gstreamer/subprojects/gst-plugins-bad/sys/dwrite/gstdwriterender_d3d12.cpp
Seungha Yang b37bfc02f5 d3d12: Remove unnecessary event handles
null event NT handle to ID3D12Fence::SetEventOnCompletion()
will block the calling CPU thread already, thus it has no point that
creating an event NT handle in order to immediate wait for fence at CPU-side.
Note that passing a valid event NT handle to the fence API might be useful
when we need to wait for the fence value later (or timeout is required),
or want to wait for multiple fences at once via WaitForMultipleObjects().
But it's not a considered use case for now.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7176>
2024-07-16 19:17:15 +00:00

902 lines
29 KiB
C++

/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstdwriterender_d3d12.h"
#include "gstdwrite-renderer.h"
#include <gst/d3d12/gstd3d12-private.h>
#include <d3d11on12.h>
#include <wrl.h>
#include <vector>
#include <queue>
GST_DEBUG_CATEGORY_EXTERN (dwrite_overlay_object_debug);
#define GST_CAT_DEFAULT dwrite_overlay_object_debug
#define ASYNC_DEPTH 4
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
struct GstDWriteD3D12RenderPrivate
{
GstDWriteD3D12RenderPrivate ()
{
fence_data_pool = gst_d3d12_fence_data_pool_new ();
}
~GstDWriteD3D12RenderPrivate ()
{
renderer = nullptr;
dwrite_factory = nullptr;
d2d_factory = nullptr;
ClearResource ();
gst_clear_object (&fence_data_pool);
}
void ClearResource ()
{
if (device) {
gst_d3d12_device_fence_wait (device, D3D12_COMMAND_LIST_TYPE_DIRECT,
fence_val);
}
gst_clear_object (&ca_pool);
cl = nullptr;
{
GstD3D12Device11on12LockGuard lk (device);
d2d_target = nullptr;
wrapped_texture = nullptr;
layout_resource = nullptr;
device11on12 = nullptr;
d3d11_context = nullptr;
device11 = nullptr;
}
if (layout_pool)
gst_buffer_pool_set_active (layout_pool, FALSE);
gst_clear_object (&layout_pool);
if (blend_pool)
gst_buffer_pool_set_active (blend_pool, FALSE);
gst_clear_object (&blend_pool);
gst_clear_object (&pre_conv);
gst_clear_object (&blend_conv);
gst_clear_object (&post_conv);
gst_clear_object (&device);
prepared = FALSE;
fence_val = 0;
scheduled = { };
}
GstD3D12Device *device = nullptr;
ComPtr<ID2D1Factory> d2d_factory;
ComPtr<IDWriteFactory> dwrite_factory;
ComPtr<IGstDWriteTextRenderer> renderer;
ComPtr<ID3D11Texture2D> wrapped_texture;
ComPtr<ID3D12Resource> layout_resource;
ComPtr<ID2D1RenderTarget> d2d_target;
GstBufferPool *layout_pool = nullptr;
GstBufferPool *blend_pool = nullptr;
GstVideoInfo layout_info;
GstVideoInfo blend_info;
GstVideoInfo info;
gboolean direct_blend = FALSE;
gboolean prepared = FALSE;
GstD3D12Converter *pre_conv = nullptr;
GstD3D12Converter *blend_conv = nullptr;
GstD3D12Converter *post_conv = nullptr;
guint64 fence_val = 0;
ComPtr<ID3D12GraphicsCommandList> cl;
GstD3D12FenceDataPool *fence_data_pool;
GstD3D12CommandAllocatorPool *ca_pool = nullptr;
ComPtr<ID3D11On12Device> device11on12;
ComPtr<ID3D11Device> device11;
ComPtr<ID3D11DeviceContext> d3d11_context;
std::queue<guint64> scheduled;
};
/* *INDENT-ON* */
struct _GstDWriteD3D12Render
{
GstDWriteRender parent;
GstDWriteD3D12RenderPrivate *priv;
};
static void gst_dwrite_d3d12_render_finalize (GObject * object);
static GstBuffer *gst_dwrite_d3d12_render_draw_layout (GstDWriteRender * render,
IDWriteTextLayout * layout, gint x, gint y);
static gboolean gst_dwrite_d3d12_render_blend (GstDWriteRender * render,
GstBuffer * layout_buf, gint x, gint y, GstBuffer * output);
static gboolean
gst_dwrite_d3d12_render_update_device (GstDWriteRender * render,
GstBuffer * buffer);
static gboolean
gst_dwrite_d3d12_render_handle_allocation_query (GstDWriteRender * render,
GstElement * elem, GstQuery * query);
static gboolean gst_dwrite_d3d12_render_can_inplace (GstDWriteRender * render,
GstBuffer * buffer);
static gboolean gst_dwrite_d3d12_render_upload (GstDWriteRender * render,
const GstVideoInfo * info, GstBuffer * in_buf, GstBuffer * out_buf);
static gboolean gst_dwrite_d3d12_render_prepare (GstDWriteD3D12Render * self);
#define gst_dwrite_d3d12_render_parent_class parent_class
G_DEFINE_FINAL_TYPE (GstDWriteD3D12Render, gst_dwrite_d3d12_render,
GST_TYPE_DWRITE_RENDER);
static void
gst_dwrite_d3d12_render_class_init (GstDWriteD3D12RenderClass * klass)
{
auto object_class = G_OBJECT_CLASS (klass);
auto render_class = GST_DWRITE_RENDER_CLASS (klass);
object_class->finalize = gst_dwrite_d3d12_render_finalize;
render_class->draw_layout = gst_dwrite_d3d12_render_draw_layout;
render_class->blend = gst_dwrite_d3d12_render_blend;
render_class->update_device = gst_dwrite_d3d12_render_update_device;
render_class->handle_allocation_query =
gst_dwrite_d3d12_render_handle_allocation_query;
render_class->can_inplace = gst_dwrite_d3d12_render_can_inplace;
render_class->upload = gst_dwrite_d3d12_render_upload;
}
static void
gst_dwrite_d3d12_render_init (GstDWriteD3D12Render * self)
{
self->priv = new GstDWriteD3D12RenderPrivate ();
}
static void
gst_dwrite_d3d12_render_finalize (GObject * object)
{
auto self = GST_DWRITE_D3D12_RENDER (object);
delete self->priv;
G_OBJECT_CLASS (parent_class)->finalize (object);
}
static GstBufferPool *
gst_dwrite_d3d12_render_create_pool (GstDWriteD3D12Render * self,
const GstVideoInfo * info)
{
auto priv = self->priv;
auto caps = gst_video_info_to_caps (info);
if (!caps) {
GST_ERROR_OBJECT (self, "Invalid info");
return nullptr;
}
auto pool = gst_d3d12_buffer_pool_new (priv->device);
auto config = gst_buffer_pool_get_config (pool);
auto params = gst_d3d12_allocation_params_new (priv->device, info,
GST_D3D12_ALLOCATION_FLAG_DEFAULT,
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS |
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_HEAP_FLAG_NONE);
gst_buffer_pool_config_set_d3d12_allocation_params (config, params);
gst_d3d12_allocation_params_free (params);
gst_buffer_pool_config_set_params (config, caps, 0, 0, 0);
gst_caps_unref (caps);
if (!gst_buffer_pool_set_config (pool, config)) {
GST_ERROR_OBJECT (self, "Couldn't set config");
gst_object_unref (pool);
return nullptr;
}
if (!gst_buffer_pool_set_active (pool, TRUE)) {
GST_ERROR_OBJECT (self, "Couldn't set active");
gst_object_unref (pool);
return nullptr;
}
return pool;
}
static GstBuffer *
gst_dwrite_d3d12_render_draw_layout (GstDWriteRender * render,
IDWriteTextLayout * layout, gint x, gint y)
{
auto self = GST_DWRITE_D3D12_RENDER (render);
auto priv = self->priv;
if (!priv->prepared) {
GST_ERROR_OBJECT (self, "Not prepapred");
return nullptr;
}
auto width = (gint) layout->GetMaxWidth ();
auto height = (gint) layout->GetMaxHeight ();
if (priv->layout_pool && (priv->layout_info.width != width ||
priv->layout_info.height != height)) {
gst_buffer_pool_set_active (priv->layout_pool, FALSE);
gst_clear_object (&priv->layout_pool);
GstD3D12Device11on12LockGuard lk (priv->device);
priv->d2d_target = nullptr;
priv->wrapped_texture = nullptr;
priv->layout_resource = nullptr;
}
if (!priv->layout_pool) {
gst_video_info_set_format (&priv->layout_info, GST_VIDEO_FORMAT_BGRA,
width, height);
priv->layout_pool = gst_dwrite_d3d12_render_create_pool (self,
&priv->layout_info);
if (!priv->layout_pool) {
GST_ERROR_OBJECT (self, "Couldn't create pool");
return nullptr;
}
}
if (!priv->layout_resource) {
auto device = gst_d3d12_device_get_device_handle (priv->device);
D3D12_HEAP_PROPERTIES heap_prop = { };
heap_prop.Type = D3D12_HEAP_TYPE_DEFAULT;
heap_prop.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_prop.CreationNodeMask = 1;
heap_prop.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC desc = { };
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Width = width;
desc.Height = height;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
auto hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_SHARED, &desc, D3D12_RESOURCE_STATE_COMMON,
nullptr, IID_PPV_ARGS (&priv->layout_resource));
if (!gst_d3d12_result (hr, priv->device)) {
GST_ERROR_OBJECT (self, "Couldn't create layout texture");
return nullptr;
}
GstD3D12Device11on12LockGuard lk (priv->device);
D3D11_RESOURCE_FLAGS flags11 = { };
flags11.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
flags11.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
hr = priv->device11on12->CreateWrappedResource (priv->
layout_resource.Get (), &flags11, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
IID_PPV_ARGS (&priv->wrapped_texture));
if (!gst_d3d12_result (hr, priv->device)) {
GST_ERROR_OBJECT (self, "Couldn't create wrappred resource");
priv->layout_resource = nullptr;
return nullptr;
}
ComPtr < IDXGISurface > surface;
static const D2D1_RENDER_TARGET_PROPERTIES props = {
D2D1_RENDER_TARGET_TYPE_DEFAULT, DXGI_FORMAT_B8G8R8A8_UNORM,
D2D1_ALPHA_MODE_PREMULTIPLIED, 0, 0, D2D1_RENDER_TARGET_USAGE_NONE,
D2D1_FEATURE_LEVEL_DEFAULT
};
hr = priv->wrapped_texture->QueryInterface (IID_PPV_ARGS (&surface));
if (!gst_d3d12_result (hr, priv->device)) {
GST_ERROR_OBJECT (self, "Couldn't get DXGI surface");
priv->wrapped_texture = nullptr;
priv->layout_resource = nullptr;
return nullptr;
}
hr = priv->d2d_factory->CreateDxgiSurfaceRenderTarget (surface.Get (),
props, &priv->d2d_target);
if (FAILED (hr)) {
GST_ERROR_OBJECT (self, "Couldn't create d2d render target");
priv->wrapped_texture = nullptr;
priv->layout_resource = nullptr;
return nullptr;
}
}
if (priv->scheduled.size () >= ASYNC_DEPTH) {
auto fence_to_wait = priv->scheduled.front ();
priv->scheduled.pop ();
gst_d3d12_device_fence_wait (priv->device,
D3D12_COMMAND_LIST_TYPE_DIRECT, fence_to_wait);
}
GstBuffer *layout_buf = nullptr;
gst_buffer_pool_acquire_buffer (priv->layout_pool, &layout_buf, nullptr);
if (!layout_buf) {
GST_ERROR_OBJECT (self, "Couldn't acquire buffer");
return nullptr;
}
{
GstD3D12Device11on12LockGuard lk (priv->device);
ID3D11Resource *wrapped[] = { priv->wrapped_texture.Get () };
priv->device11on12->AcquireWrappedResources (wrapped, 1);
priv->d2d_target->BeginDraw ();
priv->d2d_target->Clear (D2D1::ColorF (D2D1::ColorF::Black, 0.0));
priv->renderer->Draw (D2D1::Point2F (),
D2D1::Rect (0, 0, width, height), layout, priv->d2d_target.Get ());
priv->d2d_target->EndDraw ();
priv->device11on12->ReleaseWrappedResources (wrapped, 1);
priv->d3d11_context->Flush ();
}
auto dmem = (GstD3D12Memory *) gst_buffer_peek_memory (layout_buf, 0);
auto texture = gst_d3d12_memory_get_resource_handle (dmem);
GstD3D12CopyTextureRegionArgs args = { };
args.src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
args.src.pResource = priv->layout_resource.Get ();
args.dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
args.dst.pResource = texture;
GstD3D12FenceData *fence_data;
gst_d3d12_fence_data_pool_acquire (priv->fence_data_pool, &fence_data);
auto resource_clone = priv->layout_resource;
auto wrapped_clone = priv->wrapped_texture;
gst_d3d12_fence_data_push (fence_data,
FENCE_NOTIFY_COM (resource_clone.Detach ()));
gst_d3d12_fence_data_push (fence_data,
FENCE_NOTIFY_COM (wrapped_clone.Detach ()));
gst_d3d12_device_copy_texture_region (priv->device,
1, &args, fence_data, 0, nullptr, nullptr, D3D12_COMMAND_LIST_TYPE_DIRECT,
&priv->fence_val);
priv->scheduled.push (priv->fence_val);
gst_d3d12_memory_set_fence (dmem,
gst_d3d12_device_get_fence_handle (priv->device,
D3D12_COMMAND_LIST_TYPE_DIRECT), priv->fence_val, FALSE);
GST_MINI_OBJECT_FLAG_SET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD);
GST_MINI_OBJECT_FLAG_UNSET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD);
return layout_buf;
}
static gboolean
gst_dwrite_d3d12_render_blend (GstDWriteRender * render, GstBuffer * layout_buf,
gint x, gint y, GstBuffer * output)
{
auto self = GST_DWRITE_D3D12_RENDER (render);
auto priv = self->priv;
if (!priv->prepared) {
GST_ERROR_OBJECT (self, "Not prepapred");
return FALSE;
}
if (priv->scheduled.size () >= ASYNC_DEPTH) {
auto fence_to_wait = priv->scheduled.front ();
priv->scheduled.pop ();
gst_d3d12_device_fence_wait (priv->device,
D3D12_COMMAND_LIST_TYPE_DIRECT, fence_to_wait);
}
GstD3D12Frame out_frame;
if (!gst_d3d12_frame_map (&out_frame, &priv->info, output,
GST_MAP_WRITE_D3D12, GST_D3D12_FRAME_MAP_FLAG_RTV)) {
GST_ERROR_OBJECT (self, "Couldn't map output frame");
return FALSE;
}
gst_d3d12_frame_unmap (&out_frame);
GstD3D12CommandAllocator *gst_ca;
if (!gst_d3d12_command_allocator_pool_acquire (priv->ca_pool, &gst_ca)) {
GST_ERROR_OBJECT (self, "Couldn't acquire command allocator");
return FALSE;
}
auto ca = gst_d3d12_command_allocator_get_handle (gst_ca);
auto hr = ca->Reset ();
if (!gst_d3d12_result (hr, priv->device)) {
GST_ERROR_OBJECT (self, "Couldn't reset command allocator");
gst_d3d12_command_allocator_unref (gst_ca);
return FALSE;
}
if (!priv->cl) {
auto device = gst_d3d12_device_get_device_handle (priv->device);
hr = device->CreateCommandList (0, D3D12_COMMAND_LIST_TYPE_DIRECT,
ca, nullptr, IID_PPV_ARGS (&priv->cl));
if (!gst_d3d12_result (hr, priv->device)) {
GST_ERROR_OBJECT (self, "Couldn't create command list");
gst_d3d12_command_allocator_unref (gst_ca);
return FALSE;
}
} else {
hr = priv->cl->Reset (ca, nullptr);
if (!gst_d3d12_result (hr, priv->device)) {
GST_ERROR_OBJECT (self, "Couldn't reset command list");
gst_d3d12_command_allocator_unref (gst_ca);
return FALSE;
}
}
GstD3D12FenceData *fence_data;
gst_d3d12_fence_data_pool_acquire (priv->fence_data_pool, &fence_data);
gst_d3d12_fence_data_push (fence_data, FENCE_NOTIFY_MINI_OBJECT (gst_ca));
g_object_set (priv->blend_conv, "src-width", priv->layout_info.width,
"src-height", priv->layout_info.height,
"dest-x", x, "dest-y", y, "dest-width", priv->layout_info.width,
"dest-height", priv->layout_info.height, nullptr);
gboolean ret = TRUE;
GstBuffer *bgra_buf = nullptr;
auto cq = gst_d3d12_device_get_command_queue (priv->device,
D3D12_COMMAND_LIST_TYPE_DIRECT);
auto fence = gst_d3d12_command_queue_get_fence_handle (cq);
if (priv->direct_blend) {
GST_LOG_OBJECT (self, "Direct blend");
ret = gst_d3d12_converter_convert_buffer (priv->blend_conv,
layout_buf, output, fence_data, priv->cl.Get (), TRUE);
} else {
GST_LOG_OBJECT (self, "Need conversion for blending");
gst_buffer_pool_acquire_buffer (priv->blend_pool, &bgra_buf, nullptr);
if (!bgra_buf) {
GST_ERROR_OBJECT (self, "Couldn't acquire preconv buffer");
ret = FALSE;
}
if (ret) {
ret = gst_d3d12_converter_convert_buffer (priv->pre_conv,
output, bgra_buf, fence_data, priv->cl.Get (), TRUE);
}
if (ret) {
auto dmem = (GstD3D12Memory *) gst_buffer_peek_memory (bgra_buf, 0);
auto resource = gst_d3d12_memory_get_resource_handle (dmem);
D3D12_RESOURCE_BARRIER barrier = { };
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter =
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
priv->cl->ResourceBarrier (1, &barrier);
ret = gst_d3d12_converter_convert_buffer (priv->blend_conv,
layout_buf, bgra_buf, fence_data, priv->cl.Get (), FALSE);
}
if (ret) {
std::vector < D3D12_RESOURCE_BARRIER > barriers;
auto dmem = (GstD3D12Memory *) gst_buffer_peek_memory (bgra_buf, 0);
auto resource = gst_d3d12_memory_get_resource_handle (dmem);
D3D12_RESOURCE_BARRIER barrier = { };
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter =
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barriers.push_back (barrier);
for (guint i = 0; i < gst_buffer_n_memory (output); i++) {
dmem = (GstD3D12Memory *) gst_buffer_peek_memory (output, i);
resource = gst_d3d12_memory_get_resource_handle (dmem);
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore =
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
barriers.push_back (barrier);
}
priv->cl->ResourceBarrier (barriers.size (), barriers.data ());
ret = gst_d3d12_converter_convert_buffer (priv->post_conv,
bgra_buf, output, fence_data, priv->cl.Get (), FALSE);
}
gst_clear_buffer (&bgra_buf);
}
hr = priv->cl->Close ();
if (ret)
ret = gst_d3d12_result (hr, priv->device);
if (ret) {
ID3D12CommandList *cl[] = { priv->cl.Get () };
hr = gst_d3d12_command_queue_execute_command_lists (cq,
1, cl, &priv->fence_val);
ret = gst_d3d12_result (hr, priv->device);
}
if (ret) {
gst_d3d12_command_queue_set_notify (cq, priv->fence_val,
FENCE_NOTIFY_MINI_OBJECT (fence_data));
priv->scheduled.push (priv->fence_val);
for (guint i = 0; i < gst_buffer_n_memory (output); i++) {
auto dmem = (GstD3D12Memory *) gst_buffer_peek_memory (output, i);
gst_d3d12_memory_set_fence (dmem, fence, priv->fence_val, FALSE);
GST_MINI_OBJECT_FLAG_SET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD);
GST_MINI_OBJECT_FLAG_UNSET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD);
}
} else {
gst_d3d12_fence_data_unref (fence_data);
}
return ret;
}
static gboolean
gst_dwrite_d3d12_render_update_device (GstDWriteRender * render,
GstBuffer * buffer)
{
auto self = GST_DWRITE_D3D12_RENDER (render);
auto priv = self->priv;
auto mem = gst_buffer_peek_memory (buffer, 0);
if (!gst_is_d3d12_memory (mem))
return FALSE;
auto dmem = GST_D3D12_MEMORY_CAST (mem);
if (!gst_d3d12_device_is_equal (dmem->device, priv->device)) {
priv->ClearResource ();
priv->device = (GstD3D12Device *) gst_object_ref (dmem->device);
gst_dwrite_d3d12_render_prepare (self);
return TRUE;
}
return FALSE;
}
static gboolean
gst_dwrite_d3d12_render_handle_allocation_query (GstDWriteRender * render,
GstElement * elem, GstQuery * query)
{
auto self = GST_DWRITE_D3D12_RENDER (render);
auto priv = self->priv;
GstCaps *caps = nullptr;
gst_query_parse_allocation (query, &caps, nullptr);
if (!caps) {
GST_WARNING_OBJECT (elem, "Query without caps");
return FALSE;
}
GstVideoInfo info;
if (!gst_video_info_from_caps (&info, caps)) {
GST_ERROR_OBJECT (elem, "Invalid caps %" GST_PTR_FORMAT, caps);
return FALSE;
}
auto features = gst_caps_get_features (caps, 0);
if (!gst_caps_features_contains (features,
GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY)) {
GST_DEBUG_OBJECT (elem, "Not a d3d12 caps");
return TRUE;
}
gboolean update_pool = FALSE;
guint min, max, size;
GstBufferPool *pool = nullptr;
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 {
min = max = 0;
size = info.size;
}
if (pool) {
if (!GST_IS_D3D12_BUFFER_POOL (pool)) {
gst_clear_object (&pool);
} else {
auto dpool = GST_D3D12_BUFFER_POOL (pool);
if (!gst_d3d12_device_is_equal (dpool->device, priv->device))
gst_clear_object (&pool);
}
}
if (!pool)
pool = gst_d3d12_buffer_pool_new (priv->device);
auto config = gst_buffer_pool_get_config (pool);
auto params = gst_buffer_pool_config_get_d3d12_allocation_params (config);
if (!params) {
params = gst_d3d12_allocation_params_new (priv->device, &info,
GST_D3D12_ALLOCATION_FLAG_DEFAULT,
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS |
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_HEAP_FLAG_NONE);
} else {
gst_d3d12_allocation_params_set_resource_flags (params,
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS |
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET);
gst_d3d12_allocation_params_unset_resource_flags (params,
D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);
}
gst_buffer_pool_config_set_d3d12_allocation_params (config, params);
gst_d3d12_allocation_params_free (params);
gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
gst_buffer_pool_config_set_params (config, caps, size, min, max);
if (!gst_buffer_pool_set_config (pool, config)) {
GST_ERROR_OBJECT (self, "Couldn't set config");
gst_object_unref (pool);
return FALSE;
}
config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_get_params (config, nullptr, &size, nullptr, nullptr);
gst_structure_free (config);
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_dwrite_d3d12_render_can_inplace (GstDWriteRender * render,
GstBuffer * buffer)
{
auto self = GST_DWRITE_D3D12_RENDER (render);
auto priv = self->priv;
auto mem = gst_buffer_peek_memory (buffer, 0);
if (!gst_is_d3d12_memory (mem))
return FALSE;
auto dmem = GST_D3D12_MEMORY_CAST (mem);
if (!gst_d3d12_device_is_equal (dmem->device, priv->device))
return FALSE;
D3D12_RESOURCE_DESC desc;
auto resource = gst_d3d12_memory_get_resource_handle (dmem);
desc = resource->GetDesc ();
if ((desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) != 0 ||
(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) == 0) {
return FALSE;
}
return TRUE;
}
static gboolean
gst_dwrite_d3d12_render_upload_d3d12 (GstDWriteD3D12Render * self,
GstBuffer * dst, GstBuffer * src)
{
auto priv = self->priv;
GST_TRACE_OBJECT (self, "d3d12 copy");
return gst_d3d12_buffer_copy_into (dst, src, &priv->info);
}
static gboolean
gst_dwrite_d3d12_render_upload (GstDWriteRender * render,
const GstVideoInfo * info, GstBuffer * in_buf, GstBuffer * out_buf)
{
auto self = GST_DWRITE_D3D12_RENDER (render);
auto priv = self->priv;
if (!priv->prepared) {
GST_ERROR_OBJECT (self, "Not prepared");
return FALSE;
}
auto mem = gst_buffer_peek_memory (in_buf, 0);
if (gst_is_d3d12_memory (mem) &&
gst_d3d12_device_is_equal (GST_D3D12_MEMORY_CAST (mem)->device,
priv->device)) {
return gst_dwrite_d3d12_render_upload_d3d12 (self, out_buf, in_buf);
}
return GST_DWRITE_RENDER_CLASS (parent_class)->upload (render,
info, in_buf, out_buf);
}
static gboolean
is_subsampled_yuv (const GstVideoInfo * info)
{
if (!GST_VIDEO_INFO_IS_YUV (info))
return FALSE;
for (guint i = 0; i < GST_VIDEO_MAX_COMPONENTS; i++) {
if (info->finfo->w_sub[i] != 0 || info->finfo->h_sub[i] != 0)
return TRUE;
}
return FALSE;
}
static GstD3D12Converter *
create_converter (GstDWriteD3D12Render * self, const GstVideoInfo * in_info,
const GstVideoInfo * out_info, gboolean is_blend)
{
auto priv = self->priv;
D3D12_FILTER filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
D3D12_BLEND_DESC blend_desc = { };
blend_desc.AlphaToCoverageEnable = FALSE;
blend_desc.IndependentBlendEnable = FALSE;
blend_desc.RenderTarget[0].BlendEnable = FALSE;
blend_desc.RenderTarget[0].LogicOpEnable = FALSE;
blend_desc.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
blend_desc.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
blend_desc.RenderTarget[0].RenderTargetWriteMask =
D3D12_COLOR_WRITE_ENABLE_ALL;
if (is_subsampled_yuv (in_info) || is_subsampled_yuv (out_info))
filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
auto config = gst_structure_new ("convert-config",
GST_D3D12_CONVERTER_OPT_SAMPLER_FILTER,
GST_TYPE_D3D12_CONVERTER_SAMPLER_FILTER, filter, nullptr);
if (is_blend) {
blend_desc.RenderTarget[0].BlendEnable = TRUE;
blend_desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
blend_desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
blend_desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
blend_desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
gst_structure_set (config, GST_D3D11_CONVERTER_OPT_SRC_ALPHA_MODE,
GST_TYPE_D3D12_CONVERTER_ALPHA_MODE,
GST_D3D12_CONVERTER_ALPHA_MODE_PREMULTIPLIED, nullptr);
}
auto ret = gst_d3d12_converter_new (priv->device, nullptr, in_info, out_info,
&blend_desc, nullptr, config);
if (!ret)
GST_ERROR_OBJECT (self, "Couldn't create converter");
return ret;
}
static gboolean
gst_dwrite_d3d12_render_prepare (GstDWriteD3D12Render * self)
{
auto priv = self->priv;
GstVideoInfo bgra_info;
gst_video_info_set_format (&bgra_info,
GST_VIDEO_FORMAT_BGRA, priv->info.width, priv->info.height);
if (priv->direct_blend) {
priv->blend_conv = create_converter (self, &bgra_info, &priv->blend_info,
TRUE);
} else {
priv->blend_pool = gst_dwrite_d3d12_render_create_pool (self,
&priv->blend_info);
if (!priv->blend_pool)
return FALSE;
priv->pre_conv = create_converter (self,
&priv->info, &priv->blend_info, FALSE);
if (!priv->pre_conv)
return FALSE;
priv->blend_conv = create_converter (self,
&bgra_info, &priv->blend_info, TRUE);
if (!priv->blend_conv)
return FALSE;
priv->post_conv = create_converter (self,
&priv->blend_info, &priv->info, FALSE);
if (!priv->post_conv)
return FALSE;
}
ComPtr < IUnknown > unknown =
gst_d3d12_device_get_11on12_handle (priv->device);
if (!unknown) {
GST_ERROR_OBJECT (self, "Couldn't get d3d11on12 device");
return FALSE;
}
unknown.As (&priv->device11on12);
priv->device11on12.As (&priv->device11);
priv->device11->GetImmediateContext (&priv->d3d11_context);
auto device = gst_d3d12_device_get_device_handle (priv->device);
priv->ca_pool = gst_d3d12_command_allocator_pool_new (device,
D3D12_COMMAND_LIST_TYPE_DIRECT);
GST_DEBUG_OBJECT (self, "Resource prepared");
priv->prepared = TRUE;
return TRUE;
}
GstDWriteRender *
gst_dwrite_d3d12_render_new (GstD3D12Device * device, const GstVideoInfo * info,
ID2D1Factory * d2d_factory, IDWriteFactory * dwrite_factory)
{
auto self = (GstDWriteD3D12Render *)
g_object_new (GST_TYPE_DWRITE_D3D12_RENDER, nullptr);
gst_object_ref_sink (self);
auto priv = self->priv;
priv->device = (GstD3D12Device *) gst_object_ref (device);
priv->info = *info;
auto format = GST_VIDEO_INFO_FORMAT (info);
switch (format) {
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_VUYA:
case GST_VIDEO_FORMAT_RGBA64_LE:
case GST_VIDEO_FORMAT_RGB10A2_LE:
priv->direct_blend = TRUE;
gst_video_info_set_format (&priv->blend_info,
format, info->width, info->height);
break;
default:
priv->direct_blend = FALSE;
if (GST_VIDEO_INFO_COMP_DEPTH (info, 0) > 8) {
gst_video_info_set_format (&priv->blend_info,
GST_VIDEO_FORMAT_RGBA64_LE, info->width, info->height);
} else {
gst_video_info_set_format (&priv->blend_info,
GST_VIDEO_FORMAT_BGRA, info->width, info->height);
}
break;
}
if (!gst_dwrite_d3d12_render_prepare (self)) {
gst_object_unref (self);
return nullptr;
}
priv->d2d_factory = d2d_factory;
priv->dwrite_factory = dwrite_factory;
IGstDWriteTextRenderer::CreateInstance (dwrite_factory, &priv->renderer);
return GST_DWRITE_RENDER (self);
}