mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-05 09:00:54 +00:00
d3d11screencapturesrc: Fix crash when d3d11 device is different from owned one
GstD3D11ScreenCapture object is pipeline-independent global object and the object can be shared by multiple src elements, in order to overcome a limitation of DXGI Desktop Duplication API. Note that the API allows only single capture session in a process for a monitor. Therefore GstD3D11ScreenCapture object must be able to handle a case where a src element holds different GstD3D11Device object. Which can happen when GstD3D11Device context is not shared by pipelines. What's changed: * Allocates capture texture with D3D11_RESOURCE_MISC_SHARED for the texture to be able to copied into other device's texture * Holds additional shader objects per src element and use it when drawing mouse Fixes: https://gitlab.freedesktop.org/gstreamer/gstreamer/-/issues/1197 Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2378>
This commit is contained in:
parent
15d5b28515
commit
222963bd5a
4 changed files with 282 additions and 52 deletions
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@ -280,7 +280,8 @@ public:
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texture_desc.BindFlags =
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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/* source element may hold different d3d11 device object */
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texture_desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
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hr = device_handle->CreateTexture2D (&texture_desc,
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nullptr, &shared_texture_);
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@ -344,7 +345,11 @@ public:
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return GST_FLOW_OK;
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}
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bool DrawMouse (ID3D11RenderTargetView * rtv)
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bool
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DrawMouse (GstD3D11Device * device, ID3D11RenderTargetView * rtv,
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ID3D11VertexShader * vs, ID3D11PixelShader * ps,
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ID3D11InputLayout * layout, ID3D11SamplerState * sampler,
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ID3D11BlendState * blend)
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{
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GST_TRACE ("Drawing mouse");
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@ -359,9 +364,9 @@ public:
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D3D11_SUBRESOURCE_DATA InitData;
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D3D11_TEXTURE2D_DESC Desc;
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D3D11_SHADER_RESOURCE_VIEW_DESC SDesc;
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ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device_);
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ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
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ID3D11DeviceContext *context_handle =
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gst_d3d11_device_get_device_context_handle (device_);
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gst_d3d11_device_get_device_context_handle (device);
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VERTEX Vertices[NUMVERTICES] =
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{
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@ -462,7 +467,7 @@ public:
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// Create mouseshape as texture
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HRESULT hr = device_handle->CreateTexture2D(&Desc, &InitData, &MouseTex);
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if (!gst_d3d11_result (hr, device_)) {
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Failed to create texture for rendering mouse");
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return false;
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}
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@ -470,7 +475,7 @@ public:
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// Create shader resource from texture
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hr = device_handle->CreateShaderResourceView(MouseTex.Get(), &SDesc,
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&ShaderRes);
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if (!gst_d3d11_result (hr, device_)) {
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Failed to create shader resource view for rendering mouse");
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return false;
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}
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@ -487,7 +492,7 @@ public:
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// Create vertex buffer
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hr = device_handle->CreateBuffer(&BDesc, &InitData, &VertexBufferMouse);
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if (!gst_d3d11_result (hr, device_)) {
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Failed to create vertex buffer for rendering mouse");
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return false;
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}
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@ -495,19 +500,18 @@ public:
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FLOAT BlendFactor[4] = {0.f, 0.f, 0.f, 0.f};
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UINT Stride = sizeof(VERTEX);
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UINT Offset = 0;
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ID3D11SamplerState *samplers = sampler_.Get();
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ID3D11ShaderResourceView *srv = ShaderRes.Get();
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ID3D11Buffer *vert_buf = VertexBufferMouse.Get();
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context_handle->IASetVertexBuffers(0, 1, &vert_buf, &Stride, &Offset);
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context_handle->OMSetBlendState(blend_.Get(), BlendFactor, 0xFFFFFFFF);
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context_handle->OMSetBlendState(blend, BlendFactor, 0xFFFFFFFF);
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context_handle->OMSetRenderTargets(1, &rtv, nullptr);
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context_handle->VSSetShader(vs_.Get(), nullptr, 0);
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context_handle->PSSetShader(ps_.Get(), nullptr, 0);
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context_handle->VSSetShader(vs, nullptr, 0);
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context_handle->PSSetShader(ps, nullptr, 0);
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context_handle->PSSetShaderResources(0, 1, &srv);
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context_handle->PSSetSamplers(0, 1, &samplers);
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context_handle->PSSetSamplers(0, 1, &sampler);
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context_handle->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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context_handle->IASetInputLayout(layout_.Get());
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context_handle->IASetInputLayout(layout);
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D3D11_VIEWPORT VP;
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VP.Width = static_cast<FLOAT>(FullDesc.Width);
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@ -531,14 +535,60 @@ public:
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return true;
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}
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void
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CopyToTexture (ID3D11Texture2D * texture)
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GstFlowReturn
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CopyToTexture (GstD3D11Device * device, ID3D11Texture2D * texture)
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{
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ID3D11DeviceContext *context_handle =
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gst_d3d11_device_get_device_context_handle (device_);
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ID3D11DeviceContext *context_handle = nullptr;
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ComPtr <ID3D11Texture2D> tex;
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ComPtr < ID3D11Query > query;
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HRESULT hr;
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context_handle = gst_d3d11_device_get_device_context_handle (device);
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if (device == device_) {
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tex = shared_texture_;
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} else {
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ID3D11Device *device_handle = nullptr;
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ComPtr < IDXGIResource > dxgi_resource;
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D3D11_QUERY_DESC query_desc;
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HANDLE shared_handle;
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device_handle = gst_d3d11_device_get_device_handle (device);
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hr = shared_texture_.As (&dxgi_resource);
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if (!gst_d3d11_result (hr, device_))
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return GST_FLOW_ERROR;
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hr = dxgi_resource->GetSharedHandle (&shared_handle);
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if (!gst_d3d11_result (hr, device_))
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return GST_FLOW_ERROR;
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hr = device_handle->OpenSharedResource (shared_handle,
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IID_PPV_ARGS (&tex));
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if (!gst_d3d11_result (hr, device))
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return GST_FLOW_ERROR;
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query_desc.Query = D3D11_QUERY_EVENT;
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query_desc.MiscFlags = 0;
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hr = device_handle->CreateQuery (&query_desc, &query);
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if (!gst_d3d11_result (hr, device))
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return GST_FLOW_ERROR;
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}
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context_handle->CopySubresourceRegion (texture, 0, 0, 0, 0,
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shared_texture_.Get(), 0, nullptr);
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tex.Get(), 0, nullptr);
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if (query) {
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BOOL sync_done = FALSE;
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do {
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hr = context_handle->GetData (query.Get (),
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&sync_done, sizeof (BOOL), 0);
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} while (!sync_done && (hr == S_OK || hr == S_FALSE));
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}
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return GST_FLOW_OK;
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}
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void
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@ -628,33 +678,11 @@ private:
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return false;
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}
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/* For blending mouse pointer texture */
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D3D11_BLEND_DESC blend_desc;
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.IndependentBlendEnable = FALSE;
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blend_desc.RenderTarget[0].BlendEnable = TRUE;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].RenderTargetWriteMask =
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D3D11_COLOR_WRITE_ENABLE_ALL;
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ComPtr<ID3D11BlendState> blend;
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hr = device_handle->CreateBlendState (&blend_desc, &blend);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Failed to create blend state, hr 0x%x", (guint) hr);
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return false;
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}
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/* Everything is prepared now */
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vs_ = vs;
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ps_ = ps;
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layout_ = layout;
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sampler_ = sampler;
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blend_ = blend;
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return true;
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}
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@ -1445,7 +1473,6 @@ private:
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ComPtr<ID3D11InputLayout> layout_;
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ComPtr<ID3D11SamplerState> sampler_;
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ComPtr<IDXGIOutputDuplication> dupl_;
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ComPtr<ID3D11BlendState> blend_;
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/* frame metadata */
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BYTE *metadata_buffer_;
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@ -1479,6 +1506,7 @@ struct _GstD3D11ScreenCapture
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HMONITOR monitor_handle;
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RECT desktop_coordinates;
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gboolean prepared;
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gint64 adapter_luid;
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GRecMutex lock;
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};
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@ -1623,6 +1651,8 @@ gst_d3d11_screen_capture_constructed (GObject * object)
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self->desktop_coordinates.right, self->desktop_coordinates.bottom,
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self->cached_width, self->cached_height);
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g_object_get (self->device, "adapter-luid", &self->adapter_luid, nullptr);
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ret = TRUE;
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out:
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@ -1798,16 +1828,33 @@ gst_d3d11_screen_capture_get_size (GstD3D11ScreenCapture * capture,
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GstFlowReturn
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gst_d3d11_screen_capture_do_capture (GstD3D11ScreenCapture * capture,
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ID3D11Texture2D * texture, ID3D11RenderTargetView * rtv,
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gboolean draw_mouse)
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GstD3D11Device * device, ID3D11Texture2D * texture,
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ID3D11RenderTargetView * rtv, ID3D11VertexShader * vs,
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ID3D11PixelShader * ps, ID3D11InputLayout * layout,
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ID3D11SamplerState * sampler, ID3D11BlendState * blend, gboolean draw_mouse)
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{
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GstFlowReturn ret = GST_FLOW_OK;
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D3D11_TEXTURE2D_DESC desc;
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gboolean shared_device = FALSE;
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guint width, height;
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g_return_val_if_fail (GST_IS_D3D11_SCREEN_CAPTURE (capture), GST_FLOW_ERROR);
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g_return_val_if_fail (texture != nullptr, GST_FLOW_ERROR);
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if (device != capture->device) {
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gint64 luid;
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g_object_get (device, "adapter-luid", &luid, nullptr);
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/* source element must hold d3d11 device for the same GPU already
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* by DXGI duplication API design */
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if (luid != capture->adapter_luid) {
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GST_ERROR_OBJECT (capture, "Trying to capture from different device");
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return GST_FLOW_ERROR;
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}
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shared_device = TRUE;
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}
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g_rec_mutex_lock (&capture->lock);
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if (!capture->prepared)
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ret = gst_d3d11_screen_capture_prepare (capture);
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@ -1851,14 +1898,24 @@ gst_d3d11_screen_capture_do_capture (GstD3D11ScreenCapture * capture,
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}
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GST_LOG_OBJECT (capture, "Capture done");
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if (shared_device)
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gst_d3d11_device_lock (device);
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ret = capture->dupl_obj->CopyToTexture (device, texture);
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if (ret != GST_FLOW_OK)
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goto out;
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capture->dupl_obj->CopyToTexture (texture);
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if (draw_mouse)
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capture->dupl_obj->DrawMouse (rtv);
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capture->dupl_obj->DrawMouse (device, rtv, vs, ps, layout, sampler, blend);
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out:
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if (shared_device)
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gst_d3d11_device_unlock (device);
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gst_d3d11_device_unlock (capture->device);
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g_rec_mutex_unlock (&capture->lock);
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return GST_FLOW_OK;
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return ret;
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}
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HRESULT
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@ -44,8 +44,14 @@ gboolean gst_d3d11_screen_capture_get_size (GstD3D11ScreenCapture * captu
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guint * height);
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GstFlowReturn gst_d3d11_screen_capture_do_capture (GstD3D11ScreenCapture * capture,
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GstD3D11Device * device,
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ID3D11Texture2D * texture,
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ID3D11RenderTargetView *rtv,
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ID3D11RenderTargetView * rtv,
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ID3D11VertexShader * vs,
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ID3D11PixelShader * ps,
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ID3D11InputLayout * layout,
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ID3D11SamplerState * sampler,
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ID3D11BlendState * blend,
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gboolean draw_mouse);
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HRESULT gst_d3d11_screen_capture_find_output_for_monitor (HMONITOR monitor,
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@ -39,6 +39,7 @@
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#include "gstd3d11screencapturesrc.h"
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#include "gstd3d11screencapture.h"
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#include "gstd3d11pluginutils.h"
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#include "gstd3d11shader.h"
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#include <wrl.h>
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#include <string.h>
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@ -92,6 +93,12 @@ struct _GstD3D11ScreenCaptureSrc
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GstClockTime max_latency;
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gboolean downstream_supports_d3d11;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11InputLayout *layout;
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ID3D11SamplerState *sampler;
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ID3D11BlendState *blend;
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};
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static void gst_d3d11_screen_capture_src_dispose (GObject * object);
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@ -503,6 +510,118 @@ error:
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return FALSE;
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}
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static gboolean
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gst_d3d11_screen_capture_prepare_shader (GstD3D11ScreenCaptureSrc * self)
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{
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/* *INDENT-OFF* */
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static const gchar vs_str[] =
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"struct VS_INPUT {\n"
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" float4 Position: POSITION;\n"
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" float2 Texture: TEXCOORD;\n"
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"};\n"
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"\n"
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"struct VS_OUTPUT {\n"
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" float4 Position: SV_POSITION;\n"
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" float2 Texture: TEXCOORD;\n"
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"};\n"
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"\n"
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"VS_OUTPUT main (VS_INPUT input)\n"
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"{\n"
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" return input;\n"
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"}";
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static const gchar ps_str[] =
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"Texture2D shaderTexture;\n"
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"SamplerState samplerState;\n"
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"\n"
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"struct PS_INPUT {\n"
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" float4 Position: SV_POSITION;\n"
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" float2 Texture: TEXCOORD;\n"
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"};\n"
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"\n"
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"struct PS_OUTPUT {\n"
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" float4 Plane: SV_Target;\n"
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"};\n"
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"\n"
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"PS_OUTPUT main(PS_INPUT input)\n"
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"{\n"
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" PS_OUTPUT output;\n"
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" output.Plane = shaderTexture.Sample(samplerState, input.Texture);\n"
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" return output;\n"
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"}";
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/* *INDENT-ON* */
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D3D11_INPUT_ELEMENT_DESC input_desc[] = {
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{"POSITION",
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0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD",
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0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
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};
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ComPtr < ID3D11VertexShader > vs;
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ComPtr < ID3D11InputLayout > layout;
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ComPtr < ID3D11PixelShader > ps;
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ComPtr < ID3D11SamplerState > sampler;
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ComPtr < ID3D11BlendState > blend;
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D3D11_SAMPLER_DESC sampler_desc;
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D3D11_BLEND_DESC blend_desc;
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ID3D11Device *device_handle;
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HRESULT hr;
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device_handle = gst_d3d11_device_get_device_handle (self->device);
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if (!gst_d3d11_create_vertex_shader (self->device,
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vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
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GST_ERROR_OBJECT (self, "Failed to create vertex shader");
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return FALSE;
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}
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if (!gst_d3d11_create_pixel_shader (self->device, ps_str, &ps)) {
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GST_ERROR_OBJECT (self, "Failed to create pixel shader");
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return FALSE;
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}
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memset (&sampler_desc, 0, sizeof (D3D11_SAMPLER_DESC));
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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sampler_desc.MinLOD = 0;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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hr = device_handle->CreateSamplerState (&sampler_desc, &sampler);
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if (!gst_d3d11_result (hr, self->device)) {
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GST_ERROR_OBJECT (self,
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"Failed to create sampler state, hr 0x%x", (guint) hr);
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return FALSE;
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}
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.IndependentBlendEnable = FALSE;
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blend_desc.RenderTarget[0].BlendEnable = TRUE;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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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, self->device)) {
|
||||
GST_ERROR_OBJECT (self,
|
||||
"Failed to create blend state, hr 0x%x", (guint) hr);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
self->vs = vs.Detach ();
|
||||
self->ps = ps.Detach ();
|
||||
self->layout = layout.Detach ();
|
||||
self->sampler = sampler.Detach ();
|
||||
self->blend = blend.Detach ();
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static gboolean
|
||||
gst_d3d11_screen_capture_src_start (GstBaseSrc * bsrc)
|
||||
{
|
||||
|
@ -559,6 +678,9 @@ gst_d3d11_screen_capture_src_start (GstBaseSrc * bsrc)
|
|||
goto error;
|
||||
}
|
||||
|
||||
if (!gst_d3d11_screen_capture_prepare_shader (self))
|
||||
goto error;
|
||||
|
||||
self->last_frame_no = -1;
|
||||
self->min_latency = self->max_latency = GST_CLOCK_TIME_NONE;
|
||||
|
||||
|
@ -594,6 +716,12 @@ gst_d3d11_screen_capture_src_stop (GstBaseSrc * bsrc)
|
|||
gst_clear_object (&self->pool);
|
||||
}
|
||||
|
||||
GST_D3D11_CLEAR_COM (self->vs);
|
||||
GST_D3D11_CLEAR_COM (self->ps);
|
||||
GST_D3D11_CLEAR_COM (self->layout);
|
||||
GST_D3D11_CLEAR_COM (self->sampler);
|
||||
GST_D3D11_CLEAR_COM (self->blend);
|
||||
|
||||
gst_clear_object (&self->capture);
|
||||
gst_clear_object (&self->device);
|
||||
|
||||
|
@ -807,9 +935,9 @@ again:
|
|||
|
||||
texture = (ID3D11Texture2D *) info.data;
|
||||
before_capture = gst_clock_get_time (clock);
|
||||
ret =
|
||||
gst_d3d11_screen_capture_do_capture (self->capture, texture, rtv,
|
||||
draw_mouse);
|
||||
ret = gst_d3d11_screen_capture_do_capture (self->capture, self->device,
|
||||
texture, rtv, self->vs, self->ps, self->layout, self->sampler,
|
||||
self->blend, draw_mouse);
|
||||
gst_memory_unmap (mem, &info);
|
||||
|
||||
switch (ret) {
|
||||
|
|
|
@ -143,9 +143,12 @@ gint
|
|||
main (gint argc, gchar ** argv)
|
||||
{
|
||||
GstElement *pipeline, *src, *queue, *sink;
|
||||
GstElement *pipeline_1 = nullptr, *src_1, *queue_1, *sink_1;
|
||||
GMainLoop *loop;
|
||||
gboolean ret;
|
||||
gboolean show_devices = FALSE;
|
||||
gboolean multi_pipelines = FALSE;
|
||||
gboolean show_cursor = FALSE;
|
||||
gint64 hmonitor = 0;
|
||||
gint monitor_index = -1;
|
||||
GError *err = nullptr;
|
||||
|
@ -158,6 +161,10 @@ main (gint argc, gchar ** argv)
|
|||
"Address of HMONITOR handle", nullptr},
|
||||
{"index", 0, 0, G_OPTION_ARG_INT, &monitor_index,
|
||||
"Monitor index to capture (-1 for primary monitor)", nullptr},
|
||||
{"multi-pipelines", 0, 0, G_OPTION_ARG_NONE, &multi_pipelines,
|
||||
"Run two separate pipelines for capturing a single monitor", nullptr},
|
||||
{"show-cursor", 0, 0, G_OPTION_ARG_NONE, &show_cursor,
|
||||
"Draw mouse cursor", nullptr},
|
||||
{nullptr}
|
||||
};
|
||||
|
||||
|
@ -185,12 +192,25 @@ main (gint argc, gchar ** argv)
|
|||
}
|
||||
|
||||
src = gst_device_create_element (device, nullptr);
|
||||
gst_object_unref (device);
|
||||
if (!src) {
|
||||
g_warning ("Failed to create d3d11screencapture element");
|
||||
return 1;
|
||||
}
|
||||
|
||||
g_object_set (src, "show-cursor", show_cursor, nullptr);
|
||||
|
||||
if (multi_pipelines) {
|
||||
src_1 = gst_device_create_element (device, nullptr);
|
||||
if (!src_1) {
|
||||
g_warning ("Failed to create second d3d11screencapture element");
|
||||
return 1;
|
||||
}
|
||||
|
||||
g_object_set (src_1, "show-cursor", show_cursor, nullptr);
|
||||
}
|
||||
|
||||
gst_object_unref (device);
|
||||
|
||||
loop = g_main_loop_new (nullptr, FALSE);
|
||||
pipeline = gst_pipeline_new (nullptr);
|
||||
|
||||
|
@ -203,12 +223,31 @@ main (gint argc, gchar ** argv)
|
|||
gst_bus_add_watch (GST_ELEMENT_BUS (pipeline), (GstBusFunc) bus_msg, loop);
|
||||
gst_element_set_state (pipeline, GST_STATE_PLAYING);
|
||||
|
||||
if (multi_pipelines) {
|
||||
pipeline_1 = gst_pipeline_new (nullptr);
|
||||
|
||||
queue_1 = gst_element_factory_make ("queue", nullptr);
|
||||
sink_1 = gst_element_factory_make ("d3d11videosink", nullptr);
|
||||
|
||||
gst_bin_add_many (GST_BIN (pipeline_1), src_1, queue_1, sink_1, nullptr);
|
||||
gst_element_link_many (src_1, queue_1, sink_1, nullptr);
|
||||
|
||||
gst_bus_add_watch (GST_ELEMENT_BUS (pipeline_1), (GstBusFunc) bus_msg, loop);
|
||||
gst_element_set_state (pipeline_1, GST_STATE_PLAYING);
|
||||
}
|
||||
|
||||
g_main_loop_run (loop);
|
||||
|
||||
gst_element_set_state (pipeline, GST_STATE_NULL);
|
||||
gst_bus_remove_watch (GST_ELEMENT_BUS (pipeline));
|
||||
|
||||
gst_object_unref (pipeline);
|
||||
|
||||
if (multi_pipelines) {
|
||||
gst_element_set_state (pipeline_1, GST_STATE_NULL);
|
||||
gst_bus_remove_watch (GST_ELEMENT_BUS (pipeline));
|
||||
gst_object_unref (pipeline_1);
|
||||
}
|
||||
|
||||
g_main_loop_unref (loop);
|
||||
|
||||
return 0;
|
||||
|
|
Loading…
Reference in a new issue