gstreamer/subprojects/gst-plugins-bad/sys/d3d11/plugin.cpp
2022-06-09 05:08:41 +09:00

258 lines
9.6 KiB
C++

/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
*
* 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:plugin-d3d11
*
* Microsoft Direct3D11 plugin.
*
* This plugin consists of various video filter, screen capture source,
* video sink, and video decoder elements.
*
* GstD3D11 plugin supports H.264/AVC, H.265/HEVC, VP8, VP9, H.262/MPEG-2 video,
* and AV1 codecs for decoding as well as hardware-accelerated video
* deinterlacing. Note that minimum required OS version for video decoder and
* deinterlacing elements is Windows 8.
*
* Plugin feature names of decoders:
* - d3d11h264dec
* - d3d11h265dec
* - d3d11vp8dec
* - d3d11vp9dec
* - d3d11mpeg2dec
* - d3d11av1dec
*
* Similar to the video decoder case, deinterlacing element would be registered
* only if its supported by hardware with the feature name `d3d11deinterlace`
*
* However, depending on the hardware it runs on, some elements might not be
* registered in case that underlying hardware doesn't support the feature.
* For a system with multiple Direct3D11 compatible hardwares (i.e., GPU),
* there can be multiple plugin features having the same role.
* The naming rule for the non-primary decoder element is
* `d3d11{codec}device{index}dec` where `index` is an arbitrary index number of
* hardware starting from 1.
*
* To get a list of all available elements, user can run
* ```sh
* gst-inspect-1.0.exe d3d11
* ```
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gst.h>
#include <gst/d3d11/gstd3d11.h>
#include "gstd3d11videosink.h"
#include "gstd3d11upload.h"
#include "gstd3d11download.h"
#include "gstd3d11convert.h"
#include "gstd3d11shader.h"
#include "gstd3d11compositor.h"
#include "gstd3d11compositorbin.h"
#include "gstd3d11h264dec.h"
#include "gstd3d11h265dec.h"
#include "gstd3d11vp9dec.h"
#include "gstd3d11vp8dec.h"
#include "gstd3d11mpeg2dec.h"
#include "gstd3d11av1dec.h"
#include "gstd3d11deinterlace.h"
#include "gstd3d11testsrc.h"
#if !GST_D3D11_WINAPI_ONLY_APP
#include "gstd3d11screencapturesrc.h"
#include "gstd3d11screencapturedevice.h"
#endif
GST_DEBUG_CATEGORY (gst_d3d11_debug);
GST_DEBUG_CATEGORY (gst_d3d11_shader_debug);
GST_DEBUG_CATEGORY (gst_d3d11_converter_debug);
GST_DEBUG_CATEGORY (gst_d3d11_plugin_utils_debug);
GST_DEBUG_CATEGORY (gst_d3d11_format_debug);
GST_DEBUG_CATEGORY (gst_d3d11_device_debug);
GST_DEBUG_CATEGORY (gst_d3d11_overlay_compositor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_window_debug);
GST_DEBUG_CATEGORY (gst_d3d11_video_processor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_compositor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_decoder_debug);
GST_DEBUG_CATEGORY (gst_d3d11_h264_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_h265_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_vp9_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_vp8_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_mpeg2_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_av1_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_deinterlace_debug);
#if !GST_D3D11_WINAPI_ONLY_APP
GST_DEBUG_CATEGORY (gst_d3d11_screen_capture_debug);
GST_DEBUG_CATEGORY (gst_d3d11_screen_capture_device_debug);
#endif
#define GST_CAT_DEFAULT gst_d3d11_debug
static gboolean
plugin_init (GstPlugin * plugin)
{
GstRank video_sink_rank = GST_RANK_PRIMARY;
D3D_FEATURE_LEVEL max_feature_level = D3D_FEATURE_LEVEL_9_3;
guint i;
GST_DEBUG_CATEGORY_INIT (gst_d3d11_debug, "d3d11", 0, "direct3d 11 plugin");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_shader_debug,
"d3d11shader", 0, "d3d11shader");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_converter_debug,
"d3d11converter", 0, "d3d11converter");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_plugin_utils_debug,
"d3d11pluginutils", 0, "d3d11 plugin utility functions");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_compositor_debug,
"d3d11overlaycompositor", 0, "d3d11overlaycompositor");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_window_debug,
"d3d11window", 0, "d3d11window");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_video_processor_debug,
"d3d11videoprocessor", 0, "d3d11videoprocessor");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_compositor_debug,
"d3d11compositor", 0, "d3d11compositor element");
if (!gst_d3d11_shader_init ()) {
GST_WARNING ("Cannot initialize d3d11 shader");
return TRUE;
}
/* DXVA2 API is availble since Windows 8 */
if (gst_d3d11_is_windows_8_or_greater ()) {
GST_DEBUG_CATEGORY_INIT (gst_d3d11_decoder_debug,
"d3d11decoder", 0, "Direct3D11 Video Decoder object");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_h264_dec_debug,
"d3d11h264dec", 0, "Direct3D11 H.264 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_vp9_dec_debug,
"d3d11vp9dec", 0, "Direct3D11 VP9 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_h265_dec_debug,
"d3d11h265dec", 0, "Direct3D11 H.265 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_vp8_dec_debug,
"d3d11vp8dec", 0, "Direct3D11 VP8 Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_mpeg2_dec_debug,
"d3d11mpeg2dec", 0, "Direct3D11 MPEG2 Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_av1_dec_debug,
"d3d11av1dec", 0, "Direct3D11 AV1 Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_deinterlace_debug,
"d3d11deinterlace", 0, "Direct3D11 Deinterlacer");
}
/* Enumerate devices to register decoders per device and to get the highest
* feature level */
/* AMD seems supporting up to 12 cards, and 8 for NVIDIA */
for (i = 0; i < 12; i++) {
GstD3D11Device *device = NULL;
ID3D11Device *device_handle;
D3D_FEATURE_LEVEL feature_level;
device = gst_d3d11_device_new (i, D3D11_CREATE_DEVICE_BGRA_SUPPORT);
if (!device)
break;
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (feature_level > max_feature_level)
max_feature_level = feature_level;
/* DXVA2 API is availble since Windows 8 */
if (gst_d3d11_is_windows_8_or_greater () &&
gst_d3d11_device_get_video_device_handle (device)) {
gboolean legacy = gst_d3d11_decoder_util_is_legacy_device (device);
/* avdec_h264 has primary rank, make this higher than it */
gst_d3d11_h264_dec_register (plugin,
device, GST_RANK_PRIMARY + 1, legacy);
if (!legacy) {
/* avdec_h265 has primary rank, make this higher than it */
gst_d3d11_h265_dec_register (plugin, device, GST_RANK_PRIMARY + 1);
gst_d3d11_vp9_dec_register (plugin, device, GST_RANK_PRIMARY);
gst_d3d11_vp8_dec_register (plugin, device, GST_RANK_PRIMARY);
gst_d3d11_av1_dec_register (plugin, device, GST_RANK_PRIMARY);
gst_d3d11_mpeg2_dec_register (plugin, device, GST_RANK_SECONDARY);
}
gst_d3d11_deinterlace_register (plugin, device, GST_RANK_MARGINAL);
}
gst_object_unref (device);
}
/* FIXME: Our shader code is not compatible with D3D_FEATURE_LEVEL_9_3
* or lower. So HLSL compiler cannot understand our shader code and
* therefore d3d11colorconverter cannot be configured.
*
* Known D3D_FEATURE_LEVEL_9_3 driver is
* "VirtualBox Graphics Adapter (WDDM)"
* ... and there might be some more old physical devices which don't support
* D3D_FEATURE_LEVEL_10_0.
*/
if (max_feature_level < D3D_FEATURE_LEVEL_10_0)
video_sink_rank = GST_RANK_NONE;
gst_d3d11_plugin_utils_init (max_feature_level);
gst_element_register (plugin,
"d3d11upload", GST_RANK_NONE, GST_TYPE_D3D11_UPLOAD);
gst_element_register (plugin,
"d3d11download", GST_RANK_NONE, GST_TYPE_D3D11_DOWNLOAD);
gst_element_register (plugin,
"d3d11convert", GST_RANK_NONE, GST_TYPE_D3D11_CONVERT);
gst_element_register (plugin,
"d3d11colorconvert", GST_RANK_NONE, GST_TYPE_D3D11_COLOR_CONVERT);
gst_element_register (plugin,
"d3d11scale", GST_RANK_NONE, GST_TYPE_D3D11_SCALE);
gst_element_register (plugin,
"d3d11videosink", video_sink_rank, GST_TYPE_D3D11_VIDEO_SINK);
gst_element_register (plugin,
"d3d11compositorelement", GST_RANK_NONE, GST_TYPE_D3D11_COMPOSITOR);
gst_element_register (plugin,
"d3d11compositor", GST_RANK_SECONDARY, GST_TYPE_D3D11_COMPOSITOR_BIN);
gst_element_register (plugin,
"d3d11testsrc", GST_RANK_NONE, GST_TYPE_D3D11_TEST_SRC);
#if !GST_D3D11_WINAPI_ONLY_APP
if (gst_d3d11_is_windows_8_or_greater ()) {
GST_DEBUG_CATEGORY_INIT (gst_d3d11_screen_capture_debug,
"d3d11screencapturesrc", 0, "d3d11screencapturesrc");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_screen_capture_device_debug,
"d3d11screencapturedevice", 0, "d3d11screencapturedevice");
gst_element_register (plugin,
"d3d11screencapturesrc", GST_RANK_NONE,
GST_TYPE_D3D11_SCREEN_CAPTURE_SRC);
gst_device_provider_register (plugin,
"d3d11screencapturedeviceprovider", GST_RANK_PRIMARY,
GST_TYPE_D3D11_SCREEN_CAPTURE_DEVICE_PROVIDER);
}
#endif
return TRUE;
}
GST_PLUGIN_DEFINE (GST_VERSION_MAJOR,
GST_VERSION_MINOR,
d3d11,
"Direct3D11 plugin",
plugin_init, VERSION, "LGPL", GST_PACKAGE_NAME, GST_PACKAGE_ORIGIN)