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546 lines
25 KiB
Text
546 lines
25 KiB
Text
===============================================================
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Subtitle overlays, hardware-accelerated decoding and playbin
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===============================================================
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Status: EARLY DRAFT / BRAINSTORMING
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=== 1. Background ===
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Subtitles can be muxed in containers or come from an external source.
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Subtitles come in many shapes and colours. Usually they are either
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text-based (incl. 'pango markup'), or bitmap-based (e.g. DVD subtitles
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and the most common form of DVB subs). Bitmap based subtitles are
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usually compressed in some way, like some form of run-length encoding.
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Subtitles are currently decoded and rendered in subtitle-format-specific
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overlay elements. These elements have two sink pads (one for raw video
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and one for the subtitle format in question) and one raw video source pad.
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They will take care of synchronising the two input streams, and of
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decoding and rendering the subtitles on top of the raw video stream.
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Digression: one could theoretically have dedicated decoder/render elements
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that output an AYUV or ARGB image, and then let a videomixer element do
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the actual overlaying, but this is not very efficient, because it requires
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us to allocate and blend whole pictures (1920x1080 AYUV = 8MB,
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1280x720 AYUV = 3.6MB, 720x576 AYUV = 1.6MB) even if the overlay region
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is only a small rectangle at the bottom. This wastes memory and CPU.
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We could do something better by introducing a new format that only
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encodes the region(s) of interest, but we don't have such a format yet, and
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are not necessarily keen to rewrite this part of the logic in playbin
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at this point - and we can't change existing elements' behaviour, so would
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need to introduce new elements for this.
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Playbin2 supports outputting compressed formats, i.e. it does not
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force decoding to a raw format, but is happy to output to a non-raw
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format as long as the sink supports that as well.
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In case of certain hardware-accelerated decoding APIs, we will make use
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of that functionality. However, the decoder will not output a raw video
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format then, but some kind of hardware/API-specific format (in the caps)
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and the buffers will reference hardware/API-specific objects that
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the hardware/API-specific sink will know how to handle.
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=== 2. The Problem ===
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In the case of such hardware-accelerated decoding, the decoder will not
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output raw pixels that can easily be manipulated. Instead, it will
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output hardware/API-specific objects that can later be used to render
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a frame using the same API.
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Even if we could transform such a buffer into raw pixels, we most
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likely would want to avoid that, in order to avoid the need to
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map the data back into system memory (and then later back to the GPU).
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It's much better to upload the much smaller encoded data to the GPU/DSP
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and then leave it there until rendered.
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Currently playbin only supports subtitles on top of raw decoded video.
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It will try to find a suitable overlay element from the plugin registry
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based on the input subtitle caps and the rank. (It is assumed that we
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will be able to convert any raw video format into any format required
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by the overlay using a converter such as videoconvert.)
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It will not render subtitles if the video sent to the sink is not
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raw YUV or RGB or if conversions have been disabled by setting the
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native-video flag on playbin.
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Subtitle rendering is considered an important feature. Enabling
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hardware-accelerated decoding by default should not lead to a major
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feature regression in this area.
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This means that we need to support subtitle rendering on top of
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non-raw video.
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=== 3. Possible Solutions ===
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The goal is to keep knowledge of the subtitle format within the
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format-specific GStreamer plugins, and knowledge of any specific
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video acceleration API to the GStreamer plugins implementing
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that API. We do not want to make the pango/dvbsuboverlay/dvdspu/kate
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plugins link to libva/libvdpau/etc. and we do not want to make
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the vaapi/vdpau plugins link to all of libpango/libkate/libass etc.
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Multiple possible solutions come to mind:
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(a) backend-specific overlay elements
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e.g. vaapitextoverlay, vdpautextoverlay, vaapidvdspu, vdpaudvdspu,
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vaapidvbsuboverlay, vdpaudvbsuboverlay, etc.
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This assumes the overlay can be done directly on the backend-specific
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object passed around.
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The main drawback with this solution is that it leads to a lot of
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code duplication and may also lead to uncertainty about distributing
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certain duplicated pieces of code. The code duplication is pretty
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much unavoidable, since making textoverlay, dvbsuboverlay, dvdspu,
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kate, assrender, etc. available in form of base classes to derive
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from is not really an option. Similarly, one would not really want
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the vaapi/vdpau plugin to depend on a bunch of other libraries
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such as libpango, libkate, libtiger, libass, etc.
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One could add some new kind of overlay plugin feature though in
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combination with a generic base class of some sort, but in order
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to accommodate all the different cases and formats one would end
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up with quite convoluted/tricky API.
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(Of course there could also be a GstFancyVideoBuffer that provides
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an abstraction for such video accelerated objects and that could
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provide an API to add overlays to it in a generic way, but in the
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end this is just a less generic variant of (c), and it is not clear
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that there are real benefits to a specialised solution vs. a more
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generic one).
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(b) convert backend-specific object to raw pixels and then overlay
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Even where possible technically, this is most likely very
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inefficient.
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(c) attach the overlay data to the backend-specific video frame buffers
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in a generic way and do the actual overlaying/blitting later in
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backend-specific code such as the video sink (or an accelerated
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encoder/transcoder)
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In this case, the actual overlay rendering (i.e. the actual text
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rendering or decoding DVD/DVB data into pixels) is done in the
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subtitle-format-specific GStreamer plugin. All knowledge about
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the subtitle format is contained in the overlay plugin then,
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and all knowledge about the video backend in the video backend
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specific plugin.
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The main question then is how to get the overlay pixels (and
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we will only deal with pixels here) from the overlay element
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to the video sink.
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This could be done in multiple ways: One could send custom
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events downstream with the overlay data, or one could attach
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the overlay data directly to the video buffers in some way.
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Sending inline events has the advantage that is is fairly
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transparent to any elements between the overlay element and
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the video sink: if an effects plugin creates a new video
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buffer for the output, nothing special needs to be done to
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maintain the subtitle overlay information, since the overlay
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data is not attached to the buffer. However, it slightly
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complicates things at the sink, since it would also need to
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look for the new event in question instead of just processing
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everything in its buffer render function.
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If one attaches the overlay data to the buffer directly, any
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element between overlay and video sink that creates a new
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video buffer would need to be aware of the overlay data
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attached to it and copy it over to the newly-created buffer.
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One would have to do implement a special kind of new query
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(e.g. FEATURE query) that is not passed on automatically by
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gst_pad_query_default() in order to make sure that all elements
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downstream will handle the attached overlay data. (This is only
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a problem if we want to also attach overlay data to raw video
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pixel buffers; for new non-raw types we can just make it
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mandatory and assume support and be done with it; for existing
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non-raw types nothing changes anyway if subtitles don't work)
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(we need to maintain backwards compatibility for existing raw
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video pipelines like e.g.: ..decoder ! suboverlay ! encoder..)
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Even though slightly more work, attaching the overlay information
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to buffers seems more intuitive than sending it interleaved as
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events. And buffers stored or passed around (e.g. via the
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"last-buffer" property in the sink when doing screenshots via
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playbin) always contain all the information needed.
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(d) create a video/x-raw-*-delta format and use a backend-specific videomixer
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This possibility was hinted at already in the digression in
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section 1. It would satisfy the goal of keeping subtitle format
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knowledge in the subtitle plugins and video backend knowledge
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in the video backend plugin. It would also add a concept that
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might be generally useful (think ximagesrc capture with xdamage).
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However, it would require adding foorender variants of all the
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existing overlay elements, and changing playbin to that new
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design, which is somewhat intrusive. And given the general
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nature of such a new format/API, we would need to take a lot
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of care to be able to accommodate all possible use cases when
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designing the API, which makes it considerably more ambitious.
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Lastly, we would need to write videomixer variants for the
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various accelerated video backends as well.
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Overall (c) appears to be the most promising solution. It is the least
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intrusive and should be fairly straight-forward to implement with
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reasonable effort, requiring only small changes to existing elements
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and requiring no new elements.
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Doing the final overlaying in the sink as opposed to a videomixer
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or overlay in the middle of the pipeline has other advantages:
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- if video frames need to be dropped, e.g. for QoS reasons,
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we could also skip the actual subtitle overlaying and
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possibly the decoding/rendering as well, if the
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implementation and API allows for that to be delayed.
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- the sink often knows the actual size of the window/surface/screen
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the output video is rendered to. This *may* make it possible to
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render the overlay image in a higher resolution than the input
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video, solving a long standing issue with pixelated subtitles on
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top of low-resolution videos that are then scaled up in the sink.
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This would require for the rendering to be delayed of course instead
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of just attaching an AYUV/ARGB/RGBA blog of pixels to the video buffer
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in the overlay, but that could all be supported.
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- if the video backend / sink has support for high-quality text
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rendering (clutter?) we could just pass the text or pango markup
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to the sink and let it do the rest (this is unlikely to be
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supported in the general case - text and glyph rendering is
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hard; also, we don't really want to make up our own text markup
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system, and pango markup is probably too limited for complex
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karaoke stuff).
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=== 4. API needed ===
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(a) Representation of subtitle overlays to be rendered
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We need to pass the overlay pixels from the overlay element to the
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sink somehow. Whatever the exact mechanism, let's assume we pass
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a refcounted GstVideoOverlayComposition struct or object.
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A composition is made up of one or more overlays/rectangles.
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In the simplest case an overlay rectangle is just a blob of
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RGBA/ABGR [FIXME?] or AYUV pixels with positioning info and other
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metadata, and there is only one rectangle to render.
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We're keeping the naming generic ("OverlayFoo" rather than
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"SubtitleFoo") here, since this might also be handy for
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other use cases such as e.g. logo overlays or so. It is not
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designed for full-fledged video stream mixing though.
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// Note: don't mind the exact implementation details, they'll be hidden
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// FIXME: might be confusing in 0.11 though since GstXOverlay was
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// renamed to GstVideoOverlay in 0.11, but not much we can do,
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// maybe we can rename GstVideoOverlay to something better
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struct GstVideoOverlayComposition
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{
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guint num_rectangles;
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GstVideoOverlayRectangle ** rectangles;
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/* lowest rectangle sequence number still used by the upstream
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* overlay element. This way a renderer maintaining some kind of
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* rectangles <-> surface cache can know when to free cached
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* surfaces/rectangles. */
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guint min_seq_num_used;
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/* sequence number for the composition (same series as rectangles) */
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guint seq_num;
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}
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struct GstVideoOverlayRectangle
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{
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/* Position on video frame and dimension of output rectangle in
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* output frame terms (already adjusted for the PAR of the output
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* frame). x/y can be negative (overlay will be clipped then) */
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gint x, y;
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guint render_width, render_height;
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/* Dimensions of overlay pixels */
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guint width, height, stride;
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/* This is the PAR of the overlay pixels */
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guint par_n, par_d;
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/* Format of pixels, GST_VIDEO_FORMAT_ARGB on big-endian systems,
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* and BGRA on little-endian systems (i.e. pixels are treated as
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* 32-bit values and alpha is always in the most-significant byte,
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* and blue is in the least-significant byte).
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*
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* FIXME: does anyone actually use AYUV in practice? (we do
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* in our utility function to blend on top of raw video)
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* What about AYUV and endianness? Do we always have [A][Y][U][V]
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* in memory? */
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/* FIXME: maybe use our own enum? */
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GstVideoFormat format;
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/* Refcounted blob of memory, no caps or timestamps */
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GstBuffer *pixels;
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// FIXME: how to express source like text or pango markup?
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// (just add source type enum + source buffer with data)
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//
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// FOR 0.10: always send pixel blobs, but attach source data in
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// addition (reason: if downstream changes, we can't renegotiate
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// that properly, if we just do a query of supported formats from
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// the start). Sink will just ignore pixels and use pango markup
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// from source data if it supports that.
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//
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// FOR 0.11: overlay should query formats (pango markup, pixels)
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// supported by downstream and then only send that. We can
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// renegotiate via the reconfigure event.
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//
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/* sequence number: useful for backends/renderers/sinks that want
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* to maintain a cache of rectangles <-> surfaces. The value of
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* the min_seq_num_used in the composition tells the renderer which
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* rectangles have expired. */
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guint seq_num;
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/* FIXME: we also need a (private) way to cache converted/scaled
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* pixel blobs */
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}
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(a1) Overlay consumer API:
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How would this work in a video sink that supports scaling of textures:
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gst_foo_sink_render () {
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/* assume only one for now */
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if video_buffer has composition:
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composition = video_buffer.get_composition()
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for each rectangle in composition:
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if rectangle.source_data_type == PANGO_MARKUP
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actor = text_from_pango_markup (rectangle.get_source_data())
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else
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pixels = rectangle.get_pixels_unscaled (FORMAT_RGBA, ...)
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actor = texture_from_rgba (pixels, ...)
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.. position + scale on top of video surface ...
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}
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(a2) Overlay producer API:
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e.g. logo or subpicture overlay: got pixels, stuff into rectangle:
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if (logoverlay->cached_composition == NULL) {
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comp = composition_new ();
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rect = rectangle_new (format, pixels_buf,
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width, height, stride, par_n, par_d,
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x, y, render_width, render_height);
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/* composition adds its own ref for the rectangle */
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composition_add_rectangle (comp, rect);
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rectangle_unref (rect);
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/* buffer adds its own ref for the composition */
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video_buffer_attach_composition (comp);
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/* we take ownership of the composition and save it for later */
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logoverlay->cached_composition = comp;
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} else {
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video_buffer_attach_composition (logoverlay->cached_composition);
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}
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FIXME: also add some API to modify render position/dimensions of
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a rectangle (probably requires creation of new rectangle, unless
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we handle writability like with other mini objects).
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(b) Fallback overlay rendering/blitting on top of raw video
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Eventually we want to use this overlay mechanism not only for
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hardware-accelerated video, but also for plain old raw video,
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either at the sink or in the overlay element directly.
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Apart from the advantages listed earlier in section 3, this
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allows us to consolidate a lot of overlaying/blitting code that
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is currently repeated in every single overlay element in one
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location. This makes it considerably easier to support a whole
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range of raw video formats out of the box, add SIMD-optimised
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rendering using ORC, or handle corner cases correctly.
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(Note: side-effect of overlaying raw video at the video sink is
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that if e.g. a screnshotter gets the last buffer via the last-buffer
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property of basesink, it would get an image without the subtitles
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on top. This could probably be fixed by re-implementing the
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property in GstVideoSink though. Playbin2 could handle this
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internally as well).
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void
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gst_video_overlay_composition_blend (GstVideoOverlayComposition * comp
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GstBuffer * video_buf)
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{
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guint n;
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g_return_if_fail (gst_buffer_is_writable (video_buf));
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g_return_if_fail (GST_BUFFER_CAPS (video_buf) != NULL);
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... parse video_buffer caps into BlendVideoFormatInfo ...
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for each rectangle in the composition: {
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if (gst_video_format_is_yuv (video_buf_format)) {
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overlay_format = FORMAT_AYUV;
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} else if (gst_video_format_is_rgb (video_buf_format)) {
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overlay_format = FORMAT_ARGB;
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} else {
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/* FIXME: grayscale? */
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return;
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}
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/* this will scale and convert AYUV<->ARGB if needed */
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pixels = rectangle_get_pixels_scaled (rectangle, overlay_format);
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... clip output rectangle ...
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__do_blend (video_buf_format, video_buf->data,
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overlay_format, pixels->data,
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x, y, width, height, stride);
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gst_buffer_unref (pixels);
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}
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}
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(c) Flatten all rectangles in a composition
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We cannot assume that the video backend API can handle any
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number of rectangle overlays, it's possible that it only
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supports one single overlay, in which case we need to squash
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all rectangles into one.
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However, we'll just declare this a corner case for now, and
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implement it only if someone actually needs it. It's easy
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to add later API-wise. Might be a bit tricky if we have
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rectangles with different PARs/formats (e.g. subs and a logo),
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though we could probably always just use the code from (b)
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with a fully transparent video buffer to create a flattened
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overlay buffer.
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(d) core API: new FEATURE query
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For 0.10 we need to add a FEATURE query, so the overlay element
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can query whether the sink downstream and all elements between
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the overlay element and the sink support the new overlay API.
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Elements in between need to support it because the render
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positions and dimensions need to be updated if the video is
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cropped or rescaled, for example.
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In order to ensure that all elements support the new API,
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we need to drop the query in the pad default query handler
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(so it only succeeds if all elements handle it explicitly).
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Might want two variants of the feature query - one where
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all elements in the chain need to support it explicitly
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and one where it's enough if some element downstream
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supports it.
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In 0.11 this could probably be handled via GstMeta and
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ALLOCATION queries (and/or we could simply require
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elements to be aware of this API from the start).
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There appears to be no issue with downstream possibly
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not being linked yet at the time when an overlay would
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want to do such a query.
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Other considerations:
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- renderers (overlays or sinks) may be able to handle only ARGB or only AYUV
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(for most graphics/hw-API it's likely ARGB of some sort, while our
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blending utility functions will likely want the same colour space as
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the underlying raw video format, which is usually YUV of some sort).
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We need to convert where required, and should cache the conversion.
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- renderers may or may not be able to scale the overlay. We need to
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do the scaling internally if not (simple case: just horizontal scaling
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to adjust for PAR differences; complex case: both horizontal and vertical
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scaling, e.g. if subs come from a different source than the video or the
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video has been rescaled or cropped between overlay element and sink).
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- renderers may be able to generate (possibly scaled) pixels on demand
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from the original data (e.g. a string or RLE-encoded data). We will
|
|
ignore this for now, since this functionality can still be added later
|
|
via API additions. The most interesting case would be to pass a pango
|
|
markup string, since e.g. clutter can handle that natively.
|
|
|
|
- renderers may be able to write data directly on top of the video pixels
|
|
(instead of creating an intermediary buffer with the overlay which is
|
|
then blended on top of the actual video frame), e.g. dvdspu, dvbsuboverlay
|
|
|
|
However, in the interest of simplicity, we should probably ignore the
|
|
fact that some elements can blend their overlays directly on top of the
|
|
video (decoding/uncompressing them on the fly), even more so as it's
|
|
not obvious that it's actually faster to decode the same overlay
|
|
70-90 times (say) (ie. ca. 3 seconds of video frames) and then blend
|
|
it 70-90 times instead of decoding it once into a temporary buffer
|
|
and then blending it directly from there, possibly SIMD-accelerated.
|
|
Also, this is only relevant if the video is raw video and not some
|
|
hardware-acceleration backend object.
|
|
|
|
And ultimately it is the overlay element that decides whether to do
|
|
the overlay right there and then or have the sink do it (if supported).
|
|
It could decide to keep doing the overlay itself for raw video and
|
|
only use our new API for non-raw video.
|
|
|
|
- renderers may want to make sure they only upload the overlay pixels once
|
|
per rectangle if that rectangle recurs in subsequent frames (as part of
|
|
the same composition or a different composition), as is likely. This caching
|
|
of e.g. surfaces needs to be done renderer-side and can be accomplished
|
|
based on the sequence numbers. The composition contains the lowest
|
|
sequence number still in use upstream (an overlay element may want to
|
|
cache created compositions+rectangles as well after all to re-use them
|
|
for multiple frames), based on that the renderer can expire cached
|
|
objects. The caching needs to be done renderer-side because attaching
|
|
renderer-specific objects to the rectangles won't work well given the
|
|
refcounted nature of rectangles and compositions, making it unpredictable
|
|
when a rectangle or composition will be freed or from which thread
|
|
context it will be freed. The renderer-specific objects are likely bound
|
|
to other types of renderer-specific contexts, and need to be managed
|
|
in connection with those.
|
|
|
|
- composition/rectangles should internally provide a certain degree of
|
|
thread-safety. Multiple elements (sinks, overlay element) might access
|
|
or use the same objects from multiple threads at the same time, and it
|
|
is expected that elements will keep a ref to compositions and rectangles
|
|
they push downstream for a while, e.g. until the current subtitle
|
|
composition expires.
|
|
|
|
=== 5. Future considerations ===
|
|
|
|
- alternatives: there may be multiple versions/variants of the same subtitle
|
|
stream. On DVDs, there may be a 4:3 version and a 16:9 version of the same
|
|
subtitles. We could attach both variants and let the renderer pick the best
|
|
one for the situation (currently we just use the 16:9 version). With totem,
|
|
it's ultimately totem that adds the 'black bars' at the top/bottom, so totem
|
|
also knows if it's got a 4:3 display and can/wants to fit 4:3 subs (which
|
|
may render on top of the bars) or not, for example.
|
|
|
|
=== 6. Misc. FIXMEs ===
|
|
|
|
TEST: should these look (roughly) alike (note text distortion) - needs fixing in textoverlay
|
|
|
|
gst-launch-0.10 \
|
|
videotestsrc ! video/x-raw,width=640,height=480,pixel-aspect-ratio=1/1 ! textoverlay text=Hello font-desc=72 ! xvimagesink \
|
|
videotestsrc ! video/x-raw,width=320,height=480,pixel-aspect-ratio=2/1 ! textoverlay text=Hello font-desc=72 ! xvimagesink \
|
|
videotestsrc ! video/x-raw,width=640,height=240,pixel-aspect-ratio=1/2 ! textoverlay text=Hello font-desc=72 ! xvimagesink
|
|
|
|
~~~ THE END ~~~
|
|
|