < ID3D11SamplerState > sampler;
ComPtr < ID3D11BlendState > blend;
ComPtr < ID3D11Buffer > index_buffer;
memset (&sampler_desc, 0, sizeof (sampler_desc));
memset (input_desc, 0, sizeof (input_desc));
memset (&buffer_desc, 0, sizeof (buffer_desc));
memset (&blend_desc, 0, sizeof (blend_desc));
device_handle = gst_d3d11_device_get_device_handle (device);
context_handle = gst_d3d11_device_get_device_context_handle (device);
/* bilinear filtering */
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
return FALSE;
}
GST_LOG ("Create Pixel Shader \n%s", templ_pixel_shader);
if (!gst_d3d11_create_pixel_shader (device, templ_pixel_shader, &ps)) {
GST_ERROR ("Couldn't create pixel shader");
return FALSE;
}
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "TEXCOORD";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
GST_ERROR ("Couldn't vertex pixel shader");
return FALSE;
}
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.IndependentBlendEnable = FALSE;
blend_desc.RenderTarget[0].BlendEnable = TRUE;
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blend_desc.RenderTarget[0].RenderTargetWriteMask =
D3D11_COLOR_WRITE_ENABLE_ALL;
hr = device_handle->CreateBlendState (&blend_desc, &blend);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create blend staten, hr: 0x%x", (guint) hr);
return FALSE;
}
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;
hr = device_handle->CreateBuffer (&buffer_desc, NULL, &index_buffer);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
return FALSE;
}
gst_d3d11_device_lock (device);
hr = context_handle->Map (index_buffer.Get (),
0, D3D11_MAP_WRITE_DISCARD, 0, &map);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR ("Couldn't map index buffer, hr: 0x%x", (guint) hr);
gst_d3d11_device_unlock (device);
return FALSE;
}
indices = (WORD *) map.pData;
/* clockwise indexing */
indices[0] = 0; /* bottom left */
indices[1] = 1; /* top left */
indices[2] = 2; /* top right */
indices[3] = 3; /* bottom right */
indices[4] = 0; /* bottom left */
indices[5] = 2; /* top right */
context_handle->Unmap (index_buffer.Get (), 0);
gst_d3d11_device_unlock (device);
self->ps = ps.Detach ();
self->vs = vs.Detach ();
self->layout = layout.Detach ();
self->sampler = sampler.Detach ();
self->blend = blend.Detach ();
self->index_buffer = index_buffer.Detach ();
return TRUE;
}
GstD3D11OverlayCompositor *
gst_d3d11_overlay_compositor_new (GstD3D11Device * device,
GstVideoInfo * out_info)
{
GstD3D11OverlayCompositor *compositor = NULL;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (out_info != NULL, NULL);
compositor = g_new0 (GstD3D11OverlayCompositor, 1);
if (!gst_d3d11_overlay_compositor_setup_shader (compositor, device)) {
gst_d3d11_overlay_compositor_free (compositor);
return NULL;
}
compositor->device = (GstD3D11Device *) gst_object_ref (device);
compositor->out_info = *out_info;
compositor->viewport.TopLeftX = 0;
compositor->viewport.TopLeftY = 0;
compositor->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
compositor->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
compositor->viewport.MinDepth = 0.0f;
compositor->viewport.MaxDepth = 1.0f;
return compositor;
}
void
gst_d3d11_overlay_compositor_free (GstD3D11OverlayCompositor * compositor)
{
g_return_if_fail (compositor != NULL);
gst_d3d11_overlay_compositor_free_overlays (compositor);
GST_D3D11_CLEAR_COM (compositor->ps);
GST_D3D11_CLEAR_COM (compositor->vs);
GST_D3D11_CLEAR_COM (compositor->layout);
GST_D3D11_CLEAR_COM (compositor->sampler);
GST_D3D11_CLEAR_COM (compositor->blend);
GST_D3D11_CLEAR_COM (compositor->index_buffer);
gst_clear_object (&compositor->device);
g_free (compositor);
}
static gint
find_in_compositor (const GstD3D11CompositionOverlay * overlay,
const GstVideoOverlayRectangle * rect)
{
return !(overlay->overlay_rect == rect);
}
static gboolean
is_in_video_overlay_composition (GstVideoOverlayComposition * voc,
GstD3D11CompositionOverlay * overlay)
{
guint i;
for (i = 0; i < gst_video_overlay_composition_n_rectangles (voc); i++) {
GstVideoOverlayRectangle *rectangle =
gst_video_overlay_composition_get_rectangle (voc, i);
if (overlay->overlay_rect == rectangle)
return TRUE;
}
return FALSE;
}
gboolean
gst_d3d11_overlay_compositor_upload (GstD3D11OverlayCompositor * compositor,
GstBuffer * buf)
{
GstVideoOverlayCompositionMeta *meta;
gint i, num_overlays;
GList *iter;
g_return_val_if_fail (compositor != NULL, FALSE);
g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE);
meta = gst_buffer_get_video_overlay_composition_meta (buf);
if (!meta) {
gst_d3d11_overlay_compositor_free_overlays (compositor);
return TRUE;
}
num_overlays = gst_video_overlay_composition_n_rectangles (meta->overlay);
if (!num_overlays) {
gst_d3d11_overlay_compositor_free_overlays (compositor);
return TRUE;
}
GST_LOG ("Upload %d overlay rectangles", num_overlays);
/* Upload new overlay */
for (i = 0; i < num_overlays; i++) {
GstVideoOverlayRectangle *rectangle =
gst_video_overlay_composition_get_rectangle (meta->overlay, i);
if (!g_list_find_custom (compositor->overlays,
rectangle, (GCompareFunc) find_in_compositor)) {
GstD3D11CompositionOverlay *overlay = NULL;
overlay = gst_d3d11_composition_overlay_new (compositor, rectangle);
if (!overlay)
return FALSE;
compositor->overlays = g_list_append (compositor->overlays, overlay);
}
}
/* Remove old overlay */
iter = compositor->overlays;
while (iter) {
GstD3D11CompositionOverlay *overlay =
(GstD3D11CompositionOverlay *) iter->data;
GList *next = iter->next;
if (!is_in_video_overlay_composition (meta->overlay, overlay)) {
compositor->overlays = g_list_delete_link (compositor->overlays, iter);
gst_d3d11_composition_overlay_free (overlay);
}
iter = next;
}
return TRUE;
}
void
gst_d3d11_overlay_compositor_free_overlays (GstD3D11OverlayCompositor *
compositor)
{
g_return_if_fail (compositor != NULL);
if (compositor->overlays) {
g_list_free_full (compositor->overlays,
(GDestroyNotify) gst_d3d11_composition_overlay_free);
compositor->overlays = NULL;
}
}
gboolean
gst_d3d11_overlay_compositor_update_viewport (GstD3D11OverlayCompositor *
compositor, D3D11_VIEWPORT * viewport)
{
g_return_val_if_fail (compositor != NULL, FALSE);
g_return_val_if_fail (viewport != NULL, FALSE);
compositor->viewport = *viewport;
return TRUE;
}
gboolean
gst_d3d11_overlay_compositor_draw (GstD3D11OverlayCompositor * compositor,
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
{
gboolean ret = TRUE;
g_return_val_if_fail (compositor != NULL, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
gst_d3d11_device_lock (compositor->device);
ret = gst_d3d11_overlay_compositor_draw_unlocked (compositor, rtv);
gst_d3d11_device_unlock (compositor->device);
return ret;
}
gboolean
gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor *
compositor, ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
{
GList *iter;
ID3D11DeviceContext *context;
ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { nullptr, };
UINT strides = sizeof (VertexData);
UINT offsets = 0;
g_return_val_if_fail (compositor != NULL, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
context = gst_d3d11_device_get_device_context_handle (compositor->device);
context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context->IASetInputLayout (compositor->layout);
context->IASetIndexBuffer (compositor->index_buffer, DXGI_FORMAT_R16_UINT, 0);
context->PSSetSamplers (0, 1, &compositor->sampler);
context->VSSetShader (compositor->vs, nullptr, 0);
context->PSSetShader (compositor->ps, nullptr, 0);
context->RSSetViewports (1, &compositor->viewport);
context->OMSetRenderTargets (1, rtv, nullptr);
context->OMSetBlendState (compositor->blend, nullptr, 0xffffffff);
for (iter = compositor->overlays; iter; iter = g_list_next (iter)) {
GstD3D11CompositionOverlay *overlay =
(GstD3D11CompositionOverlay *) iter->data;
context->PSSetShaderResources (0, 1, &overlay->srv);
context->IASetVertexBuffers (0,
1, &overlay->vertex_buffer, &strides, &offsets);
context->DrawIndexed (6, 0, 0);
}
context->PSSetShaderResources (0, 1, clear_view);
context->OMSetRenderTargets (0, nullptr, nullptr);
return TRUE;
}