gstreamer/sys
Seungha Yang 60e223f4fd d3d11videosink: Add support for drawing on application's own texture
Add a way to support drawing on application's texture instead of
usual window handle.
To make use of this new feature, application should follow below step.
1) Enable this feature by using "draw-on-shared-texture" property
2) Watch "begin-draw" signal
3) On "begin-draw" signal handler, application can request drawing
   by using "draw" signal action. Note that "draw" signal action
   should be happen before "begin-draw" signal handler is returned

NOTE 1) For texture sharing, creating a texture with
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX flag is strongly recommend
if possible because we cannot ensure sync a texture
which was created with D3D11_RESOURCE_MISC_SHARED
and it would cause glitch with ID3D11VideoProcessor use case.

NOTE 2) Direct9Ex doesn't support texture sharing which was
created with D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX. In other words,
D3D11_RESOURCE_MISC_SHARED is the only option for Direct3D11/Direct9Ex interop.

NOTE 3) Because of missing synchronization around ID3D11VideoProcessor,
If shared texture was created with D3D11_RESOURCE_MISC_SHARED,
d3d11videosink might use fallback texture to convert DXVA texture
to normal Direct3D texture. Then converted texture will be
copied to user-provided shared texture.

* Why not use generic appsink approach?
In order for application to be able to store video data
which was produced by GStreamer in application's own texture,
there would be two possible approaches,
one is copying our texture into application's own texture,
and the other is drawing on application's own texture directly.
The former (appsink way) cannot be a zero-copy by nature.
In order to support zero-copy processing, we need to draw on
application's own texture directly.

For example, assume that application wants RGBA texture.
Then we can imagine following case.

"d3d11h264dec ! d3d11convert ! video/x-raw(memory:D3D11Memory),format=RGBA ! appsink"
                             ^
                             |_ allocate new Direct3D texture for RGBA format

In above case, d3d11convert will allocate new texture(s) for RGBA format
and then application will copy again the our RGBA texutre into
application's own texture. One texture allocation plus per frame GPU copy will hanppen
in that case therefore.
Moreover, in order for application to be able to access
our texture, we need to allocate texture with additional flags for
application's Direct3D11 device to be able to read texture data.
That would be another implementation burden on our side

But with this MR, we can configure pipeline in this way
"d3d11h264dec ! d3d11videosink".

In that way, we can save at least one texture allocation and
per frame texutre copy since d3d11videosink will convert incoming texture
into application's texture format directly without copy.

* What if we expose texture without conversion and application does
  conversion by itself?
As mentioned above, for application to be able to access our texture
from application's Direct3D11 device, we need to allocate texture
in a special form. But in some case, that might not be possible.
Also, if a texture belongs to decoder DPB, exposing such texture
to application is unsafe and usual Direct3D11 shader cannot handle
such texture. To convert format, ID3D11VideoProcessor API needs to
be used but that would be a implementation burden for application.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1873>
2021-01-26 18:14:37 +00:00
..
androidmedia amc: Fix crash when encoding AVC 2020-10-29 17:51:57 +00:00
applemedia vtdec/vulkan: use Shared storage mode for IOSurface textures 2020-09-23 23:21:50 +00:00
bluez gsta2dpsink: Fix GstPad leak 2020-11-11 22:19:33 +05:30
d3d11 d3d11videosink: Add support for drawing on application's own texture 2021-01-26 18:14:37 +00:00
d3dvideosink d3dvideosink: Use secondary rank 2020-06-03 17:57:40 +09:00
decklink decklinkaudiosrc: Allow disabling audio sample alignment code by setting the alignment-threshold to 0 2021-01-14 14:37:32 +02:00
directsound bad: use of g_value_dup_string 2019-12-30 14:13:03 +00:00
dshowdecwrapper documentation: fixed a heap o' typos 2019-11-05 09:11:25 -05:00
dshowsrcwrapper dshowsrcwrapper: Update build instructions. Add _builddir to include search path. 2020-08-28 23:00:53 +00:00
dshowvideosink documentation: fixed a heap o' typos 2019-11-05 09:11:25 -05:00
dvb plugins: uddate gst_type_mark_as_plugin_api() calls 2020-06-06 00:40:42 +02:00
fbdev Remove autotools build system 2019-10-14 13:54:27 +01:00
ipcpipeline ipcpipeline: Minimal fixes that allow building with MSVC 2020-01-14 09:23:02 +05:30
kms kmssink: Do not source using padded width/height 2020-09-18 16:26:23 +00:00
magicleap mlaudiosink: Fix crash when stopping pipeline 2019-12-06 15:29:29 +00:00
mediafoundation mfvideoenc: Add support for P010 d3d11 texture 2021-01-21 18:53:27 +09:00
msdk msdkenc: the unit for max-frame-size is kbyte 2021-01-07 12:07:28 +00:00
nvcodec cuda: Fix lowest targetted architecture for CUDA >= 11.0 2020-12-03 12:23:44 +01:00
opensles opensles: Remove hard-coded buffer-/latency-time values 2020-05-16 19:23:06 +00:00
shm Don't pass default GLib marshallers for signals 2019-11-06 14:27:46 +00:00
tinyalsa Remove autotools build system 2019-10-14 13:54:27 +01:00
uvch264 plugins: uddate gst_type_mark_as_plugin_api() calls 2020-06-06 00:40:42 +02:00
v4l2codecs codecs: h264decoder: Store reference picture type using enum value 2020-11-13 15:25:42 +00:00
va va: filter: fix assignation to proper variable 2021-01-22 09:38:27 +01:00
wasapi wasapisrc: Make sure that wasapisrc produces data in loopback mode 2020-09-30 12:57:34 +00:00
wasapi2 wasapi2: Ensure unmute when opening audio client 2020-12-14 19:08:21 +00:00
winks documentation: fixed a heap o' typos 2019-11-05 09:11:25 -05:00
winscreencap plugins: Use g_win32_error_message for HRESULT to string conversion 2020-07-18 11:05:52 +09:00
meson.build va: VA-API H.264 decoder and infrastructure 2020-06-28 11:47:35 +02:00