mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-25 19:21:06 +00:00
d002acdd0c
As of the commit 69b2e1565c
,
keyed mutex will be handled by the memory object.
Fixes: https://gitlab.freedesktop.org/gstreamer/gstreamer/-/issues/3468
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6600>
311 lines
9.7 KiB
C++
311 lines
9.7 KiB
C++
/*
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* GStreamer
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* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d11window_dummy.h"
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#include "gstd3d11pluginutils.h"
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#include <wrl.h>
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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/* *INDENT-ON* */
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_window_debug);
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#define GST_CAT_DEFAULT gst_d3d11_window_debug
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struct _GstD3D11WindowDummy
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{
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GstD3D11Window parent;
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ID3D11Texture2D *fallback_texture;
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ID3D11VideoProcessorOutputView *fallback_pov;
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ID3D11RenderTargetView *fallback_rtv;
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GstD3D11Fence *fence;
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};
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#define gst_d3d11_window_dummy_parent_class parent_class
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G_DEFINE_TYPE (GstD3D11WindowDummy, gst_d3d11_window_dummy,
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GST_TYPE_D3D11_WINDOW);
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static void gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
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guint width, guint height);
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static GstFlowReturn gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
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guint display_width, guint display_height, GstCaps * caps,
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GstStructure * config, DXGI_FORMAT display_format, GError ** error);
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static void gst_d3d11_window_dummy_unprepare (GstD3D11Window * window);
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static gboolean
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gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data);
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static gboolean
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gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data);
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static void
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gst_d3d11_window_dummy_class_init (GstD3D11WindowDummyClass * klass)
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{
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GstD3D11WindowClass *window_class = GST_D3D11_WINDOW_CLASS (klass);
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window_class->on_resize =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_on_resize);
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window_class->prepare = GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_prepare);
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window_class->unprepare =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_unprepare);
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window_class->open_shared_handle =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_open_shared_handle);
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window_class->release_shared_handle =
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GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_release_shared_handle);
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}
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static void
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gst_d3d11_window_dummy_init (GstD3D11WindowDummy * self)
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{
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}
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static GstFlowReturn
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gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
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guint display_width, guint display_height, GstCaps * caps,
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GstStructure * config, DXGI_FORMAT display_format, GError ** error)
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{
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gst_clear_object (&window->compositor);
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gst_clear_object (&window->converter);
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/* We are supporting only RGBA, BGRA or RGB10A2_LE formats but we don't know
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* which format texture will be used at this moment */
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gst_video_info_from_caps (&window->info, caps);
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window->render_rect.left = 0;
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window->render_rect.top = 0;
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window->render_rect.right = display_width;
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window->render_rect.bottom = display_height;
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window->input_rect.left = 0;
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window->input_rect.top = 0;
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window->input_rect.right = GST_VIDEO_INFO_WIDTH (&window->info);
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window->input_rect.bottom = GST_VIDEO_INFO_HEIGHT (&window->info);
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gst_video_info_set_format (&window->render_info,
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GST_VIDEO_FORMAT_BGRA, display_width, display_height);
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/* TODO: not sure which colorspace should be used, let's use BT709 since
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* it's default and most common one */
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window->render_info.colorimetry.primaries = GST_VIDEO_COLOR_PRIMARIES_BT709;
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window->render_info.colorimetry.transfer = GST_VIDEO_TRANSFER_BT709;
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window->render_info.colorimetry.range = GST_VIDEO_COLOR_RANGE_0_255;
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if (config) {
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gst_structure_set (config, GST_D3D11_CONVERTER_OPT_BACKEND,
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GST_TYPE_D3D11_CONVERTER_BACKEND, GST_D3D11_CONVERTER_BACKEND_SHADER,
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nullptr);
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} else {
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config = gst_structure_new ("converter-config",
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GST_D3D11_CONVERTER_OPT_BACKEND, GST_TYPE_D3D11_CONVERTER_BACKEND,
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GST_D3D11_CONVERTER_BACKEND_SHADER, nullptr);
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}
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GstD3D11DeviceLockGuard lk (window->device);
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window->converter = gst_d3d11_converter_new (window->device, &window->info,
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&window->render_info, config);
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if (!window->converter) {
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GST_ERROR_OBJECT (window, "Cannot create converter");
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g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
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"Cannot create converter");
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return GST_FLOW_ERROR;
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}
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window->compositor =
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gst_d3d11_overlay_compositor_new (window->device, &window->render_info);
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if (!window->compositor) {
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GST_ERROR_OBJECT (window, "Cannot create overlay compositor");
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g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
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"Cannot create overlay compositor");
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return GST_FLOW_ERROR;
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}
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return GST_FLOW_OK;
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}
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static void
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gst_d3d11_window_dummy_unprepare (GstD3D11Window * window)
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{
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GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
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gst_clear_d3d11_fence (&self->fence);
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}
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static void
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gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
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guint width, guint height)
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{
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GstVideoRectangle src_rect, dst_rect, rst_rect;
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dst_rect.x = 0;
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dst_rect.y = 0;
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dst_rect.w = width;
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dst_rect.h = height;
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if (window->force_aspect_ratio) {
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src_rect.x = 0;
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src_rect.y = 0;
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src_rect.w = GST_VIDEO_INFO_WIDTH (&window->render_info);
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src_rect.h = GST_VIDEO_INFO_HEIGHT (&window->render_info);
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switch (window->method) {
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case GST_VIDEO_ORIENTATION_90R:
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case GST_VIDEO_ORIENTATION_90L:
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case GST_VIDEO_ORIENTATION_UL_LR:
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case GST_VIDEO_ORIENTATION_UR_LL:
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src_rect.w = GST_VIDEO_INFO_HEIGHT (&window->render_info);
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src_rect.h = GST_VIDEO_INFO_WIDTH (&window->render_info);
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break;
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default:
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src_rect.w = GST_VIDEO_INFO_WIDTH (&window->render_info);
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src_rect.h = GST_VIDEO_INFO_HEIGHT (&window->render_info);
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break;
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}
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gst_video_sink_center_rect (src_rect, dst_rect, &rst_rect, TRUE);
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} else {
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rst_rect = dst_rect;
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}
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window->render_rect.left = rst_rect.x;
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window->render_rect.top = rst_rect.y;
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window->render_rect.right = rst_rect.x + rst_rect.w;
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window->render_rect.bottom = rst_rect.y + rst_rect.h;
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window->first_present = TRUE;
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}
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static gboolean
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gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data)
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{
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GstD3D11Device *device = window->device;
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ID3D11Device *device_handle;
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HRESULT hr;
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ComPtr < ID3D11Texture2D > texture;
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ComPtr < IDXGIKeyedMutex > keyed_mutex;
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ID3D11RenderTargetView *rtv;
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GstMemory *mem;
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GstD3D11Memory *dmem;
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D3D11_TEXTURE2D_DESC desc;
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device_handle = gst_d3d11_device_get_device_handle (device);
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if ((data->texture_misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) ==
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D3D11_RESOURCE_MISC_SHARED_NTHANDLE) {
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ComPtr < ID3D11Device1 > device1_handle;
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hr = device_handle->QueryInterface (IID_PPV_ARGS (&device1_handle));
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if (!gst_d3d11_result (hr, device))
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return FALSE;
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hr = device1_handle->OpenSharedResource1 (data->shared_handle,
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IID_PPV_ARGS (&texture));
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} else {
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hr = device_handle->OpenSharedResource (data->shared_handle,
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IID_PPV_ARGS (&texture));
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}
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if (!gst_d3d11_result (hr, device))
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return FALSE;
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texture->GetDesc (&desc);
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data->use_keyed_mutex =
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(desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) ==
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D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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mem = gst_d3d11_allocator_alloc_wrapped (nullptr,
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device, texture.Get (), desc.Width * desc.Height * 4, nullptr, nullptr);
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if (!mem) {
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GST_ERROR_OBJECT (window, "Couldn't allocate memory");
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return FALSE;
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}
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dmem = GST_D3D11_MEMORY_CAST (mem);
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rtv = gst_d3d11_memory_get_render_target_view (dmem, 0);
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if (!rtv) {
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GST_ERROR_OBJECT (window, "Render target view is unavailable");
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gst_memory_unref (mem);
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return FALSE;
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}
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/* Everything is prepared now */
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gst_d3d11_window_dummy_on_resize (window, desc.Width, desc.Height);
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/* Move owned resources */
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data->render_target = gst_buffer_new ();
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gst_buffer_append_memory (data->render_target, mem);
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return TRUE;
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}
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static gboolean
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gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
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GstD3D11WindowSharedHandleData * data)
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{
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GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
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GstD3D11Device *device = window->device;
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/* TODO: cache owned resource for the later reuse? */
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if (!data->use_keyed_mutex) {
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/* If keyed mutex is not used, let's handle sync manually by using
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* fence. Issued GPU commands might not be finished yet */
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if (!self->fence)
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self->fence = gst_d3d11_device_create_fence (device);
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if (!self->fence) {
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GST_ERROR_OBJECT (self, "Couldn't Create event query");
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return FALSE;
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}
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if (!gst_d3d11_fence_signal (self->fence) ||
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!gst_d3d11_fence_wait (self->fence)) {
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GST_ERROR_OBJECT (self, "Couldn't sync GPU operation");
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return FALSE;
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}
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}
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gst_clear_buffer (&data->render_target);
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return TRUE;
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}
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GstD3D11Window *
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gst_d3d11_window_dummy_new (GstD3D11Device * device)
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{
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GstD3D11Window *window;
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g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
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window = (GstD3D11Window *)
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g_object_new (GST_TYPE_D3D11_WINDOW_DUMMY, "d3d11device", device, NULL);
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window->initialized = TRUE;
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gst_object_ref_sink (window);
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return window;
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}
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