/* GStreamer * Copyright (C) 2022 Seungha Yang * * 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. */ /** * SECTION:element-d3d11testsrc * @title: d3d11testsrc * * The videotestsrc element is used to produce test video data * * ## Example launch line * ``` * gst-launch-1.0 d3d11testsrc ! queue ! d3d11videosink * ``` * * Since: 1.22 * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstd3d11testsrc.h" #include "gstd3d11pluginutils.h" #include #include /* *INDENT-OFF* */ using namespace Microsoft::WRL; /* *INDENT-ON* */ GST_DEBUG_CATEGORY_STATIC (gst_d3d11_test_src_debug); #define GST_CAT_DEFAULT gst_d3d11_test_src_debug static GstStaticCaps template_caps = GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_SRC_FORMATS) ";" GST_VIDEO_CAPS_MAKE (GST_D3D11_SRC_FORMATS)); typedef enum { GST_D3D11_TEST_SRC_SMPTE, GST_D3D11_TEST_SRC_SNOW, GST_D3D11_TEST_SRC_BLACK, GST_D3D11_TEST_SRC_WHITE, GST_D3D11_TEST_SRC_RED, GST_D3D11_TEST_SRC_GREEN, GST_D3D11_TEST_SRC_BLUE, GST_D3D11_TEST_SRC_CHECKERS1, GST_D3D11_TEST_SRC_CHECKERS2, GST_D3D11_TEST_SRC_CHECKERS4, GST_D3D11_TEST_SRC_CHECKERS8, } GstD3D11TestSrcPattern; #define GST_TYPE_D3D11_TEST_SRC_PATTERN (gst_d3d11_test_src_pattern_get_type ()) static GType gst_d3d11_test_src_pattern_get_type (void) { static gsize pattern_type = 0; if (g_once_init_enter (&pattern_type)) { static const GEnumValue pattern_types[] = { {GST_D3D11_TEST_SRC_SMPTE, "SMPTE 100% color bars", "smpte"}, {GST_D3D11_TEST_SRC_SNOW, "Random (television snow)", "snow"}, {GST_D3D11_TEST_SRC_BLACK, "100% Black", "black"}, {GST_D3D11_TEST_SRC_WHITE, "100% White", "white"}, {GST_D3D11_TEST_SRC_RED, "Red", "red"}, {GST_D3D11_TEST_SRC_GREEN, "Green", "green"}, {GST_D3D11_TEST_SRC_BLUE, "Blue", "blue"}, {GST_D3D11_TEST_SRC_CHECKERS1, "Checkers 1px", "checkers-1"}, {GST_D3D11_TEST_SRC_CHECKERS2, "Checkers 2px", "checkers-2"}, {GST_D3D11_TEST_SRC_CHECKERS4, "Checkers 4px", "checkers-4"}, {GST_D3D11_TEST_SRC_CHECKERS8, "Checkers 8px", "checkers-8"}, {0, nullptr, nullptr}, }; GType tmp = g_enum_register_static ("GstD3D11TestSrcPattern", pattern_types); g_once_init_leave (&pattern_type, tmp); } return (GType) pattern_type; } typedef struct { union { struct { FLOAT r; FLOAT g; FLOAT b; FLOAT a; }; FLOAT color[4]; }; } ColorValue; static const ColorValue color_table[] = { /* white */ {1.0f, 1.0f, 1.0f, 1.0f}, /* yellow */ {1.0f, 1.0f, 0.0f, 1.0f}, /* cyan */ {0.0f, 1.0f, 1.0f, 1.0f}, /* green */ {0.0f, 1.0f, 0.0f, 1.0f}, /* magenta */ {1.0f, 0.0f, 1.0f, 1.0f}, /* red */ {1.0f, 0.0f, 0.0f, 1.0f}, /* blue */ {0.0f, 0.0f, 1.0f, 1.0f}, /* black */ {0.0f, 0.0f, 0.0f, 1.0f}, /* -I */ {0.0, 0.0f, 0.5f, 1.0f}, /* +Q */ {0.0f, 0.5, 1.0f, 1.0f}, /* superblack */ {0.0f, 0.0f, 0.0f, 1.0f}, /* 7.421875% grey */ {19. / 256.0f, 19. / 256.0f, 19. / 256.0, 1.0f}, }; enum { COLOR_WHITE = 0, COLOR_YELLOW, COLOR_CYAN, COLOR_GREEN, COLOR_MAGENTA, COLOR_RED, COLOR_BLUE, COLOR_BLACK, COLOR_NEG_I, COLOR_POS_Q, COLOR_SUPER_BLACK, COLOR_DARK_GREY, }; typedef struct { ID3D11PixelShader *ps; ID3D11VertexShader *vs; ID3D11InputLayout *layout; ID3D11Buffer *vertex_buffer; ID3D11Buffer *index_buffer; ID3D11Buffer *const_buffer; guint vertex_stride; guint index_count; } GstD3D11TestSrcQuad; typedef struct { const ColorValue *clear_color; GstD3D11TestSrcQuad *quad[2]; } GstD3D11TestSrcRender; struct _GstD3D11TestSrc { GstBaseSrc src; GstD3D11Device *device; gboolean downstream_supports_d3d11; GstVideoInfo info; GstD3D11Converter *converter; GstBufferPool *render_pool; GstBufferPool *convert_pool; guint adapter_index; GstD3D11TestSrcPattern pattern; GstD3D11TestSrcRender *render; D3D11_VIEWPORT viewport; gboolean reverse; gint64 n_frames; gint64 accum_frames; GstClockTime accum_rtime; GstClockTime running_time; }; typedef struct { FLOAT time; FLOAT padding[3]; } TimeConstBuffer; typedef struct { struct { FLOAT x; FLOAT y; FLOAT z; } position; struct { FLOAT u; FLOAT v; } texture; } UvVertexData; typedef struct { struct { FLOAT x; FLOAT y; FLOAT z; } position; struct { FLOAT r; FLOAT g; FLOAT b; FLOAT a; } color; } ColorVertexData; /* *INDENT-OFF* */ static const gchar templ_vs_coord[] = "struct VS_INPUT {\n" " float4 Position: POSITION;\n" " float2 Texture: TEXCOORD;\n" "};\n" "struct VS_OUTPUT {\n" " float4 Position: SV_POSITION;\n" " float2 Texture: TEXCOORD;\n" "};\n" "VS_OUTPUT main (VS_INPUT input)\n" "{\n" " return input;\n" "}"; static const gchar templ_vs_color[] = "struct VS_INPUT {\n" " float4 Position: POSITION;\n" " float4 Color: COLOR;\n" "};\n" "struct VS_OUTPUT {\n" " float4 Position: SV_POSITION;\n" " float4 Color: COLOR;\n" "};\n" "VS_OUTPUT main (VS_INPUT input)\n" "{\n" " return input;\n" "}"; static const gchar templ_ps_snow[] = "cbuffer TimeConstBuffer : register(b0)\n" "{\n" " float time;\n" " float3 padding;\n" "}\n" "struct PS_INPUT {\n" " float4 Position: SV_POSITION;\n" " float2 Texture: TEXCOORD;\n" "};\n" "float get_rand(float2 uv)\n" "{\n" " return frac(sin(dot(uv, float2(12.9898,78.233))) * 43758.5453);\n" "}\n" "float4 main(PS_INPUT input) : SV_Target\n" "{\n" " float4 output;\n" " float val = get_rand (time * input.Texture);\n" " output.rgb = float3(val, val, val);\n" " output.a = 1.0f;\n" " return output;\n" "}"; static const gchar templ_ps_smpte[] = "struct PS_INPUT {\n" " float4 Position: SV_POSITION;\n" " float4 Color: COLOR;\n" "};\n" "float4 main(PS_INPUT input) : SV_TARGET\n" "{\n" " return input.Color;\n" "}"; static const gchar templ_ps_checker[] = "static const float width = %d;\n" "static const float height = %d;\n" "static const float checker_size = %d;\n" "struct PS_INPUT {\n" " float4 Position: SV_POSITION;\n" " float2 Texture: TEXCOORD;\n" "};\n" "float4 main(PS_INPUT input) : SV_Target\n" "{\n" " float4 output;\n" " float2 xy_mod = floor (0.5 * input.Texture * float2 (width, height) / checker_size);\n" " float result = fmod (xy_mod.x + xy_mod.y, 2.0);\n" " output.r = step (result, 0.5);\n" " output.g = 1.0 - output.r;\n" " output.ba = float2 (0.0f, 1.0f);\n" " return output;\n" "}"; /* *INDENT-ON* */ static gboolean setup_snow_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render, guint on_smpte) { HRESULT hr; D3D11_INPUT_ELEMENT_DESC input_desc[2]; D3D11_BUFFER_DESC buffer_desc; D3D11_MAPPED_SUBRESOURCE map; UvVertexData *vertex_data; WORD *indices; ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (self->device); ID3D11DeviceContext *context_handle = gst_d3d11_device_get_device_context_handle (self->device); ComPtr < ID3D11PixelShader > ps; ComPtr < ID3D11VertexShader > vs; ComPtr < ID3D11InputLayout > layout; ComPtr < ID3D11Buffer > vertex_buffer; ComPtr < ID3D11Buffer > index_buffer; ComPtr < ID3D11Buffer > const_buffer; GstD3D11TestSrcQuad *quad; memset (input_desc, 0, sizeof (input_desc)); memset (&buffer_desc, 0, sizeof (buffer_desc)); 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; hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord, "main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to compile vertext shader"); return FALSE; } hr = gst_d3d11_create_pixel_shader_simple (self->device, templ_ps_snow, "main", &ps); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to compile pixel shader"); return FALSE; } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (UvVertexData) * 4; buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create vertex buffer"); 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, nullptr, &index_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create index buffer"); return FALSE; } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (TimeConstBuffer); buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &const_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create constant buffer"); return FALSE; } GstD3D11DeviceLockGuard lk (self->device); hr = context_handle->Map (vertex_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map vertex buffer"); return FALSE; } vertex_data = (UvVertexData *) map.pData; hr = context_handle->Map (index_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map index buffer"); context_handle->Unmap (vertex_buffer.Get (), 0); return FALSE; } indices = (WORD *) map.pData; if (on_smpte) { FLOAT left, right, top, bottom; FLOAT left_u, right_u, top_v, bottom_v; left = 0.5f; right = 1.0f; top = -0.5f; bottom = -1.0f; left_u = 3.0f / 4.0f; right_u = 1.0f; top_v = 3.0f / 4.0f; bottom_v = 1.0f; /* bottom left */ vertex_data[0].position.x = left; vertex_data[0].position.y = bottom; vertex_data[0].position.z = 0.0f; vertex_data[0].texture.u = left_u; vertex_data[0].texture.v = bottom_v; /* top left */ vertex_data[1].position.x = left; vertex_data[1].position.y = top; vertex_data[1].position.z = 0.0f; vertex_data[1].texture.u = left_u; vertex_data[1].texture.v = top_v; /* top right */ vertex_data[2].position.x = right; vertex_data[2].position.y = top; vertex_data[2].position.z = 0.0f; vertex_data[2].texture.u = right_u; vertex_data[2].texture.v = top_v; /* bottom right */ vertex_data[3].position.x = right; vertex_data[3].position.y = bottom; vertex_data[3].position.z = 0.0f; vertex_data[3].texture.u = right_u; vertex_data[3].texture.v = bottom_v; } else { /* bottom left */ vertex_data[0].position.x = -1.0f; vertex_data[0].position.y = -1.0f; 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 = -1.0f; vertex_data[1].position.y = 1.0f; 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 = 1.0f; vertex_data[2].position.y = 1.0f; 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 = 1.0f; vertex_data[3].position.y = -1.0f; vertex_data[3].position.z = 0.0f; vertex_data[3].texture.u = 1.0f; vertex_data[3].texture.v = 1.0f; } /* 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 (vertex_buffer.Get (), 0); context_handle->Unmap (index_buffer.Get (), 0); quad = g_new0 (GstD3D11TestSrcQuad, 1); if (on_smpte) render->quad[1] = quad; else render->quad[0] = quad; quad->ps = ps.Detach (); quad->vs = vs.Detach (); quad->layout = layout.Detach (); quad->vertex_buffer = vertex_buffer.Detach (); quad->index_buffer = index_buffer.Detach (); quad->const_buffer = const_buffer.Detach (); quad->vertex_stride = sizeof (UvVertexData); quad->index_count = 6; return TRUE; } static gboolean setup_smpte_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render) { HRESULT hr; D3D11_INPUT_ELEMENT_DESC input_desc[2]; D3D11_BUFFER_DESC buffer_desc; D3D11_MAPPED_SUBRESOURCE map; ColorVertexData *vertex_data; WORD *indices; ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (self->device); ID3D11DeviceContext *context_handle = gst_d3d11_device_get_device_context_handle (self->device); ComPtr < ID3D11PixelShader > ps; ComPtr < ID3D11VertexShader > vs; ComPtr < ID3D11InputLayout > layout; ComPtr < ID3D11Buffer > vertex_buffer; ComPtr < ID3D11Buffer > index_buffer; GstD3D11TestSrcQuad *quad; guint num_vertex = 0; guint num_index = 0; memset (input_desc, 0, sizeof (input_desc)); memset (&buffer_desc, 0, sizeof (buffer_desc)); 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 = "COLOR"; input_desc[1].SemanticIndex = 0; input_desc[1].Format = DXGI_FORMAT_R32G32B32A32_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; hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_color, "main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to compile vertext shader"); return FALSE; } hr = gst_d3d11_create_pixel_shader_simple (self->device, templ_ps_smpte, "main", &ps); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to compile pixel shader"); return FALSE; } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (ColorVertexData) * 4 * 20; buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create vertex buffer"); return FALSE; } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (WORD) * 6 * 20; buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &index_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create index buffer"); return FALSE; } GstD3D11DeviceLockGuard lk (self->device); hr = context_handle->Map (vertex_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map vertex buffer"); return FALSE; } vertex_data = (ColorVertexData *) map.pData; hr = context_handle->Map (index_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map index buffer"); context_handle->Unmap (vertex_buffer.Get (), 0); return FALSE; } indices = (WORD *) map.pData; /* top row */ for (guint i = 0; i < 7; i++) { FLOAT left, right, top, bottom; FLOAT scale = 2.0f / 7.0f; guint base = i * 4; guint idx_base = i * 6; const ColorValue *color = &color_table[i]; left = -1.0f + i * scale; right = -1.0f + (i + 1) * scale; top = 1.0f; bottom = -1.0f / 3.0f; /* bottom left */ vertex_data[base].position.x = left; vertex_data[base].position.y = bottom; vertex_data[base].position.z = 0.0f; vertex_data[base].color.r = color->r; vertex_data[base].color.g = color->g; vertex_data[base].color.b = color->b; vertex_data[base].color.a = color->a; /* top left */ vertex_data[base + 1].position.x = left; vertex_data[base + 1].position.y = top; vertex_data[base + 1].position.z = 0.0f; vertex_data[base + 1].color = vertex_data[base].color; /* top right */ vertex_data[base + 2].position.x = right; vertex_data[base + 2].position.y = top; vertex_data[base + 2].position.z = 0.0f; vertex_data[base + 2].color = vertex_data[base].color; /* bottom right */ vertex_data[base + 3].position.x = right; vertex_data[base + 3].position.y = bottom; vertex_data[base + 3].position.z = 0.0f; vertex_data[base + 3].color = vertex_data[base].color; /* clockwise indexing */ indices[idx_base] = base; /* bottom left */ indices[idx_base + 1] = base + 1; /* top left */ indices[idx_base + 2] = base + 2; /* top right */ indices[idx_base + 3] = base + 3; /* bottom right */ indices[idx_base + 4] = base; /* bottom left */ indices[idx_base + 5] = base + 2; /* top right */ } num_vertex += 4 * 7; num_index += 6 * 7; /* middle row */ for (guint i = 0; i < 7; i++) { FLOAT left, right, top, bottom; FLOAT scale = 2.0f / 7.0f; guint base = i * 4 + num_vertex; guint idx_base = i * 6 + num_index; const ColorValue *color; if ((i % 2) != 0) color = &color_table[COLOR_BLACK]; else color = &color_table[COLOR_BLUE - i]; left = -1.0f + i * scale; right = -1.0f + (i + 1) * scale; top = -1.0f / 3.0f; bottom = -0.5f; /* bottom left */ vertex_data[base].position.x = left; vertex_data[base].position.y = bottom; vertex_data[base].position.z = 0.0f; vertex_data[base].color.r = color->r; vertex_data[base].color.g = color->g; vertex_data[base].color.b = color->b; vertex_data[base].color.a = color->a; /* top left */ vertex_data[base + 1].position.x = left; vertex_data[base + 1].position.y = top; vertex_data[base + 1].position.z = 0.0f; vertex_data[base + 1].color = vertex_data[base].color; /* top right */ vertex_data[base + 2].position.x = right; vertex_data[base + 2].position.y = top; vertex_data[base + 2].position.z = 0.0f; vertex_data[base + 2].color = vertex_data[base].color; /* bottom right */ vertex_data[base + 3].position.x = right; vertex_data[base + 3].position.y = bottom; vertex_data[base + 3].position.z = 0.0f; vertex_data[base + 3].color = vertex_data[base].color; /* clockwise indexing */ indices[idx_base] = base; /* bottom left */ indices[idx_base + 1] = base + 1; /* top left */ indices[idx_base + 2] = base + 2; /* top right */ indices[idx_base + 3] = base + 3; /* bottom right */ indices[idx_base + 4] = base; /* bottom left */ indices[idx_base + 5] = base + 2; /* top right */ } num_vertex += 4 * 7; num_index += 6 * 7; /* bottom row, left three */ for (guint i = 0; i < 3; i++) { FLOAT left, right, top, bottom; FLOAT scale = 1.0f / 3.0f; guint base = i * 4 + num_vertex; guint idx_base = i * 6 + num_index; const ColorValue *color; if (i == 0) color = &color_table[COLOR_NEG_I]; else if (i == 1) color = &color_table[COLOR_WHITE]; else color = &color_table[COLOR_POS_Q]; left = -1.0f + i * scale; right = -1.0f + (i + 1) * scale; top = -0.5f; bottom = -1.0f; /* bottom left */ vertex_data[base].position.x = left; vertex_data[base].position.y = bottom; vertex_data[base].position.z = 0.0f; vertex_data[base].color.r = color->r; vertex_data[base].color.g = color->g; vertex_data[base].color.b = color->b; vertex_data[base].color.a = color->a; /* top left */ vertex_data[base + 1].position.x = left; vertex_data[base + 1].position.y = top; vertex_data[base + 1].position.z = 0.0f; vertex_data[base + 1].color = vertex_data[base].color; /* top right */ vertex_data[base + 2].position.x = right; vertex_data[base + 2].position.y = top; vertex_data[base + 2].position.z = 0.0f; vertex_data[base + 2].color = vertex_data[base].color; /* bottom right */ vertex_data[base + 3].position.x = right; vertex_data[base + 3].position.y = bottom; vertex_data[base + 3].position.z = 0.0f; vertex_data[base + 3].color = vertex_data[base].color; /* clockwise indexing */ indices[idx_base] = base; /* bottom left */ indices[idx_base + 1] = base + 1; /* top left */ indices[idx_base + 2] = base + 2; /* top right */ indices[idx_base + 3] = base + 3; /* bottom right */ indices[idx_base + 4] = base; /* bottom left */ indices[idx_base + 5] = base + 2; /* top right */ } num_vertex += 4 * 3; num_index += 6 * 3; /* bottom row, middle three */ for (guint i = 0; i < 3; i++) { FLOAT left, right, top, bottom; FLOAT scale = 1.0f / 6.0f; guint base = i * 4 + num_vertex; guint idx_base = i * 6 + num_index; const ColorValue *color; if (i == 0) color = &color_table[COLOR_SUPER_BLACK]; else if (i == 1) color = &color_table[COLOR_BLACK]; else color = &color_table[COLOR_DARK_GREY]; left = i * scale; right = (i + 1) * scale; top = -0.5f; bottom = -1.0f; /* bottom left */ vertex_data[base].position.x = left; vertex_data[base].position.y = bottom; vertex_data[base].position.z = 0.0f; vertex_data[base].color.r = color->r; vertex_data[base].color.g = color->g; vertex_data[base].color.b = color->b; vertex_data[base].color.a = color->a; /* top left */ vertex_data[base + 1].position.x = left; vertex_data[base + 1].position.y = top; vertex_data[base + 1].position.z = 0.0f; vertex_data[base + 1].color = vertex_data[base].color; /* top right */ vertex_data[base + 2].position.x = right; vertex_data[base + 2].position.y = top; vertex_data[base + 2].position.z = 0.0f; vertex_data[base + 2].color = vertex_data[base].color; /* bottom right */ vertex_data[base + 3].position.x = right; vertex_data[base + 3].position.y = bottom; vertex_data[base + 3].position.z = 0.0f; vertex_data[base + 3].color = vertex_data[base].color; /* clockwise indexing */ indices[idx_base] = base; /* bottom left */ indices[idx_base + 1] = base + 1; /* top left */ indices[idx_base + 2] = base + 2; /* top right */ indices[idx_base + 3] = base + 3; /* bottom right */ indices[idx_base + 4] = base; /* bottom left */ indices[idx_base + 5] = base + 2; /* top right */ } context_handle->Unmap (vertex_buffer.Get (), 0); context_handle->Unmap (index_buffer.Get (), 0); render->quad[0] = quad = g_new0 (GstD3D11TestSrcQuad, 1); quad->ps = ps.Detach (); quad->vs = vs.Detach (); quad->layout = layout.Detach (); quad->vertex_buffer = vertex_buffer.Detach (); quad->index_buffer = index_buffer.Detach (); quad->vertex_stride = sizeof (ColorVertexData); quad->index_count = 6 * 20; return setup_snow_render (self, render, TRUE); } static gboolean setup_checker_render (GstD3D11TestSrc * self, GstD3D11TestSrcRender * render, guint checker_size) { HRESULT hr; D3D11_INPUT_ELEMENT_DESC input_desc[2]; D3D11_BUFFER_DESC buffer_desc; D3D11_MAPPED_SUBRESOURCE map; UvVertexData *vertex_data; WORD *indices; ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (self->device); ID3D11DeviceContext *context_handle = gst_d3d11_device_get_device_context_handle (self->device); ComPtr < ID3D11PixelShader > ps; ComPtr < ID3D11VertexShader > vs; ComPtr < ID3D11InputLayout > layout; ComPtr < ID3D11Buffer > vertex_buffer; ComPtr < ID3D11Buffer > index_buffer; GstD3D11TestSrcQuad *quad; gchar *ps_src; memset (input_desc, 0, sizeof (input_desc)); memset (&buffer_desc, 0, sizeof (buffer_desc)); 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; hr = gst_d3d11_create_vertex_shader_simple (self->device, templ_vs_coord, "main", input_desc, G_N_ELEMENTS (input_desc), &vs, &layout); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to compile vertext shader"); return FALSE; } ps_src = g_strdup_printf (templ_ps_checker, self->info.width, self->info.height, checker_size); hr = gst_d3d11_create_pixel_shader_simple (self->device, ps_src, "main", &ps); g_free (ps_src); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to compile pixel shader"); return FALSE; } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (UvVertexData) * 4; buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create vertex buffer"); 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, nullptr, &index_buffer); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to create index buffer"); return FALSE; } GstD3D11DeviceLockGuard lk (self->device); hr = context_handle->Map (vertex_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map vertex buffer"); return FALSE; } vertex_data = (UvVertexData *) map.pData; hr = context_handle->Map (index_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map index buffer"); context_handle->Unmap (vertex_buffer.Get (), 0); return FALSE; } indices = (WORD *) map.pData; /* bottom left */ vertex_data[0].position.x = -1.0f; vertex_data[0].position.y = -1.0f; 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 = -1.0f; vertex_data[1].position.y = 1.0f; 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 = 1.0f; vertex_data[2].position.y = 1.0f; 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 = 1.0f; vertex_data[3].position.y = -1.0f; vertex_data[3].position.z = 0.0f; vertex_data[3].texture.u = 1.0f; vertex_data[3].texture.v = 1.0f; /* 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 (vertex_buffer.Get (), 0); context_handle->Unmap (index_buffer.Get (), 0); render->quad[0] = quad = g_new0 (GstD3D11TestSrcQuad, 1); quad->ps = ps.Detach (); quad->vs = vs.Detach (); quad->layout = layout.Detach (); quad->vertex_buffer = vertex_buffer.Detach (); quad->index_buffer = index_buffer.Detach (); quad->vertex_stride = sizeof (UvVertexData); quad->index_count = 6; return TRUE; } enum { PROP_0, PROP_ADAPTER, PROP_IS_LIVE, PROP_PATTERN, }; #define DEFAULT_ADAPTER -1 #define DEFAULT_PATTERN GST_D3D11_TEST_SRC_SMPTE static void gst_d3d11_test_src_dispose (GObject * object); static void gst_d3d11_test_src_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec); static void gst_d3d11_test_src_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec); static void gst_d3d11_test_src_set_context (GstElement * element, GstContext * context); static gboolean gst_d3d11_test_src_is_seekable (GstBaseSrc * bsrc); static gboolean gst_d3d11_test_src_do_seek (GstBaseSrc * bsrc, GstSegment * segment); static GstCaps *gst_d3d11_test_src_fixate (GstBaseSrc * bsrc, GstCaps * caps); static gboolean gst_d3d11_test_src_set_caps (GstBaseSrc * bsrc, GstCaps * caps); static gboolean gst_d3d11_test_src_decide_allocation (GstBaseSrc * bsrc, GstQuery * query); static gboolean gst_d3d11_test_src_start (GstBaseSrc * bsrc); static gboolean gst_d3d11_test_src_stop (GstBaseSrc * bsrc); static gboolean gst_d3d11_test_src_src_query (GstBaseSrc * bsrc, GstQuery * query); static void gst_d3d11_test_src_get_times (GstBaseSrc * bsrc, GstBuffer * buffer, GstClockTime * start, GstClockTime * end); static GstFlowReturn gst_d3d11_test_src_create (GstBaseSrc * bsrc, guint64 offset, guint size, GstBuffer ** buf); #define gst_d3d11_test_src_parent_class parent_class G_DEFINE_TYPE (GstD3D11TestSrc, gst_d3d11_test_src, GST_TYPE_BASE_SRC); static void gst_d3d11_test_src_class_init (GstD3D11TestSrcClass * klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); GstElementClass *element_class = GST_ELEMENT_CLASS (klass); GstBaseSrcClass *basesrc_class = GST_BASE_SRC_CLASS (klass); GstCaps *caps; gobject_class->dispose = gst_d3d11_test_src_dispose; gobject_class->set_property = gst_d3d11_test_src_set_property; gobject_class->get_property = gst_d3d11_test_src_get_property; g_object_class_install_property (gobject_class, PROP_ADAPTER, g_param_spec_int ("adapter", "Adapter", "DXGI Adapter index (-1 for any device)", -1, G_MAXINT32, DEFAULT_ADAPTER, (GParamFlags) (G_PARAM_READWRITE | GST_PARAM_MUTABLE_READY | G_PARAM_STATIC_STRINGS))); g_object_class_install_property (gobject_class, PROP_IS_LIVE, g_param_spec_boolean ("is-live", "Is Live", "Whether to act as a live source", FALSE, (GParamFlags) (G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS))); g_object_class_install_property (gobject_class, PROP_PATTERN, g_param_spec_enum ("pattern", "Pattern", "Type of test pattern to generate", GST_TYPE_D3D11_TEST_SRC_PATTERN, DEFAULT_PATTERN, (GParamFlags) (G_PARAM_READWRITE | GST_PARAM_MUTABLE_READY | G_PARAM_STATIC_STRINGS))); element_class->set_context = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_set_context); gst_element_class_set_static_metadata (element_class, "Direct3D11 test src", "Source/Video", "Creates a test video stream", "Seungha Yang "); caps = gst_d3d11_get_updated_template_caps (&template_caps); gst_element_class_add_pad_template (element_class, gst_pad_template_new ("src", GST_PAD_SRC, GST_PAD_ALWAYS, caps)); gst_caps_unref (caps); basesrc_class->is_seekable = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_is_seekable); basesrc_class->do_seek = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_do_seek); basesrc_class->fixate = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_fixate); basesrc_class->set_caps = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_set_caps); basesrc_class->decide_allocation = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_decide_allocation); basesrc_class->start = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_start); basesrc_class->stop = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_stop); basesrc_class->query = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_src_query); basesrc_class->get_times = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_get_times); basesrc_class->create = GST_DEBUG_FUNCPTR (gst_d3d11_test_src_create); GST_DEBUG_CATEGORY_INIT (gst_d3d11_test_src_debug, "d3d11testsrc", 0, "d3d11testsrc"); gst_type_mark_as_plugin_api (GST_TYPE_D3D11_TEST_SRC_PATTERN, (GstPluginAPIFlags) 0); } static void gst_d3d11_test_src_init (GstD3D11TestSrc * self) { gst_base_src_set_format (GST_BASE_SRC (self), GST_FORMAT_TIME); self->adapter_index = DEFAULT_ADAPTER; self->pattern = DEFAULT_PATTERN; } static void gst_d3d11_test_src_dispose (GObject * object) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (object); gst_clear_object (&self->device); G_OBJECT_CLASS (parent_class)->dispose (object); } static void gst_d3d11_test_src_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (object); switch (prop_id) { case PROP_ADAPTER: self->adapter_index = g_value_get_int (value); break; case PROP_IS_LIVE: gst_base_src_set_live (GST_BASE_SRC (self), g_value_get_boolean (value)); break; case PROP_PATTERN: self->pattern = (GstD3D11TestSrcPattern) g_value_get_enum (value); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_d3d11_test_src_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (object); switch (prop_id) { case PROP_ADAPTER: g_value_set_int (value, self->adapter_index); break; case PROP_IS_LIVE: g_value_set_boolean (value, gst_base_src_is_live (GST_BASE_SRC (self))); break; case PROP_PATTERN: g_value_set_enum (value, self->pattern); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_d3d11_test_src_set_context (GstElement * element, GstContext * context) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (element); gst_d3d11_handle_set_context (element, context, self->adapter_index, &self->device); GST_ELEMENT_CLASS (parent_class)->set_context (element, context); } static gboolean gst_d3d11_test_src_is_seekable (GstBaseSrc * bsrc) { return TRUE; } static gboolean gst_d3d11_test_src_do_seek (GstBaseSrc * bsrc, GstSegment * segment) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); GstClockTime position; segment->time = segment->start; position = segment->position; self->reverse = segment->rate < 0; /* now move to the position indicated */ if (self->info.fps_n) { self->n_frames = gst_util_uint64_scale (position, self->info.fps_n, self->info.fps_d * GST_SECOND); } else { self->n_frames = 0; } self->accum_frames = 0; self->accum_rtime = 0; if (self->info.fps_n) { self->running_time = gst_util_uint64_scale (self->n_frames, self->info.fps_d * GST_SECOND, self->info.fps_n); } else { /* FIXME : Not sure what to set here */ self->running_time = 0; } return TRUE; } static GstCaps * gst_d3d11_test_src_fixate (GstBaseSrc * bsrc, GstCaps * caps) { GstStructure *s; caps = gst_caps_make_writable (caps); s = gst_caps_get_structure (caps, 0); gst_structure_fixate_field_nearest_int (s, "width", 320); gst_structure_fixate_field_nearest_int (s, "height", 240); gst_structure_fixate_field_nearest_fraction (s, "framerate", 30, 1); return GST_BASE_SRC_CLASS (parent_class)->fixate (bsrc, caps); } static void gst_d3d11_test_src_quad_free (GstD3D11TestSrcQuad * quad) { if (!quad) return; GST_D3D11_CLEAR_COM (quad->ps); GST_D3D11_CLEAR_COM (quad->vs); GST_D3D11_CLEAR_COM (quad->layout); GST_D3D11_CLEAR_COM (quad->vertex_buffer); GST_D3D11_CLEAR_COM (quad->index_buffer); GST_D3D11_CLEAR_COM (quad->const_buffer); g_free (quad); } static void gst_d3d11_test_src_render_free (GstD3D11TestSrcRender * render) { if (!render) return; for (guint i = 0; i < G_N_ELEMENTS (render->quad); i++) g_clear_pointer (&render->quad[i], gst_d3d11_test_src_quad_free); g_free (render); } static void gst_d3d11_test_src_clear_resource (GstD3D11TestSrc * self) { if (self->render_pool) { gst_buffer_pool_set_active (self->render_pool, FALSE); gst_clear_object (&self->render_pool); } if (self->convert_pool) { gst_buffer_pool_set_active (self->convert_pool, FALSE); gst_clear_object (&self->convert_pool); } g_clear_pointer (&self->render, gst_d3d11_test_src_render_free); gst_clear_object (&self->converter); } static gboolean gst_d3d11_test_src_setup_resource (GstD3D11TestSrc * self, GstCaps * caps) { GstVideoInfo draw_info; GstCaps *draw_caps; GstD3D11AllocationParams *params; GstD3D11TestSrcRender *render; GstStructure *config; config = gst_structure_new ("converter-config", GST_D3D11_CONVERTER_OPT_BACKEND, GST_TYPE_D3D11_CONVERTER_BACKEND, GST_D3D11_CONVERTER_BACKEND_SHADER, nullptr); gst_video_info_set_format (&draw_info, GST_VIDEO_FORMAT_RGBA, self->info.width, self->info.height); self->converter = gst_d3d11_converter_new (self->device, &draw_info, &self->info, config); if (!self->converter) { GST_ERROR_OBJECT (self, "Failed to create converter"); goto error; } draw_caps = gst_video_info_to_caps (&draw_info); params = gst_d3d11_allocation_params_new (self->device, &draw_info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0); self->render_pool = gst_d3d11_buffer_pool_new_with_options (self->device, draw_caps, params, 0, 0); gst_d3d11_allocation_params_free (params); gst_caps_unref (draw_caps); if (!self->render_pool || !gst_buffer_pool_set_active (self->render_pool, TRUE)) { GST_ERROR_OBJECT (self, "Failed to configure draw pool"); goto error; } params = gst_d3d11_allocation_params_new (self->device, &self->info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_RENDER_TARGET, 0); self->convert_pool = gst_d3d11_buffer_pool_new_with_options (self->device, caps, params, 0, 0); gst_d3d11_allocation_params_free (params); if (!self->convert_pool || !gst_buffer_pool_set_active (self->convert_pool, TRUE)) { GST_ERROR_OBJECT (self, "Failed to configure draw pool"); goto error; } self->viewport.TopLeftX = 0; self->viewport.TopLeftY = 0; self->viewport.Width = self->info.width; self->viewport.Height = self->info.height; self->viewport.MinDepth = 0.0f; self->viewport.MaxDepth = 1.0f; self->render = render = g_new0 (GstD3D11TestSrcRender, 1); switch (self->pattern) { case GST_D3D11_TEST_SRC_SMPTE: if (!setup_smpte_render (self, render)) goto error; break; case GST_D3D11_TEST_SRC_SNOW: if (!setup_snow_render (self, render, FALSE)) goto error; break; case GST_D3D11_TEST_SRC_BLACK: render->clear_color = &color_table[COLOR_BLACK]; break; case GST_D3D11_TEST_SRC_WHITE: render->clear_color = &color_table[COLOR_WHITE]; break; case GST_D3D11_TEST_SRC_RED: render->clear_color = &color_table[COLOR_RED]; break; case GST_D3D11_TEST_SRC_GREEN: render->clear_color = &color_table[COLOR_GREEN]; break; case GST_D3D11_TEST_SRC_BLUE: render->clear_color = &color_table[COLOR_BLUE]; break; case GST_D3D11_TEST_SRC_CHECKERS1: if (!setup_checker_render (self, render, 1)) goto error; break; case GST_D3D11_TEST_SRC_CHECKERS2: if (!setup_checker_render (self, render, 2)) goto error; break; case GST_D3D11_TEST_SRC_CHECKERS4: if (!setup_checker_render (self, render, 4)) goto error; break; case GST_D3D11_TEST_SRC_CHECKERS8: if (!setup_checker_render (self, render, 8)) goto error; break; } return TRUE; error: gst_d3d11_test_src_clear_resource (self); return FALSE; } static gboolean gst_d3d11_test_src_set_caps (GstBaseSrc * bsrc, GstCaps * caps) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); GstCapsFeatures *features; GST_DEBUG_OBJECT (self, "Set caps %" GST_PTR_FORMAT, caps); gst_d3d11_test_src_clear_resource (self); features = gst_caps_get_features (caps, 0); if (features && gst_caps_features_contains (features, GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY)) { self->downstream_supports_d3d11 = TRUE; } else { self->downstream_supports_d3d11 = FALSE; } GST_OBJECT_LOCK (self); gst_video_info_from_caps (&self->info, caps); GST_OBJECT_UNLOCK (self); if (self->info.fps_d <= 0 || self->info.fps_n <= 0) { GST_ERROR_OBJECT (self, "Invalid framerate %d/%d", self->info.fps_n, self->info.fps_d); return FALSE; } gst_base_src_set_blocksize (bsrc, GST_VIDEO_INFO_SIZE (&self->info)); return gst_d3d11_test_src_setup_resource (self, caps); } static gboolean gst_d3d11_test_src_decide_allocation (GstBaseSrc * bsrc, GstQuery * query) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); GstBufferPool *pool = nullptr; GstStructure *config; GstD3D11AllocationParams *d3d11_params; GstCaps *caps; guint min, max, size; gboolean update_pool; GstVideoInfo vinfo; gst_query_parse_allocation (query, &caps, nullptr); if (!caps) { GST_ERROR_OBJECT (self, "No output caps"); return FALSE; } gst_video_info_from_caps (&vinfo, caps); if (gst_query_get_n_allocation_pools (query) > 0) { gst_query_parse_nth_allocation_pool (query, 0, &pool, &size, &min, &max); update_pool = TRUE; } else { size = GST_VIDEO_INFO_SIZE (&vinfo); min = max = 0; update_pool = FALSE; } if (pool && self->downstream_supports_d3d11) { if (!GST_IS_D3D11_BUFFER_POOL (pool)) { gst_clear_object (&pool); } else { GstD3D11BufferPool *dpool = GST_D3D11_BUFFER_POOL (pool); if (dpool->device != self->device) gst_clear_object (&pool); } } if (!pool) { if (self->downstream_supports_d3d11) pool = gst_d3d11_buffer_pool_new (self->device); else pool = gst_video_buffer_pool_new (); } config = gst_buffer_pool_get_config (pool); gst_buffer_pool_config_set_params (config, caps, size, min, max); gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META); if (self->downstream_supports_d3d11) { d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config); if (!d3d11_params) { d3d11_params = gst_d3d11_allocation_params_new (self->device, &vinfo, GST_D3D11_ALLOCATION_FLAG_DEFAULT, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0); } else { d3d11_params->desc[0].BindFlags |= D3D11_BIND_RENDER_TARGET; } gst_buffer_pool_config_set_d3d11_allocation_params (config, d3d11_params); gst_d3d11_allocation_params_free (d3d11_params); } if (!gst_buffer_pool_set_config (pool, config)) { GST_ERROR_OBJECT (self, "Failed to set config"); gst_clear_object (&pool); return FALSE; } if (update_pool) gst_query_set_nth_allocation_pool (query, 0, pool, size, min, max); else gst_query_add_allocation_pool (query, pool, size, min, max); gst_object_unref (pool); return TRUE; } static gboolean gst_d3d11_test_src_start (GstBaseSrc * bsrc) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); if (!gst_d3d11_ensure_element_data (GST_ELEMENT (bsrc), self->adapter_index, &self->device)) { GST_ELEMENT_ERROR (self, RESOURCE, OPEN_READ, ("Failed to prepare device"), (nullptr)); return FALSE; } self->running_time = 0; self->reverse = FALSE; self->n_frames = 0; self->accum_frames = 0; self->accum_rtime = 0; gst_video_info_init (&self->info); return TRUE; } static gboolean gst_d3d11_test_src_stop (GstBaseSrc * bsrc) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); gst_d3d11_test_src_clear_resource (self); gst_clear_object (&self->device); return TRUE; } static gboolean gst_d3d11_test_src_src_query (GstBaseSrc * bsrc, GstQuery * query) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); switch (GST_QUERY_TYPE (query)) { case GST_QUERY_CONTEXT: if (gst_d3d11_handle_context_query (GST_ELEMENT_CAST (self), query, self->device)) { return TRUE; } break; case GST_QUERY_LATENCY: GST_OBJECT_LOCK (self); if (self->info.fps_n > 0 && self->info.fps_d > 0) { GstClockTime latency; latency = gst_util_uint64_scale (GST_SECOND, self->info.fps_d, self->info.fps_n); GST_OBJECT_UNLOCK (self); gst_query_set_latency (query, gst_base_src_is_live (bsrc), latency, GST_CLOCK_TIME_NONE); GST_DEBUG_OBJECT (self, "Reporting latency of %" GST_TIME_FORMAT, GST_TIME_ARGS (latency)); return TRUE; } GST_OBJECT_UNLOCK (self); break; case GST_QUERY_DURATION: if (bsrc->num_buffers > 0) { GstFormat format; gst_query_parse_duration (query, &format, nullptr); if (format != GST_FORMAT_TIME) return FALSE; GST_OBJECT_LOCK (self); if (format == GST_FORMAT_TIME && self->info.fps_n > 0 && self->info.fps_d > 0) { gint64 dur; dur = gst_util_uint64_scale_int_round (bsrc->num_buffers * GST_SECOND, self->info.fps_d, self->info.fps_n); gst_query_set_duration (query, GST_FORMAT_TIME, dur); GST_OBJECT_UNLOCK (self); return TRUE; } GST_OBJECT_UNLOCK (self); } break; default: break; } return GST_BASE_SRC_CLASS (parent_class)->query (bsrc, query); } static void gst_d3d11_test_src_get_times (GstBaseSrc * bsrc, GstBuffer * buffer, GstClockTime * start, GstClockTime * end) { /* for live sources, sync on the timestamp of the buffer */ if (gst_base_src_is_live (bsrc)) { GstClockTime timestamp = GST_BUFFER_PTS (buffer); if (GST_CLOCK_TIME_IS_VALID (timestamp)) { /* get duration to calculate end time */ GstClockTime duration = GST_BUFFER_DURATION (buffer); if (GST_CLOCK_TIME_IS_VALID (duration)) { *end = timestamp + duration; } *start = timestamp; } } else { *start = -1; *end = -1; } } static gboolean gst_d3d11_test_src_draw_pattern (GstD3D11TestSrc * self, ID3D11DeviceContext * context, ID3D11RenderTargetView * rtv) { GstD3D11TestSrcRender *render = self->render; HRESULT hr; TimeConstBuffer *time_buf; D3D11_MAPPED_SUBRESOURCE map; UINT offsets = 0; if (render->clear_color) { context->ClearRenderTargetView (rtv, render->clear_color->color); return TRUE; } context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->RSSetViewports (1, &self->viewport); context->OMSetRenderTargets (1, &rtv, nullptr); context->OMSetBlendState (nullptr, nullptr, 0xffffffff); for (guint i = 0; i < G_N_ELEMENTS (render->quad); i++) { GstD3D11TestSrcQuad *quad = render->quad[i]; if (!quad) break; if (quad->const_buffer) { hr = context->Map (quad->const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to map constant buffer"); return FALSE; } time_buf = (TimeConstBuffer *) map.pData; time_buf->time = (FLOAT) ((FLOAT) (self->running_time + 1) / GST_SECOND); context->Unmap (quad->const_buffer, 0); context->PSSetConstantBuffers (0, 1, &quad->const_buffer); } else { context->PSSetConstantBuffers (0, 0, nullptr); } context->IASetInputLayout (quad->layout); context->IASetVertexBuffers (0, 1, &quad->vertex_buffer, &quad->vertex_stride, &offsets); context->IASetIndexBuffer (quad->index_buffer, DXGI_FORMAT_R16_UINT, 0); context->VSSetShader (quad->vs, nullptr, 0); context->PSSetShader (quad->ps, nullptr, 0); context->DrawIndexed (quad->index_count, 0, 0); } context->OMSetRenderTargets (0, nullptr, nullptr); return TRUE; } static GstFlowReturn gst_d3d11_test_src_create (GstBaseSrc * bsrc, guint64 offset, guint size, GstBuffer ** buf) { GstD3D11TestSrc *self = GST_D3D11_TEST_SRC (bsrc); GstBuffer *buffer = nullptr; GstBuffer *render_buffer = nullptr; GstBuffer *convert_buffer = nullptr; GstFlowReturn ret = GST_FLOW_ERROR; GstClockTime pts; GstClockTime next_time; GstMapInfo render_info; ID3D11DeviceContext *context_handle = gst_d3d11_device_get_device_context_handle (self->device); GstMemory *mem; GstD3D11Memory *dmem; ID3D11RenderTargetView *pattern_rtv; gboolean convert_ret; GstD3D11DeviceLockGuard lk (self->device); ret = GST_BASE_SRC_CLASS (parent_class)->alloc (bsrc, offset, size, &buffer); if (ret != GST_FLOW_OK) return ret; ret = gst_buffer_pool_acquire_buffer (self->render_pool, &render_buffer, nullptr); if (ret != GST_FLOW_OK) goto error; if (self->downstream_supports_d3d11) { convert_buffer = buffer; } else { ret = gst_buffer_pool_acquire_buffer (self->convert_pool, &convert_buffer, nullptr); if (ret != GST_FLOW_OK) goto error; } mem = gst_buffer_peek_memory (render_buffer, 0); if (!gst_memory_map (mem, &render_info, (GstMapFlags) (GST_MAP_WRITE | GST_MAP_D3D11))) { GST_ERROR_OBJECT (self, "Failed to map render buffer"); goto error; } dmem = GST_D3D11_MEMORY_CAST (mem); pattern_rtv = gst_d3d11_memory_get_render_target_view (dmem, 0); if (!pattern_rtv) { GST_ERROR_OBJECT (self, "RTV is not available"); gst_memory_unmap (mem, &render_info); goto error; } gst_d3d11_test_src_draw_pattern (self, context_handle, pattern_rtv); gst_memory_unmap (mem, &render_info); convert_ret = gst_d3d11_converter_convert_buffer_unlocked (self->converter, render_buffer, convert_buffer); if (!convert_ret) { GST_ERROR_OBJECT (self, "Failed to convert buffer"); goto error; } if (self->downstream_supports_d3d11) { convert_buffer = nullptr; } else { gst_d3d11_buffer_copy_into (buffer, convert_buffer, &self->info); gst_clear_buffer (&convert_buffer); } gst_clear_buffer (&render_buffer); pts = self->accum_rtime + self->running_time; GST_BUFFER_PTS (buffer) = pts; GST_BUFFER_DTS (buffer) = GST_CLOCK_TIME_NONE; GST_BUFFER_OFFSET (buffer) = self->accum_frames + self->n_frames; if (self->reverse) { self->n_frames--; } else { self->n_frames++; } GST_BUFFER_OFFSET_END (buffer) = GST_BUFFER_OFFSET (buffer) + 1; next_time = gst_util_uint64_scale (self->n_frames, self->info.fps_d * GST_SECOND, self->info.fps_n); if (self->reverse) { /* We already decremented to next frame */ GstClockTime prev_pts = gst_util_uint64_scale (self->n_frames + 2, self->info.fps_d * GST_SECOND, self->info.fps_n); GST_BUFFER_DURATION (buffer) = prev_pts - GST_BUFFER_PTS (buffer); } else { GST_BUFFER_DURATION (buffer) = next_time - self->running_time; } self->running_time = next_time; *buf = buffer; return GST_FLOW_OK; error: gst_clear_buffer (&buffer); gst_clear_buffer (&render_buffer); if (!self->downstream_supports_d3d11) gst_clear_buffer (&convert_buffer); return ret; }