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533 lines
25 KiB
Markdown
533 lines
25 KiB
Markdown
# Subtitle Overlays and Hardware-Accelerated Playback
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This document describes some of the considerations and requirements that
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led to the current `GstVideoOverlayCompositionMeta` API which allows
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attaching of subtitle bitmaps or logos to video buffers.
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## Background
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Subtitles can be muxed in containers or come from an external source.
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Subtitles come in many shapes and colours. Usually they are either
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text-based (incl. 'pango markup'), or bitmap-based (e.g. DVD subtitles
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and the most common form of DVB subs). Bitmap based subtitles are
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usually compressed in some way, like some form of run-length encoding.
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Subtitles are currently decoded and rendered in subtitle-format-specific
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overlay elements. These elements have two sink pads (one for raw video
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and one for the subtitle format in question) and one raw video source
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pad.
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They will take care of synchronising the two input streams, and of
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decoding and rendering the subtitles on top of the raw video stream.
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Digression: one could theoretically have dedicated decoder/render
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elements that output an AYUV or ARGB image, and then let a videomixer
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element do the actual overlaying, but this is not very efficient,
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because it requires us to allocate and blend whole pictures (1920x1080
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AYUV = 8MB, 1280x720 AYUV = 3.6MB, 720x576 AYUV = 1.6MB) even if the
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overlay region is only a small rectangle at the bottom. This wastes
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memory and CPU. We could do something better by introducing a new format
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that only encodes the region(s) of interest, but we don't have such a
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format yet, and are not necessarily keen to rewrite this part of the
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logic in playbin at this point - and we can't change existing elements'
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behaviour, so would need to introduce new elements for this.
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Playbin supports outputting compressed formats, i.e. it does not force
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decoding to a raw format, but is happy to output to a non-raw format as
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long as the sink supports that as well.
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In case of certain hardware-accelerated decoding APIs, we will make use
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of that functionality. However, the decoder will not output a raw video
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format then, but some kind of hardware/API-specific format (in the caps)
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and the buffers will reference hardware/API-specific objects that the
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hardware/API-specific sink will know how to handle.
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## The Problem
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In the case of such hardware-accelerated decoding, the decoder will not
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output raw pixels that can easily be manipulated. Instead, it will
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output hardware/API-specific objects that can later be used to render a
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frame using the same API.
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Even if we could transform such a buffer into raw pixels, we most likely
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would want to avoid that, in order to avoid the need to map the data
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back into system memory (and then later back to the GPU). It's much
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better to upload the much smaller encoded data to the GPU/DSP and then
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leave it there until rendered.
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Before `GstVideoOverlayComposition` playbin only supported subtitles on
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top of raw decoded video. It would try to find a suitable overlay element
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from the plugin registry based on the input subtitle caps and the rank.
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(It is assumed that we will be able to convert any raw video format into
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any format required by the overlay using a converter such as videoconvert.)
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It would not render subtitles if the video sent to the sink is not raw
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YUV or RGB or if conversions had been disabled by setting the
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native-video flag on playbin.
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Subtitle rendering is considered an important feature. Enabling
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hardware-accelerated decoding by default should not lead to a major
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feature regression in this area.
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This means that we need to support subtitle rendering on top of non-raw
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video.
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## Possible Solutions
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The goal is to keep knowledge of the subtitle format within the
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format-specific GStreamer plugins, and knowledge of any specific video
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acceleration API to the GStreamer plugins implementing that API. We do
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not want to make the pango/dvbsuboverlay/dvdspu/kate plugins link to
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libva/libvdpau/etc. and we do not want to make the vaapi/vdpau plugins
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link to all of libpango/libkate/libass etc.
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Multiple possible solutions come to mind:
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1) backend-specific overlay elements
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e.g. vaapitextoverlay, vdpautextoverlay, vaapidvdspu, vdpaudvdspu,
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vaapidvbsuboverlay, vdpaudvbsuboverlay, etc.
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This assumes the overlay can be done directly on the
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backend-specific object passed around.
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The main drawback with this solution is that it leads to a lot of
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code duplication and may also lead to uncertainty about distributing
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certain duplicated pieces of code. The code duplication is pretty
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much unavoidable, since making textoverlay, dvbsuboverlay, dvdspu,
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kate, assrender, etc. available in form of base classes to derive
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from is not really an option. Similarly, one would not really want
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the vaapi/vdpau plugin to depend on a bunch of other libraries such
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as libpango, libkate, libtiger, libass, etc.
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One could add some new kind of overlay plugin feature though in
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combination with a generic base class of some sort, but in order to
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accommodate all the different cases and formats one would end up
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with quite convoluted/tricky API.
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(Of course there could also be a `GstFancyVideoBuffer` that provides
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an abstraction for such video accelerated objects and that could
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provide an API to add overlays to it in a generic way, but in the
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end this is just a less generic variant of (c), and it is not clear
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that there are real benefits to a specialised solution vs. a more
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generic one).
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2) convert backend-specific object to raw pixels and then overlay
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Even where possible technically, this is most likely very
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inefficient.
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3) attach the overlay data to the backend-specific video frame buffers
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in a generic way and do the actual overlaying/blitting later in
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backend-specific code such as the video sink (or an accelerated
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encoder/transcoder)
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In this case, the actual overlay rendering (i.e. the actual text
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rendering or decoding DVD/DVB data into pixels) is done in the
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subtitle-format-specific GStreamer plugin. All knowledge about the
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subtitle format is contained in the overlay plugin then, and all
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knowledge about the video backend in the video backend specific
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plugin.
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The main question then is how to get the overlay pixels (and we will
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only deal with pixels here) from the overlay element to the video
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sink.
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This could be done in multiple ways: One could send custom events
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downstream with the overlay data, or one could attach the overlay
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data directly to the video buffers in some way.
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Sending inline events has the advantage that is fairly
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transparent to any elements between the overlay element and the
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video sink: if an effects plugin creates a new video buffer for the
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output, nothing special needs to be done to maintain the subtitle
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overlay information, since the overlay data is not attached to the
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buffer. However, it slightly complicates things at the sink, since
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it would also need to look for the new event in question instead of
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just processing everything in its buffer render function.
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If one attaches the overlay data to the buffer directly, any element
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between overlay and video sink that creates a new video buffer would
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need to be aware of the overlay data attached to it and copy it over
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to the newly-created buffer.
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One would have to do implement a special kind of new query (e.g.
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FEATURE query) that is not passed on automatically by
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`gst_pad_query_default()` in order to make sure that all elements
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downstream will handle the attached overlay data. (This is only a
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problem if we want to also attach overlay data to raw video pixel
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buffers; for new non-raw types we can just make it mandatory and
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assume support and be done with it; for existing non-raw types
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nothing changes anyway if subtitles don't work) (we need to maintain
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backwards compatibility for existing raw video pipelines like e.g.:
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`..decoder ! suboverlay ! encoder..`)
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Even though slightly more work, attaching the overlay information to
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buffers seems more intuitive than sending it interleaved as events.
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And buffers stored or passed around (e.g. via the "last-buffer"
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property in the sink when doing screenshots via playbin) always
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contain all the information needed.
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4) create a video/x-raw-\*-delta format and use a backend-specific
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videomixer
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This possibility was hinted at already in the digression in section
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1. It would satisfy the goal of keeping subtitle format knowledge in
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the subtitle plugins and video backend knowledge in the video
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backend plugin. It would also add a concept that might be generally
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useful (think ximagesrc capture with xdamage). However, it would
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require adding foorender variants of all the existing overlay
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elements, and changing playbin to that new design, which is somewhat
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intrusive. And given the general nature of such a new format/API, we
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would need to take a lot of care to be able to accommodate all
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possible use cases when designing the API, which makes it
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considerably more ambitious. Lastly, we would need to write
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videomixer variants for the various accelerated video backends as
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well.
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Overall (c) appears to be the most promising solution. It is the least
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intrusive and should be fairly straight-forward to implement with
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reasonable effort, requiring only small changes to existing elements and
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requiring no new elements.
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Doing the final overlaying in the sink as opposed to a videomixer or
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overlay in the middle of the pipeline has other advantages:
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- if video frames need to be dropped, e.g. for QoS reasons, we could
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also skip the actual subtitle overlaying and possibly the
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decoding/rendering as well, if the implementation and API allows for
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that to be delayed.
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- the sink often knows the actual size of the window/surface/screen
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the output video is rendered to. This *may* make it possible to
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render the overlay image in a higher resolution than the input
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video, solving a long standing issue with pixelated subtitles on top
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of low-resolution videos that are then scaled up in the sink. This
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would require for the rendering to be delayed of course instead of
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just attaching an AYUV/ARGB/RGBA blog of pixels to the video buffer
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in the overlay, but that could all be supported.
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- if the video backend / sink has support for high-quality text
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rendering (clutter?) we could just pass the text or pango markup to
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the sink and let it do the rest (this is unlikely to be supported in
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the general case - text and glyph rendering is hard; also, we don't
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really want to make up our own text markup system, and pango markup
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is probably too limited for complex karaoke stuff).
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## API needed
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1) Representation of subtitle overlays to be rendered
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We need to pass the overlay pixels from the overlay element to the
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sink somehow. Whatever the exact mechanism, let's assume we pass a
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refcounted `GstVideoOverlayComposition` struct or object.
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A composition is made up of one or more overlays/rectangles.
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In the simplest case an overlay rectangle is just a blob of
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RGBA/ABGR \[FIXME?\] or AYUV pixels with positioning info and other
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metadata, and there is only one rectangle to render.
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We're keeping the naming generic ("OverlayFoo" rather than
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"SubtitleFoo") here, since this might also be handy for other use
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cases such as e.g. logo overlays or so. It is not designed for
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full-fledged video stream mixing
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though.
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```
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// Note: don't mind the exact implementation details, they'll be hidden
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// FIXME: might be confusing in 0.11 though since GstXOverlay was
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// renamed to GstVideoOverlay in 0.11, but not much we can do,
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// maybe we can rename GstVideoOverlay to something better
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struct GstVideoOverlayComposition
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{
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guint num_rectangles;
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GstVideoOverlayRectangle ** rectangles;
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/* lowest rectangle sequence number still used by the upstream
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* overlay element. This way a renderer maintaining some kind of
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* rectangles <-> surface cache can know when to free cached
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* surfaces/rectangles. */
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guint min_seq_num_used;
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/* sequence number for the composition (same series as rectangles) */
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guint seq_num;
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}
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struct GstVideoOverlayRectangle
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{
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/* Position on video frame and dimension of output rectangle in
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* output frame terms (already adjusted for the PAR of the output
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* frame). x/y can be negative (overlay will be clipped then) */
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gint x, y;
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guint render_width, render_height;
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/* Dimensions of overlay pixels */
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guint width, height, stride;
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/* This is the PAR of the overlay pixels */
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guint par_n, par_d;
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/* Format of pixels, GST_VIDEO_FORMAT_ARGB on big-endian systems,
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* and BGRA on little-endian systems (i.e. pixels are treated as
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* 32-bit values and alpha is always in the most-significant byte,
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* and blue is in the least-significant byte).
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*
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* FIXME: does anyone actually use AYUV in practice? (we do
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* in our utility function to blend on top of raw video)
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* What about AYUV and endianness? Do we always have [A][Y][U][V]
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* in memory? */
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/* FIXME: maybe use our own enum? */
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GstVideoFormat format;
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/* Refcounted blob of memory, no caps or timestamps */
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GstBuffer *pixels;
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// FIXME: how to express source like text or pango markup?
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// (just add source type enum + source buffer with data)
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//
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// FOR 0.10: always send pixel blobs, but attach source data in
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// addition (reason: if downstream changes, we can't renegotiate
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// that properly, if we just do a query of supported formats from
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// the start). Sink will just ignore pixels and use pango markup
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// from source data if it supports that.
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//
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// FOR 0.11: overlay should query formats (pango markup, pixels)
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// supported by downstream and then only send that. We can
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// renegotiate via the reconfigure event.
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//
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/* sequence number: useful for backends/renderers/sinks that want
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* to maintain a cache of rectangles <-> surfaces. The value of
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* the min_seq_num_used in the composition tells the renderer which
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* rectangles have expired. */
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guint seq_num;
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/* FIXME: we also need a (private) way to cache converted/scaled
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* pixel blobs */
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}
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(a1) Overlay consumer
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API:
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How would this work in a video sink that supports scaling of textures:
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gst_foo_sink_render () {
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/* assume only one for now */
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if video_buffer has composition:
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composition = video_buffer.get_composition()
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for each rectangle in composition:
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if rectangle.source_data_type == PANGO_MARKUP
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actor = text_from_pango_markup (rectangle.get_source_data())
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else
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pixels = rectangle.get_pixels_unscaled (FORMAT_RGBA, ...)
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actor = texture_from_rgba (pixels, ...)
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.. position + scale on top of video surface ...
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}
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(a2) Overlay producer
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API:
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e.g. logo or subpicture overlay: got pixels, stuff into rectangle:
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if (logoverlay->cached_composition == NULL) {
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comp = composition_new ();
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rect = rectangle_new (format, pixels_buf,
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width, height, stride, par_n, par_d,
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x, y, render_width, render_height);
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/* composition adds its own ref for the rectangle */
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composition_add_rectangle (comp, rect);
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rectangle_unref (rect);
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/* buffer adds its own ref for the composition */
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video_buffer_attach_composition (comp);
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/* we take ownership of the composition and save it for later */
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logoverlay->cached_composition = comp;
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} else {
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video_buffer_attach_composition (logoverlay->cached_composition);
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}
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```
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FIXME: also add some API to modify render position/dimensions of a
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rectangle (probably requires creation of new rectangle, unless we
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handle writability like with other mini objects).
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2) Fallback overlay rendering/blitting on top of raw video
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Eventually we want to use this overlay mechanism not only for
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hardware-accelerated video, but also for plain old raw video, either
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at the sink or in the overlay element directly.
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Apart from the advantages listed earlier in section 3, this allows
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us to consolidate a lot of overlaying/blitting code that is
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currently repeated in every single overlay element in one location.
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This makes it considerably easier to support a whole range of raw
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video formats out of the box, add SIMD-optimised rendering using
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ORC, or handle corner cases correctly.
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(Note: side-effect of overlaying raw video at the video sink is that
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if e.g. a screnshotter gets the last buffer via the last-buffer
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property of basesink, it would get an image without the subtitles on
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top. This could probably be fixed by re-implementing the property in
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`GstVideoSink` though. Playbin2 could handle this internally as well).
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```
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void
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gst_video_overlay_composition_blend (GstVideoOverlayComposition * comp
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GstBuffer * video_buf)
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{
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guint n;
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g_return_if_fail (gst_buffer_is_writable (video_buf));
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g_return_if_fail (GST_BUFFER_CAPS (video_buf) != NULL);
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... parse video_buffer caps into BlendVideoFormatInfo ...
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for each rectangle in the composition: {
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if (gst_video_format_is_yuv (video_buf_format)) {
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overlay_format = FORMAT_AYUV;
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} else if (gst_video_format_is_rgb (video_buf_format)) {
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overlay_format = FORMAT_ARGB;
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} else {
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/* FIXME: grayscale? */
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return;
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}
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/* this will scale and convert AYUV<->ARGB if needed */
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pixels = rectangle_get_pixels_scaled (rectangle, overlay_format);
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... clip output rectangle ...
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__do_blend (video_buf_format, video_buf->data,
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overlay_format, pixels->data,
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x, y, width, height, stride);
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gst_buffer_unref (pixels);
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}
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}
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```
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3) Flatten all rectangles in a composition
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We cannot assume that the video backend API can handle any number of
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rectangle overlays, it's possible that it only supports one single
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overlay, in which case we need to squash all rectangles into one.
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However, we'll just declare this a corner case for now, and
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implement it only if someone actually needs it. It's easy to add
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later API-wise. Might be a bit tricky if we have rectangles with
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different PARs/formats (e.g. subs and a logo), though we could
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probably always just use the code from (b) with a fully transparent
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video buffer to create a flattened overlay buffer.
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4) query support for the new video composition mechanism
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This is handled via `GstMeta` and an ALLOCATION query - we can simply
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query whether downstream supports the `GstVideoOverlayComposition` meta.
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There appears to be no issue with downstream possibly not being
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linked yet at the time when an overlay would want to do such a
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query, but we would just have to default to something and update
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ourselves later on a reconfigure event then.
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Other considerations:
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- renderers (overlays or sinks) may be able to handle only ARGB or
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only AYUV (for most graphics/hw-API it's likely ARGB of some sort,
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while our blending utility functions will likely want the same
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colour space as the underlying raw video format, which is usually
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YUV of some sort). We need to convert where required, and should
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cache the conversion.
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- renderers may or may not be able to scale the overlay. We need to do
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the scaling internally if not (simple case: just horizontal scaling
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to adjust for PAR differences; complex case: both horizontal and
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vertical scaling, e.g. if subs come from a different source than the
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video or the video has been rescaled or cropped between overlay
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element and sink).
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- renderers may be able to generate (possibly scaled) pixels on demand
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from the original data (e.g. a string or RLE-encoded data). We will
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ignore this for now, since this functionality can still be added
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later via API additions. The most interesting case would be to pass
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a pango markup string, since e.g. clutter can handle that natively.
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- renderers may be able to write data directly on top of the video
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pixels (instead of creating an intermediary buffer with the overlay
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which is then blended on top of the actual video frame), e.g.
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dvdspu, dvbsuboverlay
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However, in the interest of simplicity, we should probably ignore the
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fact that some elements can blend their overlays directly on top of the
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video (decoding/uncompressing them on the fly), even more so as it's not
|
|
obvious that it's actually faster to decode the same overlay 70-90 times
|
|
(say) (ie. ca. 3 seconds of video frames) and then blend it 70-90 times
|
|
instead of decoding it once into a temporary buffer and then blending it
|
|
directly from there, possibly SIMD-accelerated. Also, this is only
|
|
relevant if the video is raw video and not some hardware-acceleration
|
|
backend object.
|
|
|
|
And ultimately it is the overlay element that decides whether to do the
|
|
overlay right there and then or have the sink do it (if supported). It
|
|
could decide to keep doing the overlay itself for raw video and only use
|
|
our new API for non-raw video.
|
|
|
|
- renderers may want to make sure they only upload the overlay pixels
|
|
once per rectangle if that rectangle recurs in subsequent frames (as
|
|
part of the same composition or a different composition), as is
|
|
likely. This caching of e.g. surfaces needs to be done renderer-side
|
|
and can be accomplished based on the sequence numbers. The
|
|
composition contains the lowest sequence number still in use
|
|
upstream (an overlay element may want to cache created
|
|
compositions+rectangles as well after all to re-use them for
|
|
multiple frames), based on that the renderer can expire cached
|
|
objects. The caching needs to be done renderer-side because
|
|
attaching renderer-specific objects to the rectangles won't work
|
|
well given the refcounted nature of rectangles and compositions,
|
|
making it unpredictable when a rectangle or composition will be
|
|
freed or from which thread context it will be freed. The
|
|
renderer-specific objects are likely bound to other types of
|
|
renderer-specific contexts, and need to be managed in connection
|
|
with those.
|
|
|
|
- composition/rectangles should internally provide a certain degree of
|
|
thread-safety. Multiple elements (sinks, overlay element) might
|
|
access or use the same objects from multiple threads at the same
|
|
time, and it is expected that elements will keep a ref to
|
|
compositions and rectangles they push downstream for a while, e.g.
|
|
until the current subtitle composition expires.
|
|
|
|
## Future considerations
|
|
|
|
- alternatives: there may be multiple versions/variants of the same
|
|
subtitle stream. On DVDs, there may be a 4:3 version and a 16:9
|
|
version of the same subtitles. We could attach both variants and let
|
|
the renderer pick the best one for the situation (currently we just
|
|
use the 16:9 version). With totem, it's ultimately totem that adds
|
|
the 'black bars' at the top/bottom, so totem also knows if it's got
|
|
a 4:3 display and can/wants to fit 4:3 subs (which may render on top
|
|
of the bars) or not, for example.
|
|
|
|
## Misc. FIXMEs
|
|
|
|
TEST: should these look (roughly) alike (note text distortion) - needs
|
|
fixing in textoverlay
|
|
|
|
```
|
|
gst-launch-1.0 \
|
|
videotestsrc ! video/x-raw,width=640,height=480,pixel-aspect-ratio=1/1 \
|
|
! textoverlay text=Hello font-desc=72 ! xvimagesink \
|
|
videotestsrc ! video/x-raw,width=320,height=480,pixel-aspect-ratio=2/1 \
|
|
! textoverlay text=Hello font-desc=72 ! xvimagesink \
|
|
videotestsrc ! video/x-raw,width=640,height=240,pixel-aspect-ratio=1/2 \
|
|
! textoverlay text=Hello font-desc=72 ! xvimagesink
|
|
```
|