d3d11converter: Fix YUY2 conversion error

Always configure shader conversion path, then fallback to the
shader path if processor is not available

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/3392>
This commit is contained in:
Seungha Yang 2022-11-13 02:08:15 +09:00 committed by GStreamer Marge Bot
parent d0572622fa
commit 837881ad29

View file

@ -679,9 +679,14 @@ struct _GstD3D11ConverterPrivate
gchar *in_cll_str;
gchar *out_cll_str;
/* Fallback buffer and info, for shader */
GstVideoInfo fallback_info;
GstBuffer *fallback_inbuf;
/* Fallback buffer used for processor */
GstVideoInfo piv_info;
GstBuffer *piv_inbuf;
GstVideoOrientationMethod video_direction;
SRWLOCK prop_lock;
@ -849,6 +854,7 @@ gst_d3d11_converter_dispose (GObject * object)
GST_D3D11_CLEAR_COM (priv->ps[i]);
gst_clear_buffer (&priv->fallback_inbuf);
gst_clear_buffer (&priv->piv_inbuf);
gst_clear_object (&self->device);
G_OBJECT_CLASS (parent_class)->dispose (object);
@ -1641,6 +1647,9 @@ gst_d3d11_converter_update_src_rect (GstD3D11Converter * self)
gint texture_width = priv->input_texture_width;
gint texture_height = priv->input_texture_height;
if (!priv->update_src_rect)
return TRUE;
priv->update_src_rect = FALSE;
priv->src_rect.left = priv->src_x;
@ -1788,6 +1797,9 @@ gst_d3d11_converter_update_dest_rect (GstD3D11Converter * self)
GstD3D11ConverterPrivate *priv = self->priv;
const GstVideoInfo *out_info = &priv->out_info;
if (!priv->update_dest_rect)
return TRUE;
priv->viewport[0].TopLeftX = priv->dest_x;
priv->viewport[0].TopLeftY = priv->dest_y;
priv->viewport[0].Width = priv->dest_width;
@ -3164,6 +3176,7 @@ gst_d3d11_converter_new (GstD3D11Device * device, const GstVideoInfo * in_info,
priv->const_data.alpha = 1.0;
priv->in_info = *in_info;
priv->fallback_info = *in_info;
priv->piv_info = *in_info;
priv->out_info = *out_info;
priv->in_d3d11_format = in_d3d11_format;
priv->out_d3d11_format = out_d3d11_format;
@ -3209,12 +3222,6 @@ gst_d3d11_converter_new (GstD3D11Device * device, const GstVideoInfo * in_info,
GST_DEBUG_OBJECT (self, "Video processor is available");
priv->supported_backend |= GST_D3D11_CONVERTER_BACKEND_VIDEO_PROCESSOR;
}
/* Always use converter */
if (GST_VIDEO_INFO_FORMAT (in_info) == GST_VIDEO_FORMAT_YUY2) {
GST_DEBUG_OBJECT (self, "Use video processor only");
goto out;
}
}
if ((wanted_backend & GST_D3D11_CONVERTER_BACKEND_SHADER) == 0)
@ -3275,6 +3282,11 @@ gst_d3d11_converter_new (GstD3D11Device * device, const GstVideoInfo * in_info,
priv->unpack_convert =
gst_video_converter_new (in_info, &tmp_info, nullptr);
if (!priv->unpack_convert) {
GST_ERROR_OBJECT (self, "Couldn't create unpack convert");
priv->supported_backend = (GstD3D11ConverterBackend) 0;
goto out;
}
priv->fallback_info = tmp_info;
in_info = &priv->fallback_info;
@ -3335,19 +3347,14 @@ gst_d3d11_converter_convert_internal (GstD3D11Converter * self,
resource.As (&texture);
texture->GetDesc (&desc);
if (priv->update_dest_rect && !gst_d3d11_converter_update_dest_rect (self)) {
GST_ERROR_OBJECT (self, "Failed to update dest rect");
return FALSE;
}
if (priv->update_src_rect ||
desc.Width != (guint) priv->input_texture_width ||
if (desc.Width != (guint) priv->input_texture_width ||
desc.Height != (guint) priv->input_texture_height) {
GST_DEBUG_OBJECT (self, "Update vertext buffer, texture resolution: %dx%d",
desc.Width, desc.Height);
priv->input_texture_width = desc.Width;
priv->input_texture_height = desc.Height;
priv->update_src_rect = TRUE;
if (!gst_d3d11_converter_update_src_rect (self)) {
GST_ERROR_OBJECT (self, "Cannot update src rect");
@ -3441,7 +3448,7 @@ gst_d3d11_converter_check_bind_flags_for_piv (guint bind_flags)
}
static gboolean
gst_d3d11_converter_ensure_d3d11_buffer (GstD3D11Converter * self,
gst_d3d11_converter_is_d3d11_buffer (GstD3D11Converter * self,
GstBuffer * buffer)
{
if (gst_buffer_n_memory (buffer) == 0) {
@ -3480,9 +3487,6 @@ gst_d3d11_converter_create_fallback_buffer (GstD3D11Converter * self)
gst_clear_buffer (&priv->fallback_inbuf);
if (priv->processor)
bind_flags |= D3D11_BIND_RENDER_TARGET;
params = gst_d3d11_allocation_params_new (self->device, &priv->fallback_info,
GST_D3D11_ALLOCATION_FLAG_DEFAULT, bind_flags, 0);
@ -3521,7 +3525,8 @@ gst_d3d11_converter_create_fallback_buffer (GstD3D11Converter * self)
}
static gboolean
gst_d3d11_converter_copy_buffer (GstD3D11Converter * self, GstBuffer * in_buf)
gst_d3d11_converter_upload_for_shader (GstD3D11Converter * self,
GstBuffer * in_buf)
{
GstD3D11ConverterPrivate *priv = self->priv;
GstVideoFrame frame, fallback_frame;
@ -3828,6 +3833,258 @@ gst_d3d11_converter_update_hdr10_meta (GstD3D11Converter * self)
}
}
static gboolean
gst_d3d11_converter_need_blend (GstD3D11Converter * self)
{
GstD3D11ConverterPrivate *priv = self->priv;
if (priv->blend && priv->blend_desc.RenderTarget[0].BlendEnable) {
if (priv->alpha != 1.0) {
return TRUE;
} else if ((priv->blend_desc.RenderTarget[0].SrcBlend ==
D3D11_BLEND_BLEND_FACTOR
|| priv->blend_desc.RenderTarget[0].SrcBlend ==
D3D11_BLEND_INV_BLEND_FACTOR)
&& (priv->blend_factor[0] != 1.0 || priv->blend_factor[1] != 1.0
|| priv->blend_factor[2] != 1.0 || priv->blend_factor[3] != 1.0)) {
return TRUE;
}
}
return FALSE;
}
static gboolean
gst_d3d11_converter_processor_available (GstD3D11Converter * self)
{
GstD3D11ConverterPrivate *priv = self->priv;
if ((priv->supported_backend &
GST_D3D11_CONVERTER_BACKEND_VIDEO_PROCESSOR) == 0)
return FALSE;
/* TODO: processor may be able to blend textures */
if (gst_d3d11_converter_need_blend (self))
return FALSE;
/* flip/rotate is not supported by processor */
if (priv->processor_direction_not_supported)
return FALSE;
return TRUE;
}
static gboolean
gst_d3d11_converter_piv_available (GstD3D11Converter * self, GstBuffer * in_buf)
{
GstD3D11Memory *mem;
D3D11_TEXTURE2D_DESC desc;
mem = (GstD3D11Memory *) gst_buffer_peek_memory (in_buf, 0);
gst_d3d11_memory_get_texture_desc (mem, &desc);
return gst_d3d11_converter_check_bind_flags_for_piv (desc.BindFlags);
}
static gboolean
gst_d3d11_converter_create_piv_buffer (GstD3D11Converter * self)
{
GstD3D11ConverterPrivate *priv = self->priv;
GstD3D11AllocationParams *params;
GstBufferPool *pool;
GstCaps *caps;
GstStructure *config;
gst_clear_buffer (&priv->piv_inbuf);
params = gst_d3d11_allocation_params_new (self->device, &priv->piv_info,
GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
caps = gst_video_info_to_caps (&priv->piv_info);
pool = gst_d3d11_buffer_pool_new (self->device);
config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_set_params (config, caps, priv->piv_info.size, 0, 0);
gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
gst_caps_unref (caps);
gst_d3d11_allocation_params_free (params);
if (!gst_buffer_pool_set_config (pool, config)) {
GST_ERROR_OBJECT (self, "Failed to set pool config");
gst_object_unref (pool);
return FALSE;
}
if (!gst_buffer_pool_set_active (pool, TRUE)) {
GST_ERROR_OBJECT (self, "Failed to set active");
gst_object_unref (pool);
return FALSE;
}
gst_buffer_pool_acquire_buffer (pool, &priv->piv_inbuf, nullptr);
gst_buffer_pool_set_active (pool, FALSE);
gst_object_unref (pool);
if (!priv->piv_inbuf) {
GST_ERROR_OBJECT (self, "Failed to create PIV buffer");
return FALSE;
}
return TRUE;
}
static gboolean
gst_d3d11_converter_upload_for_processor (GstD3D11Converter * self,
GstBuffer * in_buf)
{
GstD3D11ConverterPrivate *priv = self->priv;
GstVideoFrame frame, fallback_frame;
GstVideoInfo *piv_info = &priv->piv_info;
gboolean ret = TRUE;
if (!gst_video_frame_map (&frame, &priv->in_info, in_buf, GST_MAP_READ)) {
GST_ERROR_OBJECT (self, "Failed to map input buffer");
return FALSE;
}
/* Probably cropped buffer */
if (piv_info->width != GST_VIDEO_FRAME_WIDTH (&frame) ||
piv_info->height != GST_VIDEO_FRAME_HEIGHT (&frame)) {
gst_clear_buffer (&priv->piv_inbuf);
*piv_info = frame.info;
}
if (!priv->piv_inbuf && !gst_d3d11_converter_create_piv_buffer (self)) {
goto error;
}
if (!gst_video_frame_map (&fallback_frame,
&priv->piv_info, priv->piv_inbuf, GST_MAP_WRITE)) {
GST_ERROR_OBJECT (self, "Couldn't map fallback buffer");
goto error;
}
ret = gst_video_frame_copy (&fallback_frame, &frame);
gst_video_frame_unmap (&fallback_frame);
gst_video_frame_unmap (&frame);
return ret;
error:
gst_video_frame_unmap (&frame);
return FALSE;
}
static gboolean
gst_d3d11_converter_do_processor_blt (GstD3D11Converter * self,
GstBuffer * in_buf, GstBuffer * out_buf)
{
GstD3D11ConverterPrivate *priv = self->priv;
ID3D11VideoProcessorInputView *piv = nullptr;
ID3D11VideoProcessorOutputView *pov = nullptr;
ID3D11VideoContext1 *video_ctx = priv->video_context;
ID3D11VideoProcessor *proc = priv->processor;
D3D11_VIDEO_PROCESSOR_STREAM stream = { 0, };
HRESULT hr;
GstMemory *in_mem, *out_mem;
GstD3D11Memory *in_dmem;
GstD3D11Memory *out_dmem;
GstMapInfo in_info, out_info;
gboolean ret = FALSE;
g_assert (gst_buffer_n_memory (in_buf) == 1);
g_assert (gst_buffer_n_memory (out_buf) == 1);
in_mem = gst_buffer_peek_memory (in_buf, 0);
out_mem = gst_buffer_peek_memory (out_buf, 0);
if (!gst_memory_map (in_mem, &in_info,
(GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map input buffer");
return FALSE;
}
if (!gst_memory_map (out_mem, &out_info,
(GstMapFlags) (GST_MAP_WRITE | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map output buffer");
gst_memory_unmap (in_mem, &in_info);
return FALSE;
}
in_dmem = GST_D3D11_MEMORY_CAST (in_mem);
out_dmem = GST_D3D11_MEMORY_CAST (out_mem);
piv = gst_d3d11_memory_get_processor_input_view (in_dmem,
priv->video_device, priv->enumerator);
if (!piv) {
GST_ERROR_OBJECT (self, "PIV is unavailable");
goto out;
}
pov = gst_d3d11_memory_get_processor_output_view (out_dmem,
priv->video_device, priv->enumerator);
if (!pov) {
GST_ERROR_OBJECT (self, "POV is unavailable");
goto out;
}
video_ctx->VideoProcessorSetStreamSourceRect (proc, 0, TRUE, &priv->src_rect);
video_ctx->VideoProcessorSetStreamDestRect (proc, 0, TRUE, &priv->dest_rect);
if (priv->clear_background) {
video_ctx->VideoProcessorSetOutputTargetRect (proc,
TRUE, &priv->dest_full_rect);
video_ctx->VideoProcessorSetOutputBackgroundColor (proc,
GST_VIDEO_INFO_IS_YUV (&priv->out_info), &priv->background_color);
} else {
video_ctx->VideoProcessorSetOutputTargetRect (proc, TRUE, &priv->dest_rect);
}
if (priv->video_context2 &&
(priv->processor_caps.FeatureCaps & FEATURE_CAPS_METADATA_HDR10) != 0) {
if (priv->have_in_hdr10) {
priv->video_context2->VideoProcessorSetStreamHDRMetaData (proc, 0,
DXGI_HDR_METADATA_TYPE_HDR10, sizeof (DXGI_HDR_METADATA_HDR10),
&priv->in_hdr10_meta);
} else {
priv->video_context2->VideoProcessorSetStreamHDRMetaData (proc, 0,
DXGI_HDR_METADATA_TYPE_NONE, 0, nullptr);
}
if (priv->have_out_hdr10) {
priv->video_context2->VideoProcessorSetOutputHDRMetaData (proc,
DXGI_HDR_METADATA_TYPE_HDR10, sizeof (DXGI_HDR_METADATA_HDR10),
&priv->in_hdr10_meta);
}
}
if ((priv->processor_caps.FeatureCaps & FEATURE_CAPS_ROTATION) != 0) {
video_ctx->VideoProcessorSetStreamRotation (proc, 0,
priv->enable_rotation, priv->rotation);
}
if ((priv->processor_caps.FeatureCaps & PROCESSOR_FEATURE_CAPS_MIRROR) != 0) {
video_ctx->VideoProcessorSetStreamMirror (proc, 0, priv->enable_mirror,
priv->flip_h, priv->flip_v);
}
stream.Enable = TRUE;
stream.pInputSurface = piv;
GST_TRACE_OBJECT (self, "Converting using processor");
hr = video_ctx->VideoProcessorBlt (proc, pov, 0, 1, &stream);
ret = gst_d3d11_result (hr, self->device);
priv->processor_in_use = ret;
out:
gst_memory_unmap (out_mem, &out_info);
gst_memory_unmap (in_mem, &in_info);
return ret;
}
static gboolean
gst_d3d11_converter_convert_buffer_internal (GstD3D11Converter * self,
GstBuffer * in_buf, GstBuffer * out_buf)
@ -3835,34 +4092,102 @@ gst_d3d11_converter_convert_buffer_internal (GstD3D11Converter * self,
GstD3D11ConverterPrivate *priv = self->priv;
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES] = { nullptr, };
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES] = { nullptr, };
ID3D11VideoProcessorInputView *piv = nullptr;
ID3D11VideoProcessorOutputView *pov = nullptr;
gboolean use_processor = FALSE;
GstD3D11Memory *in_dmem;
GstD3D11Memory *out_dmem;
GstMapInfo in_info[GST_VIDEO_MAX_PLANES];
GstMapInfo out_info[GST_VIDEO_MAX_PLANES];
D3D11_TEXTURE2D_DESC in_desc, out_desc;
D3D11_TEXTURE2D_DESC desc;
guint num_srv, num_rtv;
gboolean ret = FALSE;
gboolean need_blend = FALSE;
gboolean in_d3d11;
GstD3D11SRWLockGuard (&priv->prop_lock);
/* Output buffer must be valid D3D11 buffer */
if (!gst_d3d11_converter_ensure_d3d11_buffer (self, out_buf)) {
if (!gst_d3d11_converter_is_d3d11_buffer (self, out_buf)) {
GST_ERROR_OBJECT (self, "Output is not d3d11 buffer");
return FALSE;
}
if (gst_buffer_n_memory (in_buf) == 0) {
GST_ERROR_OBJECT (self, "Empty buffer");
GST_ERROR_OBJECT (self, "Empty input buffer");
return FALSE;
}
/* But allows input copying */
if (!gst_d3d11_converter_ensure_d3d11_buffer (self, in_buf) ||
(GST_VIDEO_INFO_FORMAT (&priv->in_info) == GST_VIDEO_FORMAT_YUY2 &&
priv->unpack_convert)) {
if (!gst_d3d11_converter_copy_buffer (self, in_buf)) {
out_dmem = (GstD3D11Memory *) gst_buffer_peek_memory (out_buf, 0);
if (!gst_d3d11_memory_get_texture_desc (out_dmem, &desc)) {
GST_ERROR_OBJECT (self, "Failed to get output desc");
return FALSE;
}
if ((desc.BindFlags & D3D11_BIND_RENDER_TARGET) == 0) {
GST_ERROR_OBJECT (self, "Output is not bound to render target");
return FALSE;
}
gst_d3d11_converter_update_hdr10_meta (self);
/* Update in/out rect */
if (!gst_d3d11_converter_update_dest_rect (self)) {
GST_ERROR_OBJECT (self, "Failed to update dest rect");
return FALSE;
}
if (!gst_d3d11_converter_update_src_rect (self)) {
GST_ERROR_OBJECT (self, "Failed to update src rect");
return FALSE;
}
in_d3d11 = gst_d3d11_converter_is_d3d11_buffer (self, in_buf);
if (gst_d3d11_converter_processor_available (self)) {
gboolean use_processor = FALSE;
gboolean piv_available = FALSE;
if (in_d3d11)
piv_available = gst_d3d11_converter_piv_available (self, in_buf);
if ((priv->supported_backend & GST_D3D11_CONVERTER_BACKEND_SHADER) != 0) {
/* processor only */
use_processor = TRUE;
} else if (piv_available) {
in_dmem = (GstD3D11Memory *) gst_buffer_peek_memory (in_buf, 0);
if (GST_VIDEO_INFO_FORMAT (&priv->in_info) == GST_VIDEO_FORMAT_YUY2) {
/* Always use processor for packed YUV */
use_processor = TRUE;
} else if (!gst_d3d11_memory_get_shader_resource_view_size (in_dmem)) {
/* SRV is unavailable, use processor */
use_processor = TRUE;
} else if (priv->video_context2 &&
(priv->have_in_hdr10 || priv->have_out_hdr10)) {
/* HDR10 tonemap is needed */
use_processor = TRUE;
} else if (priv->processor_in_use) {
use_processor = TRUE;
}
}
if (use_processor) {
if (!piv_available) {
if (!gst_d3d11_converter_upload_for_processor (self, in_buf)) {
GST_ERROR_OBJECT (self, "Couldn't upload buffer");
return FALSE;
}
in_buf = priv->piv_inbuf;
}
return gst_d3d11_converter_do_processor_blt (self, in_buf, out_buf);
}
}
if ((priv->supported_backend & GST_D3D11_CONVERTER_BACKEND_SHADER) == 0) {
GST_ERROR_OBJECT (self, "Conversion is not supported");
goto out;
}
if (!in_d3d11 ||
GST_VIDEO_INFO_FORMAT (&priv->in_info) == GST_VIDEO_FORMAT_YUY2) {
if (!gst_d3d11_converter_upload_for_shader (self, in_buf)) {
GST_ERROR_OBJECT (self, "Couldn't copy into fallback buffer");
return FALSE;
}
@ -3870,24 +4195,6 @@ gst_d3d11_converter_convert_buffer_internal (GstD3D11Converter * self,
in_buf = priv->fallback_inbuf;
}
in_dmem = (GstD3D11Memory *) gst_buffer_peek_memory (in_buf, 0);
out_dmem = (GstD3D11Memory *) gst_buffer_peek_memory (out_buf, 0);
if (!gst_d3d11_memory_get_texture_desc (in_dmem, &in_desc)) {
GST_ERROR_OBJECT (self, "Failed to get input desc");
return FALSE;
}
if (!gst_d3d11_memory_get_texture_desc (out_dmem, &out_desc)) {
GST_ERROR_OBJECT (self, "Failed to get output desc");
return FALSE;
}
if ((out_desc.BindFlags & D3D11_BIND_RENDER_TARGET) == 0) {
GST_ERROR_OBJECT (self, "Output is not bound to render target");
return FALSE;
}
if (!gst_d3d11_converter_map_buffer (self, in_buf, in_info,
(GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map input buffer");
@ -3901,165 +4208,6 @@ gst_d3d11_converter_convert_buffer_internal (GstD3D11Converter * self,
return FALSE;
}
GstD3D11SRWLockGuard (&priv->prop_lock);
gst_d3d11_converter_update_hdr10_meta (self);
if (priv->blend && priv->blend_desc.RenderTarget[0].BlendEnable) {
if (priv->alpha != 1.0) {
need_blend = TRUE;
} else if ((priv->blend_desc.RenderTarget[0].SrcBlend ==
D3D11_BLEND_BLEND_FACTOR
|| priv->blend_desc.RenderTarget[0].SrcBlend ==
D3D11_BLEND_INV_BLEND_FACTOR)
&& (priv->blend_factor[0] != 1.0 || priv->blend_factor[1] != 1.0
|| priv->blend_factor[2] != 1.0 || priv->blend_factor[3] != 1.0)) {
need_blend = TRUE;
}
}
if (priv->supported_backend == GST_D3D11_CONVERTER_BACKEND_VIDEO_PROCESSOR) {
piv =
gst_d3d11_memory_get_processor_input_view (in_dmem,
priv->video_device, priv->enumerator);
pov =
gst_d3d11_memory_get_processor_output_view (out_dmem,
priv->video_device, priv->enumerator);
use_processor = TRUE;
} else if ((priv->supported_backend &
GST_D3D11_CONVERTER_BACKEND_VIDEO_PROCESSOR) != 0 && !need_blend
&& gst_d3d11_converter_check_bind_flags_for_piv (in_desc.BindFlags)) {
/* TODO: processor supports alpha blending */
/* Try processor when:
* - We were using processor already
* - or SRV is unavailable (likely from decoder output)
* - or HDR10, as we don't support tone-mapping via shader yet
*/
if (priv->processor_in_use ||
(in_desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) == 0 ||
(priv->video_context2 && (priv->have_in_hdr10
|| priv->have_out_hdr10))) {
piv =
gst_d3d11_memory_get_processor_input_view (in_dmem,
priv->video_device, priv->enumerator);
pov =
gst_d3d11_memory_get_processor_output_view (out_dmem,
priv->video_device, priv->enumerator);
}
if (piv != nullptr && pov != nullptr)
use_processor = TRUE;
}
if (use_processor) {
if (!pov) {
GST_ERROR_OBJECT (self, "POV is unavailable");
goto out;
}
if (!piv) {
if (!gst_d3d11_converter_ensure_fallback_inbuf (self, in_buf, in_info)) {
GST_ERROR_OBJECT (self, "Couldn't copy into fallback texture");
goto out;
}
gst_d3d11_converter_unmap_buffer (self, in_buf, in_info);
in_buf = priv->fallback_inbuf;
if (!gst_d3d11_converter_map_buffer (self,
in_buf, in_info, (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
GST_ERROR_OBJECT (self, "Couldn't map fallback buffer");
in_buf = nullptr;
goto out;
}
in_dmem = (GstD3D11Memory *) gst_buffer_peek_memory (in_buf, 0);
piv = gst_d3d11_memory_get_processor_input_view (in_dmem,
priv->video_device, priv->enumerator);
if (!piv) {
GST_ERROR_OBJECT (self, "Couldn't get POV from fallback buffer");
goto out;
}
}
}
priv->processor_in_use = use_processor;
if (use_processor && !priv->processor_direction_not_supported) {
ID3D11VideoContext1 *video_ctx = priv->video_context;
ID3D11VideoProcessor *proc = priv->processor;
D3D11_VIDEO_PROCESSOR_STREAM stream = { 0, };
HRESULT hr;
if (priv->update_dest_rect && !gst_d3d11_converter_update_dest_rect (self)) {
GST_ERROR_OBJECT (self, "Failed to update dest rect");
goto out;
}
if (priv->update_src_rect && !gst_d3d11_converter_update_src_rect (self)) {
GST_ERROR_OBJECT (self, "Cannot update src rect");
goto out;
}
video_ctx->VideoProcessorSetStreamSourceRect (proc,
0, TRUE, &priv->src_rect);
video_ctx->VideoProcessorSetStreamDestRect (proc,
0, TRUE, &priv->dest_rect);
if (priv->clear_background) {
video_ctx->VideoProcessorSetOutputTargetRect (proc,
TRUE, &priv->dest_full_rect);
video_ctx->VideoProcessorSetOutputBackgroundColor (proc,
GST_VIDEO_INFO_IS_YUV (&priv->out_info), &priv->background_color);
} else {
video_ctx->VideoProcessorSetOutputTargetRect (proc, TRUE,
&priv->dest_rect);
}
if (priv->video_context2 &&
(priv->processor_caps.FeatureCaps & FEATURE_CAPS_METADATA_HDR10) != 0) {
if (priv->have_in_hdr10) {
priv->video_context2->VideoProcessorSetStreamHDRMetaData (proc, 0,
DXGI_HDR_METADATA_TYPE_HDR10, sizeof (DXGI_HDR_METADATA_HDR10),
&priv->in_hdr10_meta);
} else {
priv->video_context2->VideoProcessorSetStreamHDRMetaData (proc, 0,
DXGI_HDR_METADATA_TYPE_NONE, 0, nullptr);
}
if (priv->have_out_hdr10) {
priv->video_context2->VideoProcessorSetOutputHDRMetaData (proc,
DXGI_HDR_METADATA_TYPE_HDR10, sizeof (DXGI_HDR_METADATA_HDR10),
&priv->in_hdr10_meta);
}
}
if ((priv->processor_caps.FeatureCaps & FEATURE_CAPS_ROTATION) != 0) {
video_ctx->VideoProcessorSetStreamRotation (proc, 0,
priv->enable_rotation, priv->rotation);
}
if ((priv->processor_caps.FeatureCaps & PROCESSOR_FEATURE_CAPS_MIRROR) != 0) {
video_ctx->VideoProcessorSetStreamMirror (proc, 0, priv->enable_mirror,
priv->flip_h, priv->flip_v);
}
stream.Enable = TRUE;
stream.pInputSurface = piv;
GST_TRACE_OBJECT (self, "Converting using processor");
hr = video_ctx->VideoProcessorBlt (proc, pov, 0, 1, &stream);
ret = gst_d3d11_result (hr, self->device);
goto out;
}
if ((priv->supported_backend & GST_D3D11_CONVERTER_BACKEND_SHADER) == 0) {
GST_ERROR_OBJECT (self, "Conversion is not supported");
goto out;
}
num_rtv = gst_d3d11_converter_get_rtv (self, out_buf, rtv);
if (!num_rtv) {
GST_ERROR_OBJECT (self, "RTV is unavailable");