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487a41d312
Add d3d11overlaycompositor object to draw overlay image on render target using Blend method.
666 lines
19 KiB
C
666 lines
19 KiB
C
/* GStreamer
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* Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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 "gstd3d11overlaycompositor.h"
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#include "gstd3d11utils.h"
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#include "gstd3d11device.h"
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#include "gstd3d11shader.h"
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#include "gstd3d11format.h"
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GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_overlay_compositor_debug);
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#define GST_CAT_DEFAULT gst_d3d11_overlay_compositor_debug
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/* *INDENT-OFF* */
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typedef struct
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{
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struct {
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FLOAT x;
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FLOAT y;
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FLOAT z;
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} position;
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struct {
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FLOAT x;
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FLOAT y;
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} texture;
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} VertexData;
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static const gchar templ_pixel_shader[] =
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"Texture2D shaderTexture;\n"
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"SamplerState samplerState;\n"
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"\n"
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"struct PS_INPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float3 Texture: TEXCOORD0;\n"
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"};\n"
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"\n"
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"float4 main(PS_INPUT input): SV_TARGET\n"
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"{\n"
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" return shaderTexture.Sample(samplerState, input.Texture);\n"
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"}\n";
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static const gchar templ_vertex_shader[] =
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"struct VS_INPUT\n"
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"{\n"
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" float4 Position : POSITION;\n"
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" float4 Texture : TEXCOORD0;\n"
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"};\n"
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"\n"
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"struct VS_OUTPUT\n"
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"{\n"
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" float4 Position: SV_POSITION;\n"
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" float4 Texture: TEXCOORD0;\n"
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"};\n"
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"\n"
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"VS_OUTPUT main(VS_INPUT input)\n"
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"{\n"
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" return input;\n"
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"}\n";
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/* *INDENT-ON* */
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struct _GstD3D11OverlayCompositor
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{
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GstD3D11Device *device;
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GstVideoInfo out_info;
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D3D11_VIEWPORT viewport;
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ID3D11PixelShader *ps;
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ID3D11VertexShader *vs;
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ID3D11InputLayout *layout;
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ID3D11SamplerState *sampler;
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ID3D11BlendState *blend;
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ID3D11Buffer *index_buffer;
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/* GstD3D11CompositionOverlay */
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GList *overlays;
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};
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typedef struct
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{
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GstVideoOverlayRectangle *overlay_rect;
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ID3D11Texture2D *texture;
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ID3D11ShaderResourceView *srv;
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GstD3D11Quad *quad;
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} GstD3D11CompositionOverlay;
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static GstD3D11CompositionOverlay *
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gst_d3d11_composition_overlay_new (GstD3D11OverlayCompositor * self,
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GstVideoOverlayRectangle * overlay_rect)
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{
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GstD3D11CompositionOverlay *overlay = NULL;
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gint x, y;
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guint width, height;
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D3D11_SUBRESOURCE_DATA subresource_data = { 0, };
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D3D11_TEXTURE2D_DESC texture_desc = { 0, };
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0, };
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D3D11_BUFFER_DESC buffer_desc = { 0, };
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ID3D11Buffer *vertex_buffer = NULL;
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D3D11_MAPPED_SUBRESOURCE map;
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VertexData *vertex_data;
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GstBuffer *buf;
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GstVideoMeta *vmeta;
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GstMapInfo info;
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guint8 *data;
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gint stride;
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ID3D11Texture2D *texture = NULL;
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ID3D11ShaderResourceView *srv = NULL;
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HRESULT hr;
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ID3D11Device *device_handle;
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ID3D11DeviceContext *context_handle;
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GstD3D11Device *device = self->device;
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const guint index_count = 2 * 3;
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FLOAT x1, y1, x2, y2;
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g_return_val_if_fail (overlay_rect != NULL, NULL);
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device_handle = gst_d3d11_device_get_device_handle (device);
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context_handle = gst_d3d11_device_get_device_context_handle (device);
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if (!gst_video_overlay_rectangle_get_render_rectangle (overlay_rect, &x, &y,
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&width, &height)) {
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GST_ERROR ("Failed to get render rectangle");
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return NULL;
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}
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buf = gst_video_overlay_rectangle_get_pixels_unscaled_argb (overlay_rect,
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GST_VIDEO_OVERLAY_FORMAT_FLAG_NONE);
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if (!buf) {
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GST_ERROR ("Failed to get overlay buffer");
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return NULL;
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}
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vmeta = gst_buffer_get_video_meta (buf);
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if (!vmeta) {
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GST_ERROR ("Failed to get video meta");
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return NULL;
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}
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if (!gst_video_meta_map (vmeta,
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0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) {
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GST_ERROR ("Failed to map");
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return NULL;
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}
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/* Do create texture and upload data at once, for create immutable texture */
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subresource_data.pSysMem = data;
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subresource_data.SysMemPitch = stride;
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subresource_data.SysMemSlicePitch = 0;
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texture_desc.Width = width;
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texture_desc.Height = height;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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/* FIXME: need to consider non-BGRA ? */
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texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_IMMUTABLE;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture = gst_d3d11_device_create_texture (device,
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&texture_desc, &subresource_data);
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gst_video_meta_unmap (vmeta, 0, &info);
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if (!texture) {
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GST_ERROR ("Failed to create texture");
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return NULL;
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}
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srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MipLevels = 1;
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hr = ID3D11Device_CreateShaderResourceView (device_handle,
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(ID3D11Resource *) texture, &srv_desc, &srv);
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if (!gst_d3d11_result (hr, device) || !srv) {
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GST_ERROR ("Failed to create shader resource view");
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goto clear;
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}
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.ByteWidth = sizeof (VertexData) * 4;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
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&vertex_buffer);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
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goto clear;
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}
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gst_d3d11_device_lock (device);
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hr = ID3D11DeviceContext_Map (context_handle,
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(ID3D11Resource *) vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
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gst_d3d11_device_unlock (device);
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goto clear;
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}
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vertex_data = (VertexData *) map.pData;
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x1 = (x / (gfloat) GST_VIDEO_INFO_WIDTH (&self->out_info)) * 2.0f - 1.0f;
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y1 = (y / (gfloat) GST_VIDEO_INFO_HEIGHT (&self->out_info)) * 2.0f - 1.0f;
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x2 = ((x + width) /
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(gfloat) GST_VIDEO_INFO_WIDTH (&self->out_info)) * 2.0f - 1.0f;
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y2 = ((y + height) /
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(gfloat) GST_VIDEO_INFO_HEIGHT (&self->out_info)) * 2.0f - 1.0f;
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vertex_data[0].position.x = x1;
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vertex_data[0].position.y = y1;
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vertex_data[0].position.z = 0.0f;
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vertex_data[0].texture.x = 0.0f;
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vertex_data[0].texture.y = 1.0f;
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vertex_data[1].position.x = x1;
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vertex_data[1].position.y = y2;
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vertex_data[1].position.z = 0.0f;
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vertex_data[1].texture.x = 0.0f;
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vertex_data[1].texture.y = 0.0f;
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vertex_data[2].position.x = x2;
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vertex_data[2].position.y = y2;
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vertex_data[2].position.z = 0.0f;
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vertex_data[2].texture.x = 1.0f;
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vertex_data[2].texture.y = 0.0f;
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vertex_data[3].position.x = x2;
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vertex_data[3].position.y = y1;
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vertex_data[3].position.z = 0.0f;
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vertex_data[3].texture.x = 1.0f;
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vertex_data[3].texture.y = 1.0f;
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ID3D11DeviceContext_Unmap (context_handle,
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(ID3D11Resource *) vertex_buffer, 0);
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gst_d3d11_device_unlock (device);
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overlay = g_new0 (GstD3D11CompositionOverlay, 1);
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overlay->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect);
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overlay->texture = texture;
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overlay->srv = srv;
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overlay->quad = gst_d3d11_quad_new (device,
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self->ps, self->vs, self->layout, self->sampler, self->blend, NULL, NULL,
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vertex_buffer, sizeof (VertexData),
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self->index_buffer, DXGI_FORMAT_R16_UINT, index_count);
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clear:
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if (!overlay) {
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if (srv)
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ID3D11ShaderResourceView_Release (srv);
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if (texture)
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ID3D11Texture2D_Release (texture);
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}
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if (vertex_buffer)
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ID3D11Buffer_Release (vertex_buffer);
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return overlay;
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}
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static void
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gst_d3d11_composition_overlay_free (GstD3D11CompositionOverlay * overlay)
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{
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if (!overlay)
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return;
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if (overlay->overlay_rect)
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gst_video_overlay_rectangle_unref (overlay->overlay_rect);
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if (overlay->srv)
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ID3D11ShaderResourceView_Release (overlay->srv);
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if (overlay->texture)
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ID3D11Texture2D_Release (overlay->texture);
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if (overlay->quad)
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gst_d3d11_quad_free (overlay->quad);
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g_free (overlay);
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}
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static gboolean
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gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self,
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GstD3D11Device * device)
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{
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HRESULT hr;
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D3D11_SAMPLER_DESC sampler_desc = { 0, };
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D3D11_INPUT_ELEMENT_DESC input_desc[2] = { 0, };
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D3D11_BUFFER_DESC buffer_desc = { 0, };
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D3D11_BLEND_DESC blend_desc = { 0, };
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D3D11_MAPPED_SUBRESOURCE map;
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WORD *indices;
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ID3D11Device *device_handle;
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ID3D11DeviceContext *context_handle;
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ID3D11PixelShader *ps = NULL;
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ID3D11VertexShader *vs = NULL;
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ID3D11InputLayout *layout = NULL;
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ID3D11SamplerState *sampler = NULL;
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ID3D11BlendState *blend = NULL;
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ID3D11Buffer *index_buffer = NULL;
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const guint index_count = 2 * 3;
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gboolean ret = TRUE;
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device_handle = gst_d3d11_device_get_device_handle (device);
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context_handle = gst_d3d11_device_get_device_context_handle (device);
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/* bilinear filtering */
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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sampler_desc.MinLOD = 0;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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hr = ID3D11Device_CreateSamplerState (device_handle, &sampler_desc, &sampler);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
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ret = FALSE;
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goto clear;
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}
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GST_LOG ("Create Pixel Shader \n%s", templ_pixel_shader);
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if (!gst_d3d11_create_pixel_shader (device, templ_pixel_shader, &ps)) {
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GST_ERROR ("Couldn't create pixel shader");
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ret = FALSE;
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goto clear;
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}
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input_desc[0].SemanticName = "POSITION";
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input_desc[0].SemanticIndex = 0;
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input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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input_desc[0].InputSlot = 0;
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input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[0].InstanceDataStepRate = 0;
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input_desc[1].SemanticName = "TEXCOORD";
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input_desc[1].SemanticIndex = 0;
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input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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input_desc[1].InputSlot = 0;
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input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[1].InstanceDataStepRate = 0;
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if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
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input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
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GST_ERROR ("Couldn't vertex pixel shader");
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ret = FALSE;
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goto clear;
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}
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.IndependentBlendEnable = FALSE;
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blend_desc.RenderTarget[0].BlendEnable = TRUE;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].RenderTargetWriteMask =
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D3D11_COLOR_WRITE_ENABLE_ALL;
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hr = ID3D11Device_CreateBlendState (device_handle, &blend_desc, &blend);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Couldn't create blend staten, hr: 0x%x", (guint) hr);
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ret = FALSE;
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goto clear;
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}
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.ByteWidth = sizeof (WORD) * index_count;
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buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
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&index_buffer);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
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ret = FALSE;
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goto clear;
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}
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gst_d3d11_device_lock (device);
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hr = ID3D11DeviceContext_Map (context_handle,
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(ID3D11Resource *) index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR ("Couldn't map index buffer, hr: 0x%x", (guint) hr);
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gst_d3d11_device_unlock (device);
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ret = FALSE;
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goto clear;
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}
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indices = (WORD *) map.pData;
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/* clockwise indexing */
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indices[0] = 0; /* bottom left */
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indices[1] = 1; /* top left */
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indices[2] = 2; /* top right */
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indices[3] = 3; /* bottom right */
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indices[4] = 0; /* bottom left */
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indices[5] = 2; /* top right */
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ID3D11DeviceContext_Unmap (context_handle,
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(ID3D11Resource *) index_buffer, 0);
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gst_d3d11_device_unlock (device);
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self->ps = ps;
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self->vs = vs;
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self->layout = layout;
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self->sampler = sampler;
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self->blend = blend;
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self->index_buffer = index_buffer;
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clear:
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if (ret)
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return TRUE;
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if (ps)
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ID3D11PixelShader_Release (ps);
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if (vs)
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ID3D11VertexShader_Release (vs);
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if (layout)
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ID3D11InputLayout_Release (layout);
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if (sampler)
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ID3D11SamplerState_Release (sampler);
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if (blend)
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ID3D11BlendState_Release (blend);
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if (index_buffer)
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ID3D11Buffer_Release (index_buffer);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
GstD3D11OverlayCompositor *
|
|
gst_d3d11_overlay_compositor_new (GstD3D11Device * device,
|
|
GstVideoInfo * out_info)
|
|
{
|
|
GstD3D11OverlayCompositor *compositor = NULL;
|
|
|
|
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
|
|
g_return_val_if_fail (out_info != NULL, NULL);
|
|
|
|
compositor = g_new0 (GstD3D11OverlayCompositor, 1);
|
|
|
|
if (!gst_d3d11_overlay_compositor_setup_shader (compositor, device)) {
|
|
gst_d3d11_overlay_compositor_free (compositor);
|
|
return NULL;
|
|
}
|
|
|
|
compositor->device = gst_object_ref (device);
|
|
compositor->out_info = *out_info;
|
|
|
|
compositor->viewport.TopLeftX = 0;
|
|
compositor->viewport.TopLeftY = 0;
|
|
compositor->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
|
|
compositor->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
|
|
compositor->viewport.MinDepth = 0.0f;
|
|
compositor->viewport.MaxDepth = 1.0f;
|
|
|
|
return compositor;
|
|
}
|
|
|
|
void
|
|
gst_d3d11_overlay_compositor_free (GstD3D11OverlayCompositor * compositor)
|
|
{
|
|
g_return_if_fail (compositor != NULL);
|
|
|
|
gst_d3d11_overlay_compositor_free_overlays (compositor);
|
|
|
|
if (compositor->ps)
|
|
ID3D11PixelShader_Release (compositor->ps);
|
|
if (compositor->vs)
|
|
ID3D11VertexShader_Release (compositor->vs);
|
|
if (compositor->layout)
|
|
ID3D11InputLayout_Release (compositor->layout);
|
|
if (compositor->sampler)
|
|
ID3D11SamplerState_Release (compositor->sampler);
|
|
if (compositor->blend)
|
|
ID3D11BlendState_Release (compositor->blend);
|
|
if (compositor->index_buffer)
|
|
ID3D11Buffer_Release (compositor->index_buffer);
|
|
|
|
gst_clear_object (&compositor->device);
|
|
g_free (compositor);
|
|
}
|
|
|
|
static gint
|
|
find_in_compositor (const GstD3D11CompositionOverlay * overlay,
|
|
const GstVideoOverlayRectangle * rect)
|
|
{
|
|
return !(overlay->overlay_rect == rect);
|
|
}
|
|
|
|
static gboolean
|
|
is_in_video_overlay_composition (GstVideoOverlayComposition * voc,
|
|
GstD3D11CompositionOverlay * overlay)
|
|
{
|
|
guint i;
|
|
|
|
for (i = 0; i < gst_video_overlay_composition_n_rectangles (voc); i++) {
|
|
GstVideoOverlayRectangle *rectangle =
|
|
gst_video_overlay_composition_get_rectangle (voc, i);
|
|
if (overlay->overlay_rect == rectangle)
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_overlay_compositor_upload (GstD3D11OverlayCompositor * compositor,
|
|
GstBuffer * buf)
|
|
{
|
|
GstVideoOverlayCompositionMeta *meta;
|
|
gint i, num_overlays;
|
|
GList *iter;
|
|
|
|
g_return_val_if_fail (compositor != NULL, FALSE);
|
|
g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE);
|
|
|
|
meta = gst_buffer_get_video_overlay_composition_meta (buf);
|
|
|
|
if (!meta) {
|
|
gst_d3d11_overlay_compositor_free_overlays (compositor);
|
|
return TRUE;
|
|
}
|
|
|
|
num_overlays = gst_video_overlay_composition_n_rectangles (meta->overlay);
|
|
if (!num_overlays) {
|
|
gst_d3d11_overlay_compositor_free_overlays (compositor);
|
|
return TRUE;
|
|
}
|
|
|
|
GST_LOG ("Upload %d overlay rectangles", num_overlays);
|
|
|
|
/* Upload new overlay */
|
|
for (i = 0; i < num_overlays; i++) {
|
|
GstVideoOverlayRectangle *rectangle =
|
|
gst_video_overlay_composition_get_rectangle (meta->overlay, i);
|
|
|
|
if (!g_list_find_custom (compositor->overlays,
|
|
rectangle, (GCompareFunc) find_in_compositor)) {
|
|
GstD3D11CompositionOverlay *overlay = NULL;
|
|
|
|
overlay = gst_d3d11_composition_overlay_new (compositor, rectangle);
|
|
|
|
if (!overlay)
|
|
return FALSE;
|
|
|
|
compositor->overlays = g_list_append (compositor->overlays, overlay);
|
|
}
|
|
}
|
|
|
|
/* Remove old overlay */
|
|
iter = compositor->overlays;
|
|
while (iter) {
|
|
GstD3D11CompositionOverlay *overlay =
|
|
(GstD3D11CompositionOverlay *) iter->data;
|
|
GList *next = iter->next;
|
|
|
|
if (!is_in_video_overlay_composition (meta->overlay, overlay)) {
|
|
compositor->overlays = g_list_delete_link (compositor->overlays, iter);
|
|
gst_d3d11_composition_overlay_free (overlay);
|
|
}
|
|
|
|
iter = next;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
gst_d3d11_overlay_compositor_free_overlays (GstD3D11OverlayCompositor *
|
|
compositor)
|
|
{
|
|
g_return_if_fail (compositor != NULL);
|
|
|
|
if (compositor->overlays) {
|
|
g_list_free_full (compositor->overlays,
|
|
(GDestroyNotify) gst_d3d11_composition_overlay_free);
|
|
|
|
compositor->overlays = NULL;
|
|
}
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_overlay_compositor_update_rect (GstD3D11OverlayCompositor *
|
|
compositor, RECT * rect)
|
|
{
|
|
g_return_val_if_fail (compositor != NULL, FALSE);
|
|
g_return_val_if_fail (rect != NULL, FALSE);
|
|
|
|
compositor->viewport.TopLeftX = rect->left;
|
|
compositor->viewport.TopLeftY = rect->top;
|
|
compositor->viewport.Width = rect->right - rect->left;
|
|
compositor->viewport.Height = rect->bottom - rect->top;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_overlay_compositor_draw (GstD3D11OverlayCompositor * compositor,
|
|
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
|
|
{
|
|
gboolean ret = TRUE;
|
|
|
|
g_return_val_if_fail (compositor != NULL, FALSE);
|
|
g_return_val_if_fail (rtv != NULL, FALSE);
|
|
|
|
gst_d3d11_device_lock (compositor->device);
|
|
ret = gst_d3d11_overlay_compositor_draw_unlocked (compositor, rtv);
|
|
gst_d3d11_device_unlock (compositor->device);
|
|
|
|
return ret;
|
|
}
|
|
|
|
gboolean
|
|
gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor *
|
|
compositor, ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
|
|
{
|
|
gboolean ret = TRUE;
|
|
GList *iter;
|
|
|
|
g_return_val_if_fail (compositor != NULL, FALSE);
|
|
g_return_val_if_fail (rtv != NULL, FALSE);
|
|
|
|
for (iter = compositor->overlays; iter; iter = g_list_next (iter)) {
|
|
GstD3D11CompositionOverlay *overlay =
|
|
(GstD3D11CompositionOverlay *) iter->data;
|
|
|
|
ret = gst_d3d11_draw_quad_unlocked (overlay->quad,
|
|
&compositor->viewport, 1, &overlay->srv, 1, rtv, 1, NULL);
|
|
|
|
if (!ret)
|
|
break;
|
|
}
|
|
|
|
return ret;
|
|
}
|