Commit graph

284 commits

Author SHA1 Message Date
Seungha Yang
72345875b1 d3d11decoder: Refactor device open step and negotiation
* Remove redundant method arguments
* Don't allocate staging texture if downstream supports d3d11 memory

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2079>
2021-03-14 17:34:20 +09:00
Seungha Yang
347d9ceb4e d3d11decoder: Move profile GUID handling into decoder object
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2079>
2021-03-14 16:31:31 +09:00
Seungha Yang
1c1cfc4ba7 d3d11decoder: Get rid of private struct
Completely hide member variables

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2079>
2021-03-14 16:30:19 +09:00
Seungha Yang
78e4251750 Revert "d3d11vp9dec: Add support for internal frame resizing"
This reverts commit 58a4c33a0e

We should use ID3D11VideoProcessor instead of shader
to avoid copy. We need to revisit this topic later

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2079>
2021-03-14 16:30:15 +09:00
Seungha Yang
615f52f2f7 d3d11device: Hold ID3D11VideoDevice and ID3D11VideoContext object
... instead of QueryInterface-ing per elements. Note that
ID3D11VideoDevice and ID3D11VideoContext objects might not be available
if device doesn't support video interface.
So GstD3D11Device object will create those objects only when requested.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2079>
2021-03-14 14:44:55 +09:00
Seungha Yang
b08310f748 d3d11: Run gst-indent for all C++ code
Since all d3d11 plugin implementation code are C++, we need to
run gst-indent manually. This is preparation for later
"gst-indent sys/d3d11/*.cpp" run.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2077>
2021-03-14 13:40:12 +09:00
Seungha Yang
5b3e316039 d3d11: Port to C++
Direct3D11 objects are COM, and most COM C APIs are verbose
(C++ is a little better). So, by using C++ APIs, we can make code
shorter and more readable.
Moreover, "ComPtr" helper class (which is C++ only) can be
utilized, that is very helpful for avoiding error-prone COM refcounting
issue/leak.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2077>
2021-03-14 13:05:22 +09:00
Seungha Yang
a29c8935b7 d3d11: Fix an HLSL compiler warning
warning X3578: Output value 'main' is not completely initialized

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2052>
2021-03-04 20:34:23 +00:00
Seungha Yang
3730ea3366 d3d11h264dec: Keep track of actually configured DPB size
... instead of the largest we ever seen.
Note that d3d11h264dec element holds previously configured DPB size
for later decoder object re-open decision.

This is to fix below case:
1) Initial SPS, required DPB size is 6
  - decoder object is opened with DPB size 6
  - max_dpb_size is now 6
2) SPS update with resolution change, required DPB size is 1
  - decoder object is re-opened with DPB size 1
  - max_dpb_size should be updated to 1, but it didn't happen (BUG)
3) SPS update without resolution change, only required DPB size is updated to 6
  - decoder object should be re-opened but didn't happen
    because we didn't update max_dpb_size at 2).

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2056>
2021-03-04 17:57:14 +09:00
Seungha Yang
96fd79cfc5 d3d11convert: Forward colorimetry and chroma-site from upstream
Adopt the improvement of https://gitlab.freedesktop.org/gstreamer/gst-plugins-base/-/merge_requests/1033
into d3d11.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:26:59 +09:00
Seungha Yang
6afb6e65fc d3d11convert: Add support for border drawing
... and fix wrong resizing when downstream requested PAR value

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:26:46 +09:00
Seungha Yang
82a4e7e773 d3d11convert: Prefer video processor over shader
... if video processor was used previously. Otherwise, switching
between video processor and shader would result in inconsistent
output image quality.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:10:47 +09:00
Seungha Yang
6ba1ee8d0f d3d11videoprocessor: Disable auto processing mode explicitly
Don't allow auto processing (e.g., denoising), as it might result
in unexpected output.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:10:47 +09:00
Seungha Yang
47bcd62d1d d3d11decoder: Add trace log for DPB pool size debugging
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:10:46 +09:00
Seungha Yang
98929c8157 d3d11decoder: Always use render-target bind flag for downstream pool
To convert decoded texture into other format, downstream would use
video processor instead of shader. In order for downstream to
be able to use video processor even if we copied decoded texture
into downstream pool, we should set this bind flag. Otherwise,
downstream would keep switching video processor and shader
to convert format which would result in inconsistent image quality.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:10:46 +09:00
Seungha Yang
a4c6130477 d3d11: Fix wrong preprocessing blocks
Missed in https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2051>
2021-03-02 23:10:46 +09:00
Seungha Yang
8794f4b713 d3d11: Documentation update
* Update class metadata
  * for wrapper bin elements to be distinguishable from internal element.
  * D3D11 -> Direct3D11 for consistency
* Add missing Since mark everywhere
* Update plugin cache

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2029>
2021-02-23 03:34:11 +09:00
Seungha Yang
6c6237fe50 d3d11: Reorganize class hierarchy of convert elements
AS-IS:
D3D11Convert class is baseclass of D3D11ColorConvert and D3D11Scale
* GstD3D11Convert
  |_ GstD3D11ColorConvert
  |_ GstD3D11Scale

TO-BE:
Introducing a new base class for color conversion and/or rescale elements
* GstD3D11BaseConvert
  |_ GstD3D11Convert
  |_ GstD3D11ColorConvert
  |_ GstD3D11Scale

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2029>
2021-02-23 01:49:54 +09:00
Seungha Yang
7330ea8dbf d3d11deinterlace: Add missing system memory caps features on templates
This element can support system memory

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2029>
2021-02-21 17:35:40 +09:00
Seungha Yang
cfbc580575 d3d11: Add support for deinterlacing by using ID3D11VideoProcessor interface
Add a new element d3d11deinterlace to support deinterlacing.
Similar to d3d11videosink and d3d11compositor, this element is
a wrapper bin of set of child elements including helpful
conversion elements (upload/download and color convert)
to make this element configurable between non-d3d11 elements.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2016>
2021-02-17 03:52:19 +09:00
Seungha Yang
5006d91208 d3d11decoder: Take account of min buffers of downstream buffer pool
Since our decoder DPB texture pool cannot be grown once it's
configured, we should pre-allocate sufficient number of textures
for zero-copy playback (but not too many).
The "min buffers" allocation query parameter can be a hint for
the number of required textures in addition to DPB size.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2017>
2021-02-15 17:24:06 +09:00
Seungha Yang
e8df47b022 d3d11h265dec: Add support for interlaced stream
Note that we have no D3D11 deinterlace element yet.

If downstream is not support format:Interlaced caps feature including all
D3D11 the other elements, aspect-ratio will be adjusted as an
alternative approach.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2008>
2021-02-09 16:19:41 +00:00
Seungha Yang
6bdf09d252 d3d11decoder: Fix deadlock when DPB texture pool is full
Unlike other stateless decoder implementations (e.g., VA),
our DPB pool cannot be grown since we are using
texture array (pre-allocated, fixed-size d3d11 texture pool).
So, if there's no more available texture to use,
there's no way other than copying it to downstream's
d3d11 buffer pool. Otherwise deadlock will happen.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2003>
2021-02-03 20:46:22 +00:00
Seungha Yang
66eed8a61d d3d11videosink: Don't limit max buffers of buffer pool
In some case, especially reverse playback, we would need more than
two buffers.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1989>
2021-01-27 20:08:51 +00:00
Seungha Yang
0b0bf1b0bf d3d11: Suppress some warning debug messages
* Don't warn for live object, since ID3D11Debug itself seems to be
  holding refcount of ID3D11Device at the moment we called
  ID3D11Debug::ReportLiveDeviceObjects(). It would report live object
  always
* Device might not be able to support some formats (e.g., P010)
  especially in case of WARP device. We don't need to warn about that.
* gst_d3d11_device_new() can be used for device enumeration. Don't warn
  even if we cannot create D3D11 device with given adapter index therefore.
* Don't warn for HLSL compiler warning. It's just noise and
  should not be critical thing at all

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1986>
2021-01-27 04:46:42 +09:00
Seungha Yang
60e223f4fd 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>
2021-01-26 18:14:37 +00:00
Seungha Yang
6f6a82d0f5 d3d11: Add support for MPEG-2 video decoding
Add DXVA/Direct3D11 API based MPEG-2 decoder element

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1969>
2021-01-25 18:05:53 +00:00
Seungha Yang
7b9debedc8 d3d11: Don't use hardcoded maximum resolution value
Maximum supported texture dimension is pre-defined based on
feature level and it couldn't be INT_MAX in any case.
See also https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-devices-downlevel-intro

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1964>
2021-01-20 19:31:27 +09:00
Seungha Yang
fd76521c24 d3d11videosink: Fix ugly thread name for Win32 window impl.
Don't need to put Win32 twice

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1962>
2021-01-19 11:23:56 +00:00
Seungha Yang
96923c4fa2 d3d11videosink: Fix MSVC build warnings around UWP code
gstd3d11window_corewindow.cpp(408): warning C4189:
  'storage': local variable is initialized but not referenced
gstd3d11window_corewindow.cpp(490): warning C4189:
  'self': local variable is initialized but not referenced
gstd3d11window_swapchainpanel.cpp(481): warning C4189:
  'self': local variable is initialized but not referenced

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1962>
2021-01-19 11:23:56 +00:00
Seungha Yang
d16b5b7f7f d3d11: Allow building UWP features with Desktop features if possible
WINAPI_PARTITION_DESKTOP and WINAPI_PARTITION_APP can coexist.
Although UWP only binaries should be used for production stage,
this change will be useful for development stage

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1962>
2021-01-19 11:23:56 +00:00
Seungha Yang
46c577222d d3d11decoder: Do more retry for ID3D11VideoContext::DecoderBeginFrame failure
Some GPUs (especially NVIDIA) are complaining that GPU is still busy
even we did 50 times of retry with 1ms sleep per failure.
Because DXVA/D3D11 doesn't provide API for "GPU-IS-READY-TO-DECODE"
like signal, there seems to be still no better solution other than sleep.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1913>
2021-01-18 12:04:53 +00:00
Seungha Yang
3f43fef3ce d3d11videosink: Fix build error on UWP
gstd3d11videosink.c(662): error C2065: 'sink': undeclared identifier

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1961>
2021-01-18 19:48:12 +09:00
Seungha Yang
0f7af4b143 d3d11: Move core methods to gst-libs
Move d3d11 device, memory, buffer pool and minimal method
to gst-libs so that other plugins can access d3d11 resource.
Since Direct3D is primary graphics API on Windows, we need
this infrastructure for various plugins can share GPU resource
without downloading GPU memory.
Note that this implementation is public only for -bad scope
for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
2021-01-13 15:01:20 +00:00
Seungha Yang
68a47eb316 d3d11compositor: Add support for resolution change
Not only for position update (e.g., xpos, ypos),
we need to configure shader again per resolution change of each
input stream.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1912>
2020-12-28 16:05:20 +00:00
Seungha Yang
4151e8e052 d3d11shader: Fix ID3DBlob object leak
Even if HLSL compiler was able to compile our shader code, D3DCompile()
might return ID3DBlob object for compile warnings and the object
should be released.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1914>
2020-12-28 14:18:36 +00:00
Seungha Yang
7eab7ae8cc d3d11device: Add property for getting adapter LUID
LUID (Locally Unique Identifier) can used for identifying GPU
and that's required for some Windows APIs (e.g., MFTEnum2()) to setup device.

See also
https://docs.microsoft.com/en-us/windows/win32/api/mfapi/nf-mfapi-mftenum2

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1910>
2020-12-26 23:50:52 +09:00
Seungha Yang
1138c798ff d3d11: Remove unnecessary helper methods
We can query selected D3D_FEATURE_LEVEL and factory version
by using native D3D11 API

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1906>
2020-12-23 21:21:55 +09:00
Seungha Yang
2ca298d459 d3d11: Re-implement Desktop Duplication source
Add a new video source element "d3d11desktopdupsrc" for capturing desktop image
via Desktop Duplication based on Microsoft's Desktop Duplication sample available at
https://github.com/microsoft/Windows-classic-samples/tree/master/Samples/DXGIDesktopDuplication

This element is expected to be a replacement of existing dxgiscreencapsrc
element in winscreencap plugin.

Currently this element can support (but dxgiscreencapsrc cannot)
- Copying captured D3D11 texture to output buffer without download
- Support desktop session transition
  e.g., can capture desktop without error even in case that
  "Lock desktop" and "Permission dialog"
- Multiple d3d11desktopdupsrc elements can capture the same monitor

Not yet implemented features
- Cropping rect is not implemented, but that can be handled by downstream
- Mult-monitor is not supported. But that is also can be implemented by
  downstream element for example via multiple d3d11desktopdup elements
  with d3d11compositor

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1855>
2020-12-22 19:23:25 +00:00
Seungha Yang
4337031430 d3d11device: Add an optional flags argument for creating device
Extend gst_d3d11_device_new() method so that caller can specify
D3D11_CREATE_DEVICE_FLAG value to use.

See https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_create_device_flag
for more detail about D3D11_CREATE_DEVICE_FLAG

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1901>
2020-12-22 01:14:54 +09:00
Seungha Yang
0840477b81 d3d11device: Remove dead code
We don't use this method since the commit of
0788492461

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
2020-12-21 02:58:35 +09:00
Seungha Yang
59a1897c39 d3d11: Privatize d3d11memory implementation
Hide most of symbols of GstD3D11Memory object.
GstD3D11Memory is one of primary resource for imcoming d3d11 library
and it's expected to be a extensible feature.
Hiding implementation detail would be helpful for later use case.

Summary of this commit:
* Now all native Direct3D11 resources are private of GstD3D11Memory.
  To access native resources, getter methods need to be used
  or generic map (e.g., gst_memory_map) API should be called
  apart from some exceptional case such as d3d11decoder case.
* Various helper methods are added for GstBuffer related operations
  and in order to remove duplicated code.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
2020-12-21 01:02:37 +09:00
Seungha Yang
f1e3e5276a d3d11: Add a helper method for d3d11buffferpool setup
Remove duplicated code for d3d11buffferpool setup.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
2020-12-21 01:02:37 +09:00
Seungha Yang
ac04681b6f d3d11device: Remove optional helper methods
Most of Direct3D11 APIs can be called without GstD3D11Device
abstraction. This is a part of prework for public GstD3D11 library
to introduce minimal APIs

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
2020-12-21 01:02:37 +09:00
Seungha Yang
28174b14d3 d3d11videosink: Prepare window once streaming started
... instead of READY state. READY state is too early for setting
overlay window handle especially playbin/playsink scenario
since playsink will set given overlay handle on videosink once
READY state change of videosink is ensured.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1893>
2020-12-20 22:28:21 +09:00
Seungha Yang
96831233a3 d3d11videosink: Add a property to support rendering statistics data on window
Add a new property "render-stats" to allow rendering statistics
data on window for debugging and/or development purpose.
Text rendering will be accelerated by GPU since this implementation
uses Direct2D/DirectWrite API and Direct3D inter-op for minimal overhead.
Specifically, text data will be rendered on swapchain backbuffer
directly without any copy/allocation of extra texture.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1830>
2020-12-04 05:22:14 +09:00
Seungha Yang
22990bb9ea d3d11: Protect ID3D11VideoContext with lock
Likewise d3d11 immediate context (i.e., ID3D11DeviceContext),
ID3D11VideoContext API is not thread safe. It must be protected therefore.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1856>
2020-12-04 03:40:17 +09:00
Seungha Yang
3e35a6f03f d3d11h264dec: Reconfigure decoder object on DPB size change
Even if resolution and/or bitdepth is not updated, required
DPB size can be changed per SPS update and it could be even
larger than previously configured size of DPB. If so, we need
to reconfigure DPB d3d11 texture pool again.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1839>
2020-11-26 08:52:49 +00:00
Seungha Yang
d1e7290109 d3d11: Add support for packed 4:2:2 and 4:4:4 10bits formats
Add support for Y210 and Y410 formats which are commonly used format
for en/decoders on Windows. Note that those formats cannot be used for
render target (output) of shader.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1821>
2020-11-20 02:28:54 +09:00
Olivier Crête
f83039531e d3d11h264dec: Accept constrained-high and progressive-high profiles
They're just subsets of the high profile.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1634>
2020-11-18 15:47:34 -05:00