/* GStreamer * Copyright (C) 2023 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 02120-1301, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstd3d12overlaycompositor.h" #include #include #include #include #include #include "PSMain_sample.h" #include "PSMain_sample_premul.h" #include "VSMain_coord.h" GST_DEBUG_CATEGORY_STATIC (gst_d3d12_overlay_compositor_debug); #define GST_CAT_DEFAULT gst_d3d12_overlay_compositor_debug /* *INDENT-OFF* */ using namespace Microsoft::WRL; struct VertexData { struct { FLOAT x; FLOAT y; FLOAT z; } position; struct { FLOAT u; FLOAT v; } texture; }; struct GstD3D12OverlayRect : public GstMiniObject { ~GstD3D12OverlayRect () { if (overlay_rect) gst_video_overlay_rectangle_unref (overlay_rect); gst_clear_d3d12_descriptor (&srv_heap); } GstVideoOverlayRectangle *overlay_rect = nullptr; ComPtr texture; ComPtr staging; ComPtr vertex_buf; GstD3D12Descriptor *srv_heap = nullptr; D3D12_VERTEX_BUFFER_VIEW vbv; D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout; gboolean premul_alpha = FALSE; gboolean need_upload = TRUE; }; GST_DEFINE_MINI_OBJECT_TYPE (GstD3D12OverlayRect, gst_d3d12_overlay_rect); struct GstD3D12OverlayCompositorPrivate { ~GstD3D12OverlayCompositorPrivate () { if (overlays) g_list_free_full (overlays, (GDestroyNotify) gst_mini_object_unref); gst_clear_object (&ca_pool); gst_clear_object (&srv_heap_pool); } GstVideoInfo info; D3D12_VIEWPORT viewport; D3D12_RECT scissor_rect; ComPtr rs; ComPtr pso; ComPtr pso_premul; D3D12_INDEX_BUFFER_VIEW idv; ComPtr index_buf; ComPtr cl; GstD3D12CommandAllocatorPool *ca_pool = nullptr; GstD3D12DescriptorPool *srv_heap_pool = nullptr; GList *overlays = nullptr; std::vector rects_to_upload; }; /* *INDENT-ON* */ struct _GstD3D12OverlayCompositor { GstObject parent; GstD3D12Device *device; GstD3D12OverlayCompositorPrivate *priv; }; static void gst_d3d12_overlay_compositor_finalize (GObject * object); #define gst_d3d12_overlay_compositor_parent_class parent_class G_DEFINE_TYPE (GstD3D12OverlayCompositor, gst_d3d12_overlay_compositor, GST_TYPE_OBJECT); static void gst_d3d12_overlay_compositor_class_init (GstD3D12OverlayCompositorClass * klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); object_class->finalize = gst_d3d12_overlay_compositor_finalize; GST_DEBUG_CATEGORY_INIT (gst_d3d12_overlay_compositor_debug, "d3d12overlaycompositor", 0, "d3d12overlaycompositor"); } static void gst_d3d12_overlay_compositor_init (GstD3D12OverlayCompositor * self) { self->priv = new GstD3D12OverlayCompositorPrivate (); } static void gst_d3d12_overlay_compositor_finalize (GObject * object) { GstD3D12OverlayCompositor *self = GST_D3D12_OVERLAY_COMPOSITOR (object); delete self->priv; gst_clear_object (&self->device); G_OBJECT_CLASS (parent_class)->finalize (object); } static void gst_d3d12_overlay_rect_free (GstD3D12OverlayRect * rect) { if (rect) delete rect; } static GstD3D12OverlayRect * gst_d3d12_overlay_rect_new (GstD3D12OverlayCompositor * self, GstVideoOverlayRectangle * overlay_rect) { auto priv = self->priv; gint x, y; guint width, height; VertexData vertex_data[4]; FLOAT x1, y1, x2, y2; gdouble val; GstVideoOverlayFormatFlags flags; gboolean premul_alpha = FALSE; 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; } auto 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; } auto vmeta = gst_buffer_get_video_meta (buf); if (!vmeta) { GST_ERROR_OBJECT (self, "Failed to get video meta"); return nullptr; } auto device = gst_d3d12_device_get_device_handle (self->device); D3D12_HEAP_PROPERTIES heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT); D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Tex2D (DXGI_FORMAT_B8G8R8A8_UNORM, vmeta->width, vmeta->height, 1, 1); ComPtr < ID3D12Resource > texture; auto hr = device->CreateCommittedResource (&heap_prop, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS (&texture)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't create texture"); return nullptr; } D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout; UINT64 size; device->GetCopyableFootprints (&desc, 0, 1, 0, &layout, nullptr, nullptr, &size); ComPtr < ID3D12Resource > staging; heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD); desc = CD3DX12_RESOURCE_DESC::Buffer (size); hr = device->CreateCommittedResource (&heap_prop, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS (&staging)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't create upload buffer"); return nullptr; } guint8 *map_data; hr = staging->Map (0, nullptr, (void **) &map_data); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't map staging"); return nullptr; } guint8 *data; gint stride; GstMapInfo info; if (!gst_video_meta_map (vmeta, 0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) { GST_ERROR_OBJECT (self, "Failed to map"); return nullptr; } if (layout.Footprint.RowPitch == (UINT) stride) { memcpy (map_data, data, stride * layout.Footprint.Height); } else { guint width_in_bytes = 4 * layout.Footprint.Width; for (UINT i = 0; i < layout.Footprint.Height; i++) { memcpy (map_data, data, width_in_bytes); map_data += layout.Footprint.RowPitch; data += stride; } } staging->Unmap (0, nullptr); gst_video_meta_unmap (vmeta, 0, &info); /* 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; ComPtr < ID3D12Resource > vertex_buf; heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD); desc = CD3DX12_RESOURCE_DESC::Buffer (sizeof (VertexData) * 4); hr = device->CreateCommittedResource (&heap_prop, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS (&vertex_buf)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't create vertex buffer"); return nullptr; } hr = vertex_buf->Map (0, nullptr, (void **) &map_data); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't map vertex buffer"); return nullptr; } memcpy (map_data, vertex_data, sizeof (VertexData) * 4); vertex_buf->Unmap (0, nullptr); GstD3D12Descriptor *srv_heap; if (!gst_d3d12_descriptor_pool_acquire (priv->srv_heap_pool, &srv_heap)) { GST_ERROR_OBJECT (self, "Couldn't acquire command allocator"); return nullptr; } ComPtr < ID3D12DescriptorHeap > srv_heap_handle; gst_d3d12_descriptor_get_handle (srv_heap, &srv_heap_handle); D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { }; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Texture2D.MipLevels = 1; srv_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; device->CreateShaderResourceView (texture.Get (), &srv_desc, srv_heap_handle->GetCPUDescriptorHandleForHeapStart ()); auto rect = new GstD3D12OverlayRect (); gst_mini_object_init (rect, 0, gst_d3d12_overlay_rect_get_type (), nullptr, nullptr, (GstMiniObjectFreeFunction) gst_d3d12_overlay_rect_free); rect->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect); rect->texture = texture; rect->staging = staging; rect->vertex_buf = vertex_buf; rect->vbv.BufferLocation = vertex_buf->GetGPUVirtualAddress (); rect->vbv.SizeInBytes = sizeof (VertexData) * 4; rect->vbv.StrideInBytes = sizeof (VertexData); rect->layout = layout; rect->srv_heap = srv_heap; rect->premul_alpha = premul_alpha; return rect; } static gboolean gst_d3d12_overlay_compositor_setup_shader (GstD3D12OverlayCompositor * self) { auto priv = self->priv; GstVideoInfo *info = &priv->info; const WORD indices[6] = { 0, 1, 2, 3, 0, 2 }; const D3D12_ROOT_SIGNATURE_FLAGS rs_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS; const D3D12_STATIC_SAMPLER_DESC static_sampler_desc = { D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, D3D12_TEXTURE_ADDRESS_MODE_CLAMP, 0, 1, D3D12_COMPARISON_FUNC_ALWAYS, D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK, 0, D3D12_FLOAT32_MAX, 0, 0, D3D12_SHADER_VISIBILITY_PIXEL }; CD3DX12_ROOT_PARAMETER param; D3D12_DESCRIPTOR_RANGE range; std::vector < D3D12_ROOT_PARAMETER > param_list; range = CD3DX12_DESCRIPTOR_RANGE (D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); param.InitAsDescriptorTable (1, &range, D3D12_SHADER_VISIBILITY_PIXEL); param_list.push_back (param); D3D12_VERSIONED_ROOT_SIGNATURE_DESC rs_desc = { }; CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC::Init_1_0 (rs_desc, param_list.size (), param_list.data (), 1, &static_sampler_desc, rs_flags); ComPtr < ID3DBlob > rs_blob; ComPtr < ID3DBlob > error_blob; auto hr = D3DX12SerializeVersionedRootSignature (&rs_desc, D3D_ROOT_SIGNATURE_VERSION_1_1, &rs_blob, &error_blob); if (!gst_d3d12_result (hr, self->device)) { const gchar *error_msg = nullptr; if (error_blob) error_msg = (const gchar *) error_blob->GetBufferPointer (); GST_ERROR_OBJECT (self, "Couldn't serialize root signature, error: %s", GST_STR_NULL (error_msg)); return FALSE; } GstD3D12Format device_format; gst_d3d12_device_get_format (self->device, GST_VIDEO_INFO_FORMAT (info), &device_format); auto device = gst_d3d12_device_get_device_handle (self->device); ComPtr < ID3D12RootSignature > rs; device->CreateRootSignature (0, rs_blob->GetBufferPointer (), rs_blob->GetBufferSize (), IID_PPV_ARGS (&rs)); D3D12_INPUT_ELEMENT_DESC input_desc[2]; 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 = D3D12_APPEND_ALIGNED_ELEMENT; input_desc[0].InputSlotClass = D3D12_INPUT_CLASSIFICATION_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 = D3D12_APPEND_ALIGNED_ELEMENT; input_desc[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA; input_desc[1].InstanceDataStepRate = 0; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { }; pso_desc.pRootSignature = rs.Get (); pso_desc.VS.BytecodeLength = sizeof (g_VSMain_coord); pso_desc.VS.pShaderBytecode = g_VSMain_coord; pso_desc.PS.BytecodeLength = sizeof (g_PSMain_sample); pso_desc.PS.pShaderBytecode = g_PSMain_sample; pso_desc.BlendState = CD3DX12_BLEND_DESC (D3D12_DEFAULT); pso_desc.BlendState.RenderTarget[0].BlendEnable = TRUE; pso_desc.BlendState.RenderTarget[0].LogicOpEnable = FALSE; pso_desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; pso_desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; pso_desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; pso_desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; pso_desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; pso_desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; pso_desc.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP; pso_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; pso_desc.SampleMask = UINT_MAX; pso_desc.RasterizerState = CD3DX12_RASTERIZER_DESC (D3D12_DEFAULT); pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; pso_desc.DepthStencilState.DepthEnable = FALSE; pso_desc.DepthStencilState.StencilEnable = FALSE; pso_desc.InputLayout.pInputElementDescs = input_desc; pso_desc.InputLayout.NumElements = G_N_ELEMENTS (input_desc); pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; pso_desc.NumRenderTargets = 1; pso_desc.RTVFormats[0] = device_format.resource_format[0]; pso_desc.SampleDesc.Count = 1; ComPtr < ID3D12PipelineState > pso; hr = device->CreateGraphicsPipelineState (&pso_desc, IID_PPV_ARGS (&pso)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't create pso"); return FALSE; } ComPtr < ID3D12PipelineState > pso_premul; pso_desc.PS.BytecodeLength = sizeof (g_PSMain_sample_premul); pso_desc.PS.pShaderBytecode = g_PSMain_sample_premul; hr = device->CreateGraphicsPipelineState (&pso_desc, IID_PPV_ARGS (&pso_premul)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't create pso"); return FALSE; } D3D12_HEAP_PROPERTIES heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD); D3D12_RESOURCE_DESC buffer_desc = CD3DX12_RESOURCE_DESC::Buffer (sizeof (indices)); ComPtr < ID3D12Resource > index_buf; hr = device->CreateCommittedResource (&heap_prop, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS (&index_buf)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't create index buffer"); return FALSE; } void *data; hr = index_buf->Map (0, nullptr, &data); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Couldn't map index buffer"); return FALSE; } memcpy (data, indices, sizeof (indices)); index_buf->Unmap (0, nullptr); D3D12_DESCRIPTOR_HEAP_DESC heap_desc = { }; heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heap_desc.NumDescriptors = 1; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; priv->rs = rs; priv->pso = pso; priv->pso_premul = pso_premul; priv->idv.BufferLocation = index_buf->GetGPUVirtualAddress (); priv->idv.SizeInBytes = sizeof (indices); priv->idv.Format = DXGI_FORMAT_R16_UINT; priv->index_buf = index_buf; priv->srv_heap_pool = gst_d3d12_descriptor_pool_new (self->device, &heap_desc); priv->ca_pool = gst_d3d12_command_allocator_pool_new (self->device, D3D12_COMMAND_LIST_TYPE_DIRECT); 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; priv->scissor_rect.left = 0; priv->scissor_rect.top = 0; priv->scissor_rect.right = GST_VIDEO_INFO_WIDTH (info); priv->scissor_rect.bottom = GST_VIDEO_INFO_HEIGHT (info); return TRUE; } GstD3D12OverlayCompositor * gst_d3d12_overlay_compositor_new (GstD3D12Device * device, const GstVideoInfo * info) { GstD3D12OverlayCompositor *self = nullptr; GstD3D12OverlayCompositorPrivate *priv; g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), nullptr); g_return_val_if_fail (info != nullptr, nullptr); self = (GstD3D12OverlayCompositor *) g_object_new (GST_TYPE_D3D12_OVERLAY_COMPOSITOR, nullptr); gst_object_ref_sink (self); priv = self->priv; self->device = (GstD3D12Device *) gst_object_ref (device); priv->info = *info; if (!gst_d3d12_overlay_compositor_setup_shader (self)) { gst_object_unref (self); return nullptr; } return self; } static gboolean gst_d3d12_overlay_compositor_foreach_meta (GstBuffer * buffer, GstMeta ** meta, GstD3D12OverlayCompositor * self) { auto priv = self->priv; if ((*meta)->info->api != GST_VIDEO_OVERLAY_COMPOSITION_META_API_TYPE) return TRUE; auto cmeta = (GstVideoOverlayCompositionMeta *) (*meta); if (!cmeta->overlay) return TRUE; auto 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); priv->rects_to_upload.push_back (rect); } return TRUE; } gboolean gst_d3d12_overlay_compositor_upload (GstD3D12OverlayCompositor * compositor, GstBuffer * buf) { g_return_val_if_fail (compositor != nullptr, FALSE); g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE); auto priv = compositor->priv; priv->rects_to_upload.clear (); gst_buffer_foreach_meta (buf, (GstBufferForeachMetaFunc) gst_d3d12_overlay_compositor_foreach_meta, compositor); if (priv->rects_to_upload.empty ()) { if (priv->overlays) g_list_free_full (priv->overlays, (GDestroyNotify) gst_mini_object_unref); priv->overlays = nullptr; return TRUE; } GST_LOG_OBJECT (compositor, "Found %" G_GSIZE_FORMAT " overlay rectangles", priv->rects_to_upload.size ()); for (size_t i = 0; i < priv->rects_to_upload.size (); i++) { GList *iter; bool found = false; for (iter = priv->overlays; iter; iter = g_list_next (iter)) { auto rect = (GstD3D12OverlayRect *) iter->data; if (rect->overlay_rect == priv->rects_to_upload[i]) { found = true; break; } } if (!found) { auto new_rect = gst_d3d12_overlay_rect_new (compositor, priv->rects_to_upload[i]); if (new_rect) priv->overlays = g_list_append (priv->overlays, new_rect); } } /* Remove old overlay */ GList *iter; GList *next; for (iter = priv->overlays; iter; iter = next) { auto rect = (GstD3D12OverlayRect *) iter->data; next = g_list_next (iter); if (std::find_if (priv->rects_to_upload.begin (), priv->rects_to_upload.end (),[&](const auto & overlay)->bool { return overlay == rect->overlay_rect;} ) == priv->rects_to_upload.end ()) { gst_mini_object_unref (rect); priv->overlays = g_list_delete_link (priv->overlays, iter); } } return TRUE; } gboolean gst_d3d12_overlay_compositor_update_viewport (GstD3D12OverlayCompositor * compositor, GstVideoRectangle * viewport) { g_return_val_if_fail (GST_IS_D3D12_OVERLAY_COMPOSITOR (compositor), FALSE); g_return_val_if_fail (viewport != nullptr, FALSE); auto priv = compositor->priv; priv->viewport.TopLeftX = viewport->x; priv->viewport.TopLeftY = viewport->y; priv->viewport.Width = viewport->w; priv->viewport.Height = viewport->h; priv->scissor_rect.left = viewport->x; priv->scissor_rect.top = viewport->y; priv->scissor_rect.right = viewport->x + viewport->w; priv->scissor_rect.bottom = viewport->y + viewport->h; return TRUE; } static gboolean gst_d3d12_overlay_compositor_execute (GstD3D12OverlayCompositor * self, GstBuffer * buf, GstD3D12FenceData * fence_data, ID3D12GraphicsCommandList * cl) { auto priv = self->priv; auto mem = (GstD3D12Memory *) gst_buffer_peek_memory (buf, 0); ComPtr < ID3D12DescriptorHeap > rtv_heap; if (!gst_d3d12_memory_get_render_target_view_heap (mem, &rtv_heap)) { GST_ERROR_OBJECT (self, "Couldn't get rtv heap"); return FALSE; } GList *iter; ComPtr < ID3D12PipelineState > prev_pso; for (iter = priv->overlays; iter; iter = g_list_next (iter)) { auto rect = (GstD3D12OverlayRect *) iter->data; if (rect->need_upload) { D3D12_TEXTURE_COPY_LOCATION src = CD3DX12_TEXTURE_COPY_LOCATION (rect->staging.Get (), rect->layout); D3D12_TEXTURE_COPY_LOCATION dst = CD3DX12_TEXTURE_COPY_LOCATION (rect->texture.Get ()); GST_LOG_OBJECT (self, "First render, uploading texture"); cl->CopyTextureRegion (&dst, 0, 0, 0, &src, nullptr); D3D12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition (rect->texture.Get (), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); cl->ResourceBarrier (1, &barrier); rect->need_upload = FALSE; } cl->SetGraphicsRootSignature (priv->rs.Get ()); ComPtr < ID3D12PipelineState > pso; if (rect->premul_alpha) pso = priv->pso; else pso = priv->pso_premul; if (!prev_pso) { cl->SetPipelineState (pso.Get ()); cl->IASetIndexBuffer (&priv->idv); cl->IASetPrimitiveTopology (D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); cl->RSSetViewports (1, &priv->viewport); cl->RSSetScissorRects (1, &priv->scissor_rect); D3D12_CPU_DESCRIPTOR_HANDLE rtv_heaps[] = { rtv_heap->GetCPUDescriptorHandleForHeapStart () }; cl->OMSetRenderTargets (1, rtv_heaps, FALSE, nullptr); } else if (pso != prev_pso) { cl->SetPipelineState (pso.Get ()); } ComPtr < ID3D12DescriptorHeap > srv_heap; gst_d3d12_descriptor_get_handle (rect->srv_heap, &srv_heap); ID3D12DescriptorHeap *heaps[] = { srv_heap.Get () }; cl->SetDescriptorHeaps (1, heaps); cl->SetGraphicsRootDescriptorTable (0, srv_heap->GetGPUDescriptorHandleForHeapStart ()); cl->IASetVertexBuffers (0, 1, &rect->vbv); cl->DrawIndexedInstanced (6, 1, 0, 0, 0); gst_d3d12_fence_data_add_notify (fence_data, gst_mini_object_ref (rect), (GDestroyNotify) gst_mini_object_unref); prev_pso = nullptr; prev_pso = pso; } return TRUE; } gboolean gst_d3d12_overlay_compositor_draw (GstD3D12OverlayCompositor * compositor, GstBuffer * buf, GstD3D12FenceData * fence_data, ID3D12GraphicsCommandList * command_list) { g_return_val_if_fail (compositor != nullptr, FALSE); g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE); g_return_val_if_fail (fence_data, FALSE); g_return_val_if_fail (command_list, FALSE); auto priv = compositor->priv; if (!priv->overlays) return TRUE; return gst_d3d12_overlay_compositor_execute (compositor, buf, fence_data, command_list); }