/* GStreamer * Copyright (C) <2019> 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. */ #ifdef HAVE_CONFIG_H # include #endif #include "gstd3d11overlaycompositor.h" #include "gstd3d11pluginutils.h" #include #include #include #include GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_overlay_compositor_debug); #define GST_CAT_DEFAULT gst_d3d11_overlay_compositor_debug /* *INDENT-OFF* */ using namespace Microsoft::WRL; typedef struct { struct { FLOAT x; FLOAT y; FLOAT z; } position; struct { FLOAT u; FLOAT v; } texture; } VertexData; struct GstD3D11CompositionOverlay { ~GstD3D11CompositionOverlay () { if (overlay_rect) gst_video_overlay_rectangle_unref (overlay_rect); if (d3d11_buffer) gst_buffer_unref (d3d11_buffer); } GstVideoOverlayRectangle *overlay_rect = nullptr; ComPtr texture; ComPtr srv; ComPtr vertex_buffer; gboolean premul_alpha = FALSE; GstBuffer *d3d11_buffer = nullptr; }; typedef std::shared_ptr GstD3D11CompositionOverlayPtr; struct _GstD3D11OverlayCompositorPrivate { GstVideoInfo info; D3D11_VIEWPORT viewport; ComPtr ps; ComPtr premul_ps; ComPtr vs; ComPtr layout; ComPtr sampler; ComPtr blend; ComPtr index_buffer; std::vector overlays; }; /* *INDENT-ON* */ static void gst_d3d11_overlay_compositor_finalize (GObject * object); #define gst_d3d11_overlay_compositor_parent_class parent_class G_DEFINE_TYPE (GstD3D11OverlayCompositor, gst_d3d11_overlay_compositor, GST_TYPE_OBJECT); static void gst_d3d11_overlay_compositor_class_init (GstD3D11OverlayCompositorClass * klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); object_class->finalize = gst_d3d11_overlay_compositor_finalize; } static void gst_d3d11_overlay_compositor_init (GstD3D11OverlayCompositor * self) { self->priv = new GstD3D11OverlayCompositorPrivate (); } static void gst_d3d11_overlay_compositor_finalize (GObject * object) { GstD3D11OverlayCompositor *self = GST_D3D11_OVERLAY_COMPOSITOR (object); delete self->priv; gst_clear_object (&self->device); G_OBJECT_CLASS (parent_class)->finalize (object); } static GstD3D11CompositionOverlayPtr gst_d3d11_composition_overlay_new (GstD3D11OverlayCompositor * self, GstVideoOverlayRectangle * overlay_rect) { GstD3D11OverlayCompositorPrivate *priv = self->priv; gint x, y; guint width, height; D3D11_SUBRESOURCE_DATA subresource_data; D3D11_TEXTURE2D_DESC texture_desc; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D11_BUFFER_DESC buffer_desc; D3D11_MAPPED_SUBRESOURCE map; VertexData *vertex_data; GstBuffer *buf; GstVideoMeta *vmeta; GstMapInfo info; guint8 *data; gint stride; HRESULT hr; ID3D11Device *device_handle; ID3D11DeviceContext *context_handle; GstD3D11Device *device = self->device; FLOAT x1, y1, x2, y2; gdouble val; ComPtr < ID3D11Texture2D > texture; ComPtr < ID3D11ShaderResourceView > srv; ComPtr < ID3D11Buffer > vertex_buffer; GstVideoOverlayFormatFlags flags; gboolean premul_alpha = FALSE; GstMemory *mem; gboolean is_d3d11 = FALSE; memset (&subresource_data, 0, sizeof (subresource_data)); memset (&texture_desc, 0, sizeof (texture_desc)); memset (&srv_desc, 0, sizeof (srv_desc)); memset (&buffer_desc, 0, sizeof (buffer_desc)); device_handle = gst_d3d11_device_get_device_handle (device); context_handle = gst_d3d11_device_get_device_context_handle (device); if (!gst_video_overlay_rectangle_get_render_rectangle (overlay_rect, &x, &y, &width, &height)) { GST_ERROR_OBJECT (self, "Failed to get render rectangle"); return nullptr; } flags = gst_video_overlay_rectangle_get_flags (overlay_rect); if ((flags & GST_VIDEO_OVERLAY_FORMAT_FLAG_PREMULTIPLIED_ALPHA) != 0) { premul_alpha = TRUE; flags = GST_VIDEO_OVERLAY_FORMAT_FLAG_PREMULTIPLIED_ALPHA; } else { flags = GST_VIDEO_OVERLAY_FORMAT_FLAG_NONE; } buf = gst_video_overlay_rectangle_get_pixels_unscaled_argb (overlay_rect, flags); if (!buf) { GST_ERROR_OBJECT (self, "Failed to get overlay buffer"); return nullptr; } mem = gst_buffer_peek_memory (buf, 0); if (gst_is_d3d11_memory (mem)) { GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem); if (dmem->device == self->device) { srv = gst_d3d11_memory_get_shader_resource_view (dmem, 0); if (srv) { texture = (ID3D11Texture2D *) gst_d3d11_memory_get_resource_handle (dmem); is_d3d11 = TRUE; } } } if (!is_d3d11) { vmeta = gst_buffer_get_video_meta (buf); if (!vmeta) { GST_ERROR_OBJECT (self, "Failed to get video meta"); return nullptr; } if (!gst_video_meta_map (vmeta, 0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) { GST_ERROR_OBJECT (self, "Failed to map"); return nullptr; } /* Do create texture and upload data at once, for create immutable texture */ subresource_data.pSysMem = data; subresource_data.SysMemPitch = stride; subresource_data.SysMemSlicePitch = 0; texture_desc.Width = vmeta->width; texture_desc.Height = vmeta->height; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D11_USAGE_IMMUTABLE; texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texture_desc.CPUAccessFlags = 0; hr = device_handle->CreateTexture2D (&texture_desc, &subresource_data, &texture); gst_video_meta_unmap (vmeta, 0, &info); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Failed to create texture"); return nullptr; } srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = 1; hr = device_handle->CreateShaderResourceView (texture.Get (), &srv_desc, &srv); if (!gst_d3d11_result (hr, device) || !srv) { GST_ERROR_OBJECT (self, "Failed to create shader resource view"); return nullptr; } } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (VertexData) * 4; buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &vertex_buffer); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create vertex buffer, hr: 0x%x", (guint) hr); return nullptr; } GstD3D11DeviceLockGuard lk (device); hr = context_handle->Map (vertex_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't map vertex buffer, hr: 0x%x", (guint) hr); return nullptr; } vertex_data = (VertexData *) map.pData; /* bottom left */ gst_util_fraction_to_double (x, GST_VIDEO_INFO_WIDTH (&priv->info), &val); x1 = (val * 2.0f) - 1.0f; gst_util_fraction_to_double (y + height, GST_VIDEO_INFO_HEIGHT (&priv->info), &val); y1 = (val * -2.0f) + 1.0f; /* top right */ gst_util_fraction_to_double (x + width, GST_VIDEO_INFO_WIDTH (&priv->info), &val); x2 = (val * 2.0f) - 1.0f; gst_util_fraction_to_double (y, GST_VIDEO_INFO_HEIGHT (&priv->info), &val); y2 = (val * -2.0f) + 1.0f; /* bottom left */ vertex_data[0].position.x = x1; vertex_data[0].position.y = y1; vertex_data[0].position.z = 0.0f; vertex_data[0].texture.u = 0.0f; vertex_data[0].texture.v = 1.0f; /* top left */ vertex_data[1].position.x = x1; vertex_data[1].position.y = y2; vertex_data[1].position.z = 0.0f; vertex_data[1].texture.u = 0.0f; vertex_data[1].texture.v = 0.0f; /* top right */ vertex_data[2].position.x = x2; vertex_data[2].position.y = y2; vertex_data[2].position.z = 0.0f; vertex_data[2].texture.u = 1.0f; vertex_data[2].texture.v = 0.0f; /* bottom right */ vertex_data[3].position.x = x2; vertex_data[3].position.y = y1; vertex_data[3].position.z = 0.0f; vertex_data[3].texture.u = 1.0f; vertex_data[3].texture.v = 1.0f; context_handle->Unmap (vertex_buffer.Get (), 0); auto overlay = std::make_shared < GstD3D11CompositionOverlay > (); overlay->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect); overlay->texture = texture; overlay->srv = srv; overlay->vertex_buffer = vertex_buffer; overlay->premul_alpha = premul_alpha; if (is_d3d11) overlay->d3d11_buffer = gst_buffer_ref (buf); return overlay; } static gboolean gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self) { GstD3D11OverlayCompositorPrivate *priv = self->priv; GstVideoInfo *info = &priv->info; GstD3D11Device *device = self->device; HRESULT hr; D3D11_BUFFER_DESC buffer_desc; D3D11_BLEND_DESC blend_desc; D3D11_MAPPED_SUBRESOURCE map; WORD *indices; ID3D11Device *device_handle; ID3D11DeviceContext *context_handle; ComPtr < ID3D11PixelShader > ps; ComPtr < ID3D11PixelShader > premul_ps; ComPtr < ID3D11VertexShader > vs; ComPtr < ID3D11InputLayout > layout; ComPtr < ID3D11SamplerState > sampler; ComPtr < ID3D11BlendState > blend; ComPtr < ID3D11Buffer > index_buffer; memset (&buffer_desc, 0, sizeof (buffer_desc)); memset (&blend_desc, 0, sizeof (blend_desc)); device_handle = gst_d3d11_device_get_device_handle (device); context_handle = gst_d3d11_device_get_device_context_handle (device); hr = gst_d3d11_device_get_sampler (device, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, &sampler); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create sampler state, hr: 0x%x", (guint) hr); return FALSE; } hr = gst_d3d11_get_pixel_shader_sample (device, &ps); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create pixel shader"); return FALSE; } hr = gst_d3d11_get_pixel_shader_sample_premul (device, &premul_ps); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create premul pixel shader"); return FALSE; } hr = gst_d3d11_get_vertex_shader_coord (device, &vs, &layout); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create vertex pixel shader"); return FALSE; } blend_desc.AlphaToCoverageEnable = FALSE; blend_desc.IndependentBlendEnable = FALSE; blend_desc.RenderTarget[0].BlendEnable = TRUE; blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = device_handle->CreateBlendState (&blend_desc, &blend); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create blend staten, hr: 0x%x", (guint) hr); return FALSE; } buffer_desc.Usage = D3D11_USAGE_DYNAMIC; buffer_desc.ByteWidth = sizeof (WORD) * 6; buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = device_handle->CreateBuffer (&buffer_desc, nullptr, &index_buffer); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create index buffer, hr: 0x%x", (guint) hr); return FALSE; } GstD3D11DeviceLockGuard lk (device); hr = context_handle->Map (index_buffer.Get (), 0, D3D11_MAP_WRITE_DISCARD, 0, &map); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't map index buffer, hr: 0x%x", (guint) hr); return FALSE; } indices = (WORD *) map.pData; /* clockwise indexing */ indices[0] = 0; /* bottom left */ indices[1] = 1; /* top left */ indices[2] = 2; /* top right */ indices[3] = 3; /* bottom right */ indices[4] = 0; /* bottom left */ indices[5] = 2; /* top right */ context_handle->Unmap (index_buffer.Get (), 0); priv->ps = ps; priv->premul_ps = premul_ps; priv->vs = vs; priv->layout = layout; priv->sampler = sampler; priv->blend = blend; priv->index_buffer = index_buffer; priv->viewport.TopLeftX = 0; priv->viewport.TopLeftY = 0; priv->viewport.Width = GST_VIDEO_INFO_WIDTH (info); priv->viewport.Height = GST_VIDEO_INFO_HEIGHT (info); priv->viewport.MinDepth = 0.0f; priv->viewport.MaxDepth = 1.0f; return TRUE; } GstD3D11OverlayCompositor * gst_d3d11_overlay_compositor_new (GstD3D11Device * device, const GstVideoInfo * info) { GstD3D11OverlayCompositor *self = nullptr; GstD3D11OverlayCompositorPrivate *priv; g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr); g_return_val_if_fail (info != nullptr, nullptr); self = (GstD3D11OverlayCompositor *) g_object_new (GST_TYPE_D3D11_OVERLAY_COMPOSITOR, nullptr); gst_object_ref_sink (self); priv = self->priv; self->device = (GstD3D11Device *) gst_object_ref (device); priv->info = *info; if (!gst_d3d11_overlay_compositor_setup_shader (self)) { gst_object_unref (self); return nullptr; } return self; } static gboolean gst_d3d11_overlay_compositor_foreach_meta (GstBuffer * buffer, GstMeta ** meta, std::vector < GstVideoOverlayRectangle * >*overlay_rect) { GstVideoOverlayCompositionMeta *cmeta; guint num_rect; if ((*meta)->info->api != GST_VIDEO_OVERLAY_COMPOSITION_META_API_TYPE) return TRUE; cmeta = (GstVideoOverlayCompositionMeta *) (*meta); if (!cmeta->overlay) return TRUE; num_rect = gst_video_overlay_composition_n_rectangles (cmeta->overlay); for (guint i = 0; i < num_rect; i++) { auto rect = gst_video_overlay_composition_get_rectangle (cmeta->overlay, i); overlay_rect->push_back (rect); } return TRUE; } gboolean gst_d3d11_overlay_compositor_upload (GstD3D11OverlayCompositor * compositor, GstBuffer * buf) { GstD3D11OverlayCompositorPrivate *priv; std::vector < GstVideoOverlayRectangle * >new_overlay_rect; g_return_val_if_fail (compositor != nullptr, FALSE); g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE); priv = compositor->priv; gst_buffer_foreach_meta (buf, (GstBufferForeachMetaFunc) gst_d3d11_overlay_compositor_foreach_meta, &new_overlay_rect); if (new_overlay_rect.empty ()) { priv->overlays.clear (); return TRUE; } GST_LOG_OBJECT (compositor, "Found %" G_GSIZE_FORMAT " overlay rectangles, %" G_GSIZE_FORMAT " in current queue", new_overlay_rect.size (), priv->overlays.size ()); /* *INDENT-OFF* */ for (auto it : new_overlay_rect) { if (std::find_if (priv->overlays.begin (), priv->overlays.end (), [&] (const auto & overlay) -> bool { return overlay->overlay_rect == it; }) == priv->overlays.end ()) { auto new_overlay = gst_d3d11_composition_overlay_new (compositor, it); if (!new_overlay) return FALSE; priv->overlays.push_back (new_overlay); } } /* *INDENT-ON* */ GST_LOG_OBJECT (compositor, "Overlay rectangles in queue after uploaded %" G_GSIZE_FORMAT, priv->overlays.size ()); /* Remove old overlay */ /* *INDENT-OFF* */ auto it = priv->overlays.begin (); while (it != priv->overlays.end ()) { auto old_overlay = *it; if (std::find_if (new_overlay_rect.begin (), new_overlay_rect.end (), [&] (const auto & overlay) -> bool { return overlay == old_overlay->overlay_rect; }) == new_overlay_rect.end ()) { GST_LOG_OBJECT (compositor, "Removing %p from queue", old_overlay->overlay_rect); it = priv->overlays.erase (it); } else { it++; } } /* *INDENT-ON* */ GST_LOG_OBJECT (compositor, "Final queue size %" G_GSIZE_FORMAT, priv->overlays.size ()); return TRUE; } gboolean gst_d3d11_overlay_compositor_update_viewport (GstD3D11OverlayCompositor * compositor, D3D11_VIEWPORT * viewport) { g_return_val_if_fail (GST_IS_D3D11_OVERLAY_COMPOSITOR (compositor), FALSE); g_return_val_if_fail (viewport != nullptr, FALSE); compositor->priv->viewport = *viewport; return TRUE; } gboolean gst_d3d11_overlay_compositor_draw (GstD3D11OverlayCompositor * compositor, ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES]) { g_return_val_if_fail (compositor != nullptr, FALSE); g_return_val_if_fail (rtv != nullptr, FALSE); GstD3D11DeviceLockGuard lk (compositor->device); return gst_d3d11_overlay_compositor_draw_unlocked (compositor, rtv); } gboolean gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor * compositor, ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES]) { GstD3D11OverlayCompositorPrivate *priv; ID3D11DeviceContext *context; ID3D11ShaderResourceView *clear_view[GST_VIDEO_MAX_PLANES] = { nullptr, }; UINT strides = sizeof (VertexData); UINT offsets = 0; ID3D11SamplerState *samplers[1]; g_return_val_if_fail (compositor != nullptr, FALSE); g_return_val_if_fail (rtv != nullptr, FALSE); priv = compositor->priv; if (priv->overlays.empty ()) return TRUE; samplers[0] = priv->sampler.Get (); context = gst_d3d11_device_get_device_context_handle (compositor->device); context->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->IASetInputLayout (priv->layout.Get ()); context->IASetIndexBuffer (priv->index_buffer.Get (), DXGI_FORMAT_R16_UINT, 0); context->PSSetSamplers (0, 1, samplers); context->VSSetShader (priv->vs.Get (), nullptr, 0); context->RSSetViewports (1, &priv->viewport); context->OMSetRenderTargets (1, rtv, nullptr); context->OMSetBlendState (priv->blend.Get (), nullptr, 0xffffffff); /* *INDENT-OFF* */ for (auto overlay : priv->overlays) { ID3D11ShaderResourceView *srv[] = { overlay->srv.Get () }; ID3D11Buffer *vertex_buf[] = { overlay->vertex_buffer.Get () }; GstMapInfo info; GstMemory *mem = nullptr; if (overlay->d3d11_buffer) { mem = gst_buffer_peek_memory (overlay->d3d11_buffer, 0); gst_memory_map (mem, &info, (GstMapFlags) (GST_MAP_D3D11 | GST_MAP_READ)); } if (!overlay->premul_alpha) context->PSSetShader (priv->premul_ps.Get (), nullptr, 0); else context->PSSetShader (priv->ps.Get (), nullptr, 0); context->PSSetShaderResources (0, 1, srv); context->IASetVertexBuffers (0, 1, vertex_buf, &strides, &offsets); context->DrawIndexed (6, 0, 0); if (mem) gst_memory_unmap (mem, &info); } /* *INDENT-ON* */ context->PSSetShaderResources (0, 1, clear_view); context->OMSetRenderTargets (0, nullptr, nullptr); return TRUE; }