gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11window_dummy.cpp
Seungha Yang 91a732fe90 d3d11converter: Add support conversion using videoprocessor
* Add videoprocessor feature to d3d11converter, in order to unifiy
  conversion flow.
* Add convert_buffer() method to support automatic shader/videoprocessor
  selection. The method also supports texture upload if input memory
  cannot be used for conversion (e.g., system memory or so)

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2697>
2022-07-02 05:37:55 +09:00

539 lines
17 KiB
C++

/*
* GStreamer
* Copyright (C) 2020 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 "gstd3d11window_dummy.h"
#include "gstd3d11pluginutils.h"
#include <wrl.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_window_debug);
#define GST_CAT_DEFAULT gst_d3d11_window_debug
struct _GstD3D11WindowDummy
{
GstD3D11Window parent;
ID3D11Texture2D *fallback_texture;
ID3D11VideoProcessorOutputView *fallback_pov;
ID3D11RenderTargetView *fallback_rtv;
};
#define gst_d3d11_window_dummy_parent_class parent_class
G_DEFINE_TYPE (GstD3D11WindowDummy, gst_d3d11_window_dummy,
GST_TYPE_D3D11_WINDOW);
static void gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
guint width, guint height);
static gboolean gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
guint display_width, guint display_height, GstCaps * caps,
gboolean * video_processor_available, GError ** error);
static void gst_d3d11_window_dummy_unprepare (GstD3D11Window * window);
static gboolean
gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data);
static gboolean
gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data);
static void
gst_d3d11_window_dummy_class_init (GstD3D11WindowDummyClass * klass)
{
GstD3D11WindowClass *window_class = GST_D3D11_WINDOW_CLASS (klass);
window_class->on_resize =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_on_resize);
window_class->prepare = GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_prepare);
window_class->unprepare =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_unprepare);
window_class->open_shared_handle =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_open_shared_handle);
window_class->release_shared_handle =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_release_shared_handle);
}
static void
gst_d3d11_window_dummy_init (GstD3D11WindowDummy * self)
{
}
static gboolean
gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
guint display_width, guint display_height, GstCaps * caps,
gboolean * video_processor_available, GError ** error)
{
GstDxgiColorSpace in_space;
GstD3D11ConverterMethod method = GST_D3D11_CONVERTER_METHOD_SHADER;
g_clear_pointer (&window->processor, gst_d3d11_video_processor_free);
gst_clear_object (&window->compositor);
gst_clear_object (&window->converter);
/* We are supporting only RGBA, BGRA or RGB10A2_LE formats but we don't know
* which format texture will be used at this moment */
gst_video_info_from_caps (&window->info, caps);
window->render_rect.left = 0;
window->render_rect.top = 0;
window->render_rect.right = display_width;
window->render_rect.bottom = display_height;
window->input_rect.left = 0;
window->input_rect.top = 0;
window->input_rect.right = GST_VIDEO_INFO_WIDTH (&window->info);
window->input_rect.bottom = GST_VIDEO_INFO_HEIGHT (&window->info);
gst_video_info_set_format (&window->render_info,
GST_VIDEO_FORMAT_BGRA, display_width, display_height);
/* TODO: not sure which colorspace should be used, let's use BT709 since
* it's default and most common one */
window->render_info.colorimetry.primaries = GST_VIDEO_COLOR_PRIMARIES_BT709;
window->render_info.colorimetry.transfer = GST_VIDEO_TRANSFER_BT709;
window->render_info.colorimetry.range = GST_VIDEO_COLOR_RANGE_0_255;
gst_d3d11_device_lock (window->device);
if (gst_d3d11_video_info_to_dxgi_color_space (&window->info, &in_space)) {
GstD3D11Format in_format;
gboolean hardware = FALSE;
GstD3D11VideoProcessor *processor = NULL;
guint i;
DXGI_FORMAT formats_to_check[] = {
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R10G10B10A2_UNORM
};
DXGI_FORMAT in_dxgi_format;
gst_d3d11_device_get_format (window->device,
GST_VIDEO_INFO_FORMAT (&window->info), &in_format);
in_dxgi_format = in_format.dxgi_format;
if (in_format.dxgi_format != DXGI_FORMAT_UNKNOWN) {
g_object_get (window->device, "hardware", &hardware, NULL);
}
if (hardware) {
processor =
gst_d3d11_video_processor_new (window->device,
GST_VIDEO_INFO_WIDTH (&window->info),
GST_VIDEO_INFO_HEIGHT (&window->info), display_width, display_height);
}
/* Check if video processor can support all possible output dxgi formats */
for (i = 0; i < G_N_ELEMENTS (formats_to_check) && processor; i++) {
DXGI_FORMAT out_dxgi_format = formats_to_check[i];
DXGI_COLOR_SPACE_TYPE in_dxgi_color_space =
(DXGI_COLOR_SPACE_TYPE) in_space.dxgi_color_space_type;
if (!gst_d3d11_video_processor_check_format_conversion (processor,
in_dxgi_format, in_dxgi_color_space, out_dxgi_format,
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709)) {
GST_DEBUG_OBJECT (window, "Conversion is not supported by device");
g_clear_pointer (&processor, gst_d3d11_video_processor_free);
break;
}
}
if (processor) {
gst_d3d11_video_processor_set_input_dxgi_color_space (processor,
(DXGI_COLOR_SPACE_TYPE) in_space.dxgi_color_space_type);
gst_d3d11_video_processor_set_output_dxgi_color_space (processor,
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
}
window->processor = processor;
}
*video_processor_available = !!window->processor;
window->converter =
gst_d3d11_converter_new (window->device, &window->info,
&window->render_info, &method);
if (!window->converter) {
GST_ERROR_OBJECT (window, "Cannot create converter");
g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
"Cannot create converter");
goto error;
}
window->compositor =
gst_d3d11_overlay_compositor_new (window->device, &window->render_info);
if (!window->compositor) {
GST_ERROR_OBJECT (window, "Cannot create overlay compositor");
g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
"Cannot create overlay compositor");
goto error;
}
gst_d3d11_device_unlock (window->device);
return TRUE;
error:
gst_d3d11_device_unlock (window->device);
return FALSE;
}
static void
gst_d3d11_window_dummy_clear_resources (GstD3D11WindowDummy * self)
{
GST_D3D11_CLEAR_COM (self->fallback_pov);
GST_D3D11_CLEAR_COM (self->fallback_rtv);
GST_D3D11_CLEAR_COM (self->fallback_texture);
}
static void
gst_d3d11_window_dummy_unprepare (GstD3D11Window * window)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
gst_d3d11_window_dummy_clear_resources (self);
}
static void
gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
guint width, guint height)
{
GstVideoRectangle src_rect, dst_rect, rst_rect;
dst_rect.x = 0;
dst_rect.y = 0;
dst_rect.w = width;
dst_rect.h = height;
if (window->force_aspect_ratio) {
src_rect.x = 0;
src_rect.y = 0;
src_rect.w = GST_VIDEO_INFO_WIDTH (&window->render_info);
src_rect.h = GST_VIDEO_INFO_HEIGHT (&window->render_info);
gst_video_sink_center_rect (src_rect, dst_rect, &rst_rect, TRUE);
} else {
rst_rect = dst_rect;
}
window->render_rect.left = rst_rect.x;
window->render_rect.top = rst_rect.y;
window->render_rect.right = rst_rect.x + rst_rect.w;
window->render_rect.bottom = rst_rect.y + rst_rect.h;
window->first_present = TRUE;
}
static gboolean
gst_d3d11_window_dummy_setup_fallback_texture (GstD3D11Window * window,
D3D11_TEXTURE2D_DESC * shared_desc)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
D3D11_TEXTURE2D_DESC desc = { 0, };
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
ID3D11Device *device_handle =
gst_d3d11_device_get_device_handle (window->device);
gboolean need_new_texture = FALSE;
HRESULT hr;
if (!self->fallback_texture) {
GST_DEBUG_OBJECT (self,
"We have no configured fallback texture, create new one");
need_new_texture = TRUE;
} else {
self->fallback_texture->GetDesc (&desc);
if (shared_desc->Format != desc.Format) {
GST_DEBUG_OBJECT (self, "Texture formats are different, create new one");
need_new_texture = TRUE;
} else if (shared_desc->Width > desc.Width ||
shared_desc->Height > desc.Height) {
GST_DEBUG_OBJECT (self, "Needs larger size of fallback texture");
need_new_texture = TRUE;
}
}
if (!need_new_texture)
return TRUE;
gst_d3d11_window_dummy_clear_resources (self);
desc.Width = shared_desc->Width;
desc.Height = shared_desc->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = shared_desc->Format;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
hr = device_handle->CreateTexture2D (&desc, NULL, &self->fallback_texture);
if (!gst_d3d11_result (hr, window->device)) {
GST_ERROR_OBJECT (self, "Couldn't create fallback texture");
return FALSE;
}
rtv_desc.Format = DXGI_FORMAT_UNKNOWN;
rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtv_desc.Texture2D.MipSlice = 0;
hr = device_handle->CreateRenderTargetView (self->fallback_texture, &rtv_desc,
&self->fallback_rtv);
if (!gst_d3d11_result (hr, window->device)) {
GST_ERROR_OBJECT (self,
"Couldn't get render target view from fallback texture");
gst_d3d11_window_dummy_clear_resources (self);
return FALSE;
}
if (window->processor) {
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC pov_desc;
pov_desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
pov_desc.Texture2D.MipSlice = 0;
if (!gst_d3d11_video_processor_create_output_view (window->processor,
&pov_desc, self->fallback_texture, &self->fallback_pov)) {
GST_ERROR_OBJECT (window,
"ID3D11VideoProcessorOutputView is unavailable");
gst_d3d11_window_dummy_clear_resources (self);
return FALSE;
}
}
return TRUE;
}
/* *INDENT-OFF* */
static gboolean
gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
GstD3D11Device *device = window->device;
ID3D11Device *device_handle;
HRESULT hr;
ID3D11Texture2D *texture = NULL;
IDXGIKeyedMutex *keyed_mutex = NULL;
ID3D11VideoProcessorOutputView *pov = NULL;
ID3D11RenderTargetView *rtv = NULL;
D3D11_TEXTURE2D_DESC desc;
gboolean use_keyed_mutex = FALSE;
gboolean need_fallback_texture = FALSE;
device_handle = gst_d3d11_device_get_device_handle (device);
if ((data->texture_misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) ==
D3D11_RESOURCE_MISC_SHARED_NTHANDLE) {
ComPtr<ID3D11Device1> device1_handle;
hr = device_handle->QueryInterface (IID_PPV_ARGS (&device1_handle));
if (!gst_d3d11_result (hr, device))
return FALSE;
hr = device1_handle->OpenSharedResource1 (data->shared_handle,
IID_PPV_ARGS (&texture));
} else {
hr = device_handle->OpenSharedResource (data->shared_handle,
IID_PPV_ARGS (&texture));
}
if (!gst_d3d11_result (hr, device))
return FALSE;
texture->GetDesc (&desc);
use_keyed_mutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) ==
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
if (use_keyed_mutex) {
hr = texture->QueryInterface (IID_PPV_ARGS (&keyed_mutex));
if (!gst_d3d11_result (hr, device))
goto out;
}
if (window->processor) {
if (use_keyed_mutex) {
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC pov_desc;
pov_desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
pov_desc.Texture2D.MipSlice = 0;
if (!gst_d3d11_video_processor_create_output_view (window->processor,
&pov_desc, texture, &pov)) {
GST_WARNING_OBJECT (window,
"ID3D11VideoProcessorOutputView is unavailable");
}
} else {
/* HACK: If external texture was created without keyed mutext
* and we need to used videoprocessor to convert decoder output texture
* to external texture, converted texture by videoprocessor seems to be broken
* Probably that's because of missing flush/sync API around videoprocessor.
* (e.g., ID3D11VideoContext and ID3D11VideoProcessor have no
* flushing api such as ID3D11DeviceContext::Flush).
* To workaround the case, we need to use fallback texture and copy back
* to external texture
*/
need_fallback_texture = TRUE;
GST_TRACE_OBJECT (window,
"We are using video processor but keyed mutex is unavailable");
if (!gst_d3d11_window_dummy_setup_fallback_texture (window, &desc)) {
goto out;
}
}
}
hr = device_handle->CreateRenderTargetView ((ID3D11Resource *) texture,
NULL, &rtv);
if (!gst_d3d11_result (hr, device))
goto out;
if (keyed_mutex) {
hr = keyed_mutex->AcquireSync(data->acquire_key, INFINITE);
if (!gst_d3d11_result (hr, device))
goto out;
}
/* Everything is prepared now */
gst_d3d11_window_dummy_on_resize (window, desc.Width, desc.Height);
/* Move owned resources */
data->texture = texture;
data->keyed_mutex = keyed_mutex;
data->pov = pov;
data->rtv = rtv;
if (need_fallback_texture) {
data->fallback_pov = self->fallback_pov;
data->fallback_rtv = self->fallback_rtv;
} else {
data->fallback_pov = nullptr;
data->fallback_rtv = nullptr;
}
return TRUE;
out:
GST_D3D11_CLEAR_COM (texture);
GST_D3D11_CLEAR_COM (keyed_mutex);
GST_D3D11_CLEAR_COM (pov);
GST_D3D11_CLEAR_COM (rtv);
return FALSE;
}
/* *INDENT-ON* */
static gboolean
gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
GstD3D11Device *device = window->device;
HRESULT hr;
/* TODO: cache owned resource for the later reuse? */
if (data->keyed_mutex) {
hr = data->keyed_mutex->ReleaseSync (data->release_key);
gst_d3d11_result (hr, device);
data->keyed_mutex->Release ();
} else {
/* *INDENT-OFF* */
ComPtr<ID3D11Query> query;
/* *INDENT-ON* */
D3D11_QUERY_DESC query_desc;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
ID3D11DeviceContext *context_handle =
gst_d3d11_device_get_device_context_handle (device);
BOOL sync_done = FALSE;
/* If keyed mutex is not used, let's handle sync manually by using
* ID3D11Query. Issued GPU commands might not be finished yet */
query_desc.Query = D3D11_QUERY_EVENT;
query_desc.MiscFlags = 0;
hr = device_handle->CreateQuery (&query_desc, &query);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (self, "Couldn't Create event query");
return FALSE;
}
/* Copy from fallback texture to user's texture */
if (data->fallback_rtv) {
D3D11_BOX src_box;
D3D11_TEXTURE2D_DESC desc;
ID3D11DeviceContext *context_handle =
gst_d3d11_device_get_device_context_handle (device);
data->texture->GetDesc (&desc);
src_box.left = 0;
src_box.top = 0;
src_box.front = 0;
src_box.back = 1;
src_box.right = desc.Width;
src_box.bottom = desc.Height;
context_handle->CopySubresourceRegion (data->texture, 0, 0, 0, 0,
self->fallback_texture, 0, &src_box);
}
context_handle->End (query.Get ());
/* Wait until all issued GPU commands are finished */
do {
context_handle->GetData (query.Get (), &sync_done, sizeof (BOOL), 0);
} while (!sync_done && (hr == S_OK || hr == S_FALSE));
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (self, "Couldn't sync GPU operation");
return FALSE;
}
}
GST_D3D11_CLEAR_COM (data->rtv);
GST_D3D11_CLEAR_COM (data->pov);
GST_D3D11_CLEAR_COM (data->texture);
return TRUE;
}
GstD3D11Window *
gst_d3d11_window_dummy_new (GstD3D11Device * device)
{
GstD3D11Window *window;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
window = (GstD3D11Window *)
g_object_new (GST_TYPE_D3D11_WINDOW_DUMMY, "d3d11device", device, NULL);
window->initialized = TRUE;
g_object_ref_sink (window);
return window;
}