gstreamer/sys/d3d11/plugin.cpp
Seungha Yang 7d1f6459a0 d3d11decoder: Refactor for more unified decoding flow
... and various code cleanup.

* Move spreaded decoding API calls into one method
Previously, decoding flow of most codecs are
- Call DecoderBeginFrame() on start_picture()
- Call {Get,Release}DecoderBuffer() on decode_slice()
- Call SubmitDecoderBuffers() and DecoderEndFrame() on end_picture()
Such spreaded API calls make it hard to keep track of status
of decoding. Now it will be done at once in a new method.

* Drop a code for non-zero wBadSliceChopping
When bitstream buffer provided by driver is not sufficient
to write compressed bitstream data, host decoder needs to make use
of wBadSliceChopping so that driver can understand there are
multiple bitstream buffer. But it's a bit unrealistic and
not tested. Since FFMpeg's DXVA implemetaion doesn't support it,
we might be able to ignore the case for now.

* Make code more portable
Consider common logic of GstCodecs -> DXVA translation for all D3D APIs
(i,e., D3D9, D3D11, and D3D12).

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2525>
2021-09-17 20:03:28 +09:00

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/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gst.h>
#include <gst/d3d11/gstd3d11.h>
#include "gstd3d11videosink.h"
#include "gstd3d11upload.h"
#include "gstd3d11download.h"
#include "gstd3d11convert.h"
#include "gstd3d11shader.h"
#include "gstd3d11compositor.h"
#include "gstd3d11compositorbin.h"
#ifdef HAVE_DXVA_H
#include "gstd3d11h264dec.h"
#include "gstd3d11h265dec.h"
#include "gstd3d11vp9dec.h"
#include "gstd3d11vp8dec.h"
#include "gstd3d11mpeg2dec.h"
#include "gstd3d11av1dec.h"
#endif
#ifdef HAVE_DXGI_DESKTOP_DUP
#include "gstd3d11desktopdupsrc.h"
#endif
#ifdef HAVE_D3D11_VIDEO_PROC
#include "gstd3d11deinterlace.h"
#endif
GST_DEBUG_CATEGORY (gst_d3d11_debug);
GST_DEBUG_CATEGORY (gst_d3d11_shader_debug);
GST_DEBUG_CATEGORY (gst_d3d11_converter_debug);
GST_DEBUG_CATEGORY (gst_d3d11_plugin_utils_debug);
GST_DEBUG_CATEGORY (gst_d3d11_format_debug);
GST_DEBUG_CATEGORY (gst_d3d11_device_debug);
GST_DEBUG_CATEGORY (gst_d3d11_overlay_compositor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_window_debug);
GST_DEBUG_CATEGORY (gst_d3d11_video_processor_debug);
GST_DEBUG_CATEGORY (gst_d3d11_compositor_debug);
#ifdef HAVE_DXVA_H
GST_DEBUG_CATEGORY (gst_d3d11_decoder_debug);
GST_DEBUG_CATEGORY (gst_d3d11_h264_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_h265_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_vp9_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_vp8_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_mpeg2_dec_debug);
GST_DEBUG_CATEGORY (gst_d3d11_av1_dec_debug);
#endif
#ifdef HAVE_DXGI_DESKTOP_DUP
GST_DEBUG_CATEGORY (gst_d3d11_desktop_dup_debug);
#endif
#ifdef HAVE_D3D11_VIDEO_PROC
GST_DEBUG_CATEGORY (gst_d3d11_deinterlace_debug);
#endif
#define GST_CAT_DEFAULT gst_d3d11_debug
static gboolean
plugin_init (GstPlugin * plugin)
{
GstRank video_sink_rank = GST_RANK_PRIMARY;
D3D_FEATURE_LEVEL max_feature_level = D3D_FEATURE_LEVEL_9_3;
guint i;
GST_DEBUG_CATEGORY_INIT (gst_d3d11_debug, "d3d11", 0, "direct3d 11 plugin");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_shader_debug,
"d3d11shader", 0, "d3d11shader");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_converter_debug,
"d3d11converter", 0, "d3d11converter");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_plugin_utils_debug,
"d3d11pluginutils", 0, "d3d11 plugin utility functions");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_compositor_debug,
"d3d11overlaycompositor", 0, "d3d11overlaycompositor");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_window_debug,
"d3d11window", 0, "d3d11window");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_video_processor_debug,
"d3d11videoprocessor", 0, "d3d11videoprocessor");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_compositor_debug,
"d3d11compositor", 0, "d3d11compositor element");
if (!gst_d3d11_shader_init ()) {
GST_WARNING ("Cannot initialize d3d11 shader");
return TRUE;
}
#ifdef HAVE_DXVA_H
/* DXVA2 API is availble since Windows 8 */
if (gst_d3d11_is_windows_8_or_greater ()) {
GST_DEBUG_CATEGORY_INIT (gst_d3d11_decoder_debug,
"d3d11decoder", 0, "Direct3D11 Video Decoder object");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_h264_dec_debug,
"d3d11h264dec", 0, "Direct3D11 H.264 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_vp9_dec_debug,
"d3d11vp9dec", 0, "Direct3D11 VP9 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_h265_dec_debug,
"d3d11h265dec", 0, "Direct3D11 H.265 Video Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_vp8_dec_debug,
"d3d11vp8dec", 0, "Direct3D11 VP8 Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_mpeg2_dec_debug,
"d3d11mpeg2dec", 0, "Direct3D11 MPEG2 Decoder");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_av1_dec_debug,
"d3d11av1dec", 0, "Direct3D11 AV1 Decoder");
}
#endif
#ifdef HAVE_D3D11_VIDEO_PROC
GST_DEBUG_CATEGORY_INIT (gst_d3d11_deinterlace_debug,
"d3d11deinterlace", 0, "Direct3D11 Deinterlacer");
#endif
/* Enumerate devices to register decoders per device and to get the highest
* feature level */
/* AMD seems supporting up to 12 cards, and 8 for NVIDIA */
for (i = 0; i < 12; i++) {
GstD3D11Device *device = NULL;
ID3D11Device *device_handle;
D3D_FEATURE_LEVEL feature_level;
device = gst_d3d11_device_new (i, D3D11_CREATE_DEVICE_BGRA_SUPPORT);
if (!device)
break;
device_handle = gst_d3d11_device_get_device_handle (device);
feature_level = device_handle->GetFeatureLevel ();
if (feature_level > max_feature_level)
max_feature_level = feature_level;
#ifdef HAVE_DXVA_H
/* DXVA2 API is availble since Windows 8 */
if (gst_d3d11_is_windows_8_or_greater () &&
gst_d3d11_device_get_video_device_handle (device)) {
gboolean legacy = gst_d3d11_decoder_util_is_legacy_device (device);
gst_d3d11_h264_dec_register (plugin, device, GST_RANK_SECONDARY, legacy);
if (!legacy) {
gst_d3d11_h265_dec_register (plugin, device, GST_RANK_SECONDARY);
gst_d3d11_vp9_dec_register (plugin, device, GST_RANK_SECONDARY);
gst_d3d11_vp8_dec_register (plugin, device, GST_RANK_SECONDARY);
gst_d3d11_mpeg2_dec_register (plugin, device, GST_RANK_SECONDARY);
gst_d3d11_av1_dec_register (plugin, device, GST_RANK_SECONDARY);
}
}
#endif
#ifdef HAVE_D3D11_VIDEO_PROC
/* D3D11 video processor API is availble since Windows 8 */
if (gst_d3d11_is_windows_8_or_greater ()) {
gboolean hardware;
g_object_get (device, "hardware", &hardware, NULL);
if (hardware)
gst_d3d11_deinterlace_register (plugin, device, GST_RANK_MARGINAL);
}
#endif
gst_object_unref (device);
}
/* FIXME: Our shader code is not compatible with D3D_FEATURE_LEVEL_9_3
* or lower. So HLSL compiler cannot understand our shader code and
* therefore d3d11colorconverter cannot be configured.
*
* Known D3D_FEATURE_LEVEL_9_3 driver is
* "VirtualBox Graphics Adapter (WDDM)"
* ... and there might be some more old physical devices which don't support
* D3D_FEATURE_LEVEL_10_0.
*/
if (max_feature_level < D3D_FEATURE_LEVEL_10_0)
video_sink_rank = GST_RANK_NONE;
gst_d3d11_plugin_utils_init (max_feature_level);
gst_element_register (plugin,
"d3d11upload", GST_RANK_NONE, GST_TYPE_D3D11_UPLOAD);
gst_element_register (plugin,
"d3d11download", GST_RANK_NONE, GST_TYPE_D3D11_DOWNLOAD);
gst_element_register (plugin,
"d3d11convert", GST_RANK_NONE, GST_TYPE_D3D11_CONVERT);
gst_element_register (plugin,
"d3d11colorconvert", GST_RANK_NONE, GST_TYPE_D3D11_COLOR_CONVERT);
gst_element_register (plugin,
"d3d11scale", GST_RANK_NONE, GST_TYPE_D3D11_SCALE);
gst_element_register (plugin,
"d3d11videosink", video_sink_rank, GST_TYPE_D3D11_VIDEO_SINK);
gst_element_register (plugin,
"d3d11compositorelement", GST_RANK_NONE, GST_TYPE_D3D11_COMPOSITOR);
gst_element_register (plugin,
"d3d11compositor", GST_RANK_SECONDARY, GST_TYPE_D3D11_COMPOSITOR_BIN);
#ifdef HAVE_DXGI_DESKTOP_DUP
if (gst_d3d11_is_windows_8_or_greater ()) {
GST_DEBUG_CATEGORY_INIT (gst_d3d11_desktop_dup_debug,
"d3d11desktopdupsrc", 0, "d3d11desktopdupsrc");
gst_element_register (plugin,
"d3d11desktopdupsrc", GST_RANK_NONE, GST_TYPE_D3D11_DESKTOP_DUP_SRC);
}
#endif
return TRUE;
}
GST_PLUGIN_DEFINE (GST_VERSION_MAJOR,
GST_VERSION_MINOR,
d3d11,
"Direct3D11 plugin",
plugin_init, VERSION, "LGPL", GST_PACKAGE_NAME, GST_PACKAGE_ORIGIN)