gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12testsrc.cpp
Seungha Yang 2a14793ee1 d3d12converter: Add support for GPU-side external fence waiting
Ideally, GPU waiting should be scheduled just before executing command list.
But handling the case outside of converter is a bit complicated.
Under an assumption that constructed command list will be executed
immediately, schedules GPU-side waiting inside of conversion method
to simplify the flow.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6749>
2024-04-28 12:49:07 +00:00

2305 lines
72 KiB
C++

/* GStreamer
* Copyright (C) 2023 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.
*/
/**
* SECTION:element-d3d12testsrc
* @title: d3d12testsrc
*
* The d3d12testsrc element is used to produce test video data
*
* ## Example launch line
* ```
* gst-launch-1.0 d3d12testsrc ! queue ! d3d12videosink
* ```
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d12testsrc.h"
#include "gstd3d12pluginutils.h"
#include <directx/d3dx12.h>
#include <wrl.h>
#include <string.h>
#include <d3d11on12.h>
#include <d3d11.h>
#include <d2d1.h>
#include <math.h>
#include <memory>
#include <vector>
#include <queue>
#include <gst/d3dshader/gstd3dshader.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
GST_DEBUG_CATEGORY_STATIC (gst_d3d12_test_src_debug);
#define GST_CAT_DEFAULT gst_d3d12_test_src_debug
static GstStaticPadTemplate src_template =
GST_STATIC_PAD_TEMPLATE ("src", GST_PAD_SRC, GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
(GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY, GST_D3D12_ALL_FORMATS) "; "
GST_VIDEO_CAPS_MAKE (GST_D3D12_ALL_FORMATS)));
enum GstD3D12TestSrcPattern
{
GST_D3D12_TEST_SRC_SMPTE,
GST_D3D12_TEST_SRC_SNOW,
GST_D3D12_TEST_SRC_BLACK,
GST_D3D12_TEST_SRC_WHITE,
GST_D3D12_TEST_SRC_RED,
GST_D3D12_TEST_SRC_GREEN,
GST_D3D12_TEST_SRC_BLUE,
GST_D3D12_TEST_SRC_CHECKERS1,
GST_D3D12_TEST_SRC_CHECKERS2,
GST_D3D12_TEST_SRC_CHECKERS4,
GST_D3D12_TEST_SRC_CHECKERS8,
GST_D3D12_TEST_SRC_CIRCULAR,
GST_D3D12_TEST_SRC_BLINK,
/* sync with videotestsrc */
GST_D3D12_TEST_SRC_BALL = 18,
};
#define GST_TYPE_D3D12_TEST_SRC_PATTERN (gst_d3d12_test_src_pattern_get_type ())
static GType
gst_d3d12_test_src_pattern_get_type (void)
{
static GType pattern_type = 0;
GST_D3D12_CALL_ONCE_BEGIN {
static const GEnumValue pattern_types[] = {
{GST_D3D12_TEST_SRC_SMPTE, "SMPTE 100% color bars", "smpte"},
{GST_D3D12_TEST_SRC_SNOW, "Random (television snow)", "snow"},
{GST_D3D12_TEST_SRC_BLACK, "100% Black", "black"},
{GST_D3D12_TEST_SRC_WHITE, "100% White", "white"},
{GST_D3D12_TEST_SRC_RED, "Red", "red"},
{GST_D3D12_TEST_SRC_GREEN, "Green", "green"},
{GST_D3D12_TEST_SRC_BLUE, "Blue", "blue"},
{GST_D3D12_TEST_SRC_CHECKERS1, "Checkers 1px", "checkers-1"},
{GST_D3D12_TEST_SRC_CHECKERS2, "Checkers 2px", "checkers-2"},
{GST_D3D12_TEST_SRC_CHECKERS4, "Checkers 4px", "checkers-4"},
{GST_D3D12_TEST_SRC_CHECKERS8, "Checkers 8px", "checkers-8"},
{GST_D3D12_TEST_SRC_CIRCULAR, "Circular", "circular"},
{GST_D3D12_TEST_SRC_BLINK, "Blink", "blink"},
{GST_D3D12_TEST_SRC_BALL, "Moving ball", "ball"},
{0, nullptr, nullptr},
};
pattern_type = g_enum_register_static ("GstD3D12TestSrcPattern",
pattern_types);
} GST_D3D12_CALL_ONCE_END;
return pattern_type;
}
enum
{
PROP_0,
PROP_ADAPTER,
PROP_IS_LIVE,
PROP_PATTERN,
PROP_ALPHA,
PROP_ALPHA_MODE,
};
#define DEFAULT_ADAPTER -1
#define DEFAULT_PATTERN GST_D3D12_TEST_SRC_SMPTE
#define DEFAULT_ALPHA 1.0f
#define ASYNC_DEPTH 2
struct ColorValue
{
union
{
struct
{
FLOAT r;
FLOAT g;
FLOAT b;
FLOAT a;
};
FLOAT color[4];
};
};
static const ColorValue color_table[] = {
/* white */
{1.0f, 1.0f, 1.0f, 1.0f},
/* yellow */
{1.0f, 1.0f, 0.0f, 1.0f},
/* cyan */
{0.0f, 1.0f, 1.0f, 1.0f},
/* green */
{0.0f, 1.0f, 0.0f, 1.0f},
/* magenta */
{1.0f, 0.0f, 1.0f, 1.0f},
/* red */
{1.0f, 0.0f, 0.0f, 1.0f},
/* blue */
{0.0f, 0.0f, 1.0f, 1.0f},
/* black */
{0.0f, 0.0f, 0.0f, 1.0f},
/* -I */
{0.0, 0.0f, 0.5f, 1.0f},
/* +Q */
{0.0f, 0.5, 1.0f, 1.0f},
/* superblack */
{0.0f, 0.0f, 0.0f, 1.0f},
/* 7.421875% grey */
{19. / 256.0f, 19. / 256.0f, 19. / 256.0, 1.0f},
};
enum
{
COLOR_WHITE = 0,
COLOR_YELLOW,
COLOR_CYAN,
COLOR_GREEN,
COLOR_MAGENTA,
COLOR_RED,
COLOR_BLUE,
COLOR_BLACK,
COLOR_NEG_I,
COLOR_POS_Q,
COLOR_SUPER_BLACK,
COLOR_DARK_GREY,
};
struct SnowConstBuffer
{
FLOAT time = 0.0f;
FLOAT alpha = 1.0f;
};
struct CheckerConstBuffer
{
FLOAT width;
FLOAT height;
FLOAT checker_size;
FLOAT alpha = 1.0f;
};
struct GstD3D12TestSrcQuad
{
ComPtr < ID3D12RootSignature > rs;
ComPtr < ID3D12PipelineState > pso;
ComPtr < ID3D12Resource > vertex_index_buf;
ComPtr < ID3D12Resource > vertex_index_upload;
D3D12_VERTEX_BUFFER_VIEW vbv;
D3D12_INDEX_BUFFER_VIEW ibv;
guint index_count = 0;
gboolean is_checker = FALSE;
gboolean is_snow = FALSE;
CheckerConstBuffer checker_const_buffer;
SnowConstBuffer snow_const_buffer;
};
struct StaticColor
{
ColorValue value;
gboolean is_valid = FALSE;
};
/* *INDENT-OFF* */
struct RenderContext
{
RenderContext (GstD3D12Device * dev)
{
event_handle = CreateEventEx (nullptr, nullptr, 0, EVENT_ALL_ACCESS);
device = (GstD3D12Device *) gst_object_ref (dev);
auto device_handle = gst_d3d12_device_get_device_handle (device);
ca_pool = gst_d3d12_command_allocator_pool_new (device_handle,
D3D12_COMMAND_LIST_TYPE_DIRECT);
}
~RenderContext ()
{
gst_d3d12_device_fence_wait (device, D3D12_COMMAND_LIST_TYPE_DIRECT,
fence_val, event_handle);
CloseHandle (event_handle);
{
GstD3D12Device11on12LockGuard lk (device);
brush = nullptr;
d2d_target = nullptr;
wrapped_texture = nullptr;
device11on12 = nullptr;
d3d11_context = nullptr;
device11 = nullptr;
}
gst_clear_buffer (&render_buffer);
if (convert_pool) {
gst_buffer_pool_set_active (convert_pool, FALSE);
gst_clear_object (&convert_pool);
}
gst_clear_object (&ca_pool);
gst_clear_object (&conv);
gst_clear_object (&device);
}
GstD3D12Device *device = nullptr;
GstD3D12Converter *conv = nullptr;
GstBuffer *render_buffer = nullptr;
GstBufferPool *convert_pool = nullptr;
ComPtr<ID3D11On12Device> device11on12;
ComPtr<ID3D11Device> device11;
ComPtr<ID3D11DeviceContext> d3d11_context;
ComPtr<ID2D1RenderTarget> d2d_target;
ComPtr<ID2D1RadialGradientBrush> brush;
gdouble rad;
FLOAT x;
FLOAT y;
ComPtr<ID3D12Resource> texture;
ComPtr<ID3D12DescriptorHeap> rtv_heap;
ComPtr<ID3D11Resource> wrapped_texture;
ComPtr<ID3D12GraphicsCommandList> cl;
std::queue<guint64> scheduled;
GstD3D12CommandAllocatorPool *ca_pool;
D3D12_VIEWPORT viewport;
D3D12_RECT scissor_rect;
StaticColor static_color[2];
std::vector < std::shared_ptr < GstD3D12TestSrcQuad >> quad;
GstD3D12TestSrcPattern pattern;
HANDLE event_handle;
guint64 fence_val = 0;
};
struct GstD3D12TestSrcPrivate
{
GstD3D12TestSrcPrivate ()
{
fence_data_pool = gst_d3d12_fence_data_pool_new ();
gst_video_info_init (&info);
}
~GstD3D12TestSrcPrivate ()
{
gst_clear_object (&fence_data_pool);
}
gboolean downstream_supports_d3d12 = FALSE;
GstVideoInfo info;
GstD3D12FenceDataPool *fence_data_pool;
gint adapter_index = DEFAULT_ADAPTER;
GstD3D12TestSrcPattern pattern = DEFAULT_PATTERN;
std::unique_ptr<RenderContext> ctx;
D3D12_VIEWPORT viewport;
ComPtr<ID2D1Factory> d2d_factory;
gfloat alpha = DEFAULT_ALPHA;
gboolean reverse = FALSE;
gint64 n_frames = 0;
gint64 accum_frames = 0;
GstClockTime accum_rtime = 0;
GstClockTime running_time = 0;
};
/* *INDENT-ON* */
struct _GstD3D12TestSrc
{
GstBaseSrc src;
GstD3D12Device *device;
GstD3D12TestSrcPrivate *priv;
};
struct UvVertexData
{
struct
{
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct
{
FLOAT u;
FLOAT v;
} texture;
};
struct ColorVertexData
{
struct
{
FLOAT x;
FLOAT y;
FLOAT z;
} position;
struct
{
FLOAT r;
FLOAT g;
FLOAT b;
FLOAT a;
} color;
};
static const D3D12_ROOT_SIGNATURE_FLAGS g_rs_flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_AMPLIFICATION_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_MESH_SHADER_ROOT_ACCESS;
static gboolean
setup_snow_render (GstD3D12TestSrc * self, RenderContext * ctx,
gboolean on_smpte)
{
auto priv = self->priv;
HRESULT hr;
UvVertexData vertex_data[4];
const WORD indices[6] = { 0, 1, 2, 3, 0, 2 };
CD3DX12_ROOT_PARAMETER param;
param.InitAsConstants (2, 0, 0, D3D12_SHADER_VISIBILITY_PIXEL);
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rs_desc = { };
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC::Init_1_0 (rs_desc,
1, &param, 0, nullptr, g_rs_flags);
ComPtr < ID3DBlob > rs_blob;
ComPtr < ID3DBlob > error_blob;
hr = D3DX12SerializeVersionedRootSignature (&rs_desc,
D3D_ROOT_SIGNATURE_VERSION_1_1, &rs_blob, &error_blob);
if (!gst_d3d12_result (hr, self->device)) {
const gchar *error_msg = nullptr;
if (error_blob)
error_msg = (const gchar *) error_blob->GetBufferPointer ();
GST_ERROR_OBJECT (self, "Couldn't serialize root signature, error: %s",
GST_STR_NULL (error_msg));
return FALSE;
}
auto device = gst_d3d12_device_get_device_handle (self->device);
ComPtr < ID3D12RootSignature > rs;
hr = device->CreateRootSignature (0, rs_blob->GetBufferPointer (),
rs_blob->GetBufferSize (), IID_PPV_ARGS (&rs));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create root signature");
return FALSE;
}
GstD3DShaderByteCode vs_code;
GstD3DShaderByteCode ps_code;
if (!gst_d3d_plugin_shader_get_vs_blob (GST_D3D_PLUGIN_VS_COORD,
GST_D3D_SM_5_0, &vs_code)) {
GST_ERROR_OBJECT (self, "Couldn't get vs bytecode");
return FALSE;
}
if (!gst_d3d_plugin_shader_get_ps_blob (GST_D3D_PLUGIN_PS_SNOW,
GST_D3D_SM_5_0, &ps_code)) {
GST_ERROR_OBJECT (self, "Couldn't get ps bytecode");
return FALSE;
}
D3D12_INPUT_ELEMENT_DESC input_desc[2];
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "TEXCOORD";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { };
pso_desc.pRootSignature = rs.Get ();
pso_desc.VS.BytecodeLength = vs_code.byte_code_len;
pso_desc.VS.pShaderBytecode = vs_code.byte_code;
pso_desc.PS.BytecodeLength = ps_code.byte_code_len;
pso_desc.PS.pShaderBytecode = ps_code.byte_code;
pso_desc.BlendState = CD3DX12_BLEND_DESC (D3D12_DEFAULT);
pso_desc.SampleMask = UINT_MAX;
pso_desc.RasterizerState = CD3DX12_RASTERIZER_DESC (D3D12_DEFAULT);
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.DepthStencilState.DepthEnable = FALSE;
pso_desc.DepthStencilState.StencilEnable = FALSE;
pso_desc.InputLayout.pInputElementDescs = input_desc;
pso_desc.InputLayout.NumElements = G_N_ELEMENTS (input_desc);
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.NumRenderTargets = 1;
pso_desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
pso_desc.SampleDesc.Count = 1;
ComPtr < ID3D12PipelineState > pso;
hr = device->CreateGraphicsPipelineState (&pso_desc, IID_PPV_ARGS (&pso));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create pso");
return FALSE;
}
if (on_smpte) {
FLOAT left, right, top, bottom;
FLOAT left_u, right_u, top_v, bottom_v;
left = 0.5f;
right = 1.0f;
top = -0.5f;
bottom = -1.0f;
left_u = 3.0f / 4.0f;
right_u = 1.0f;
top_v = 3.0f / 4.0f;
bottom_v = 1.0f;
/* bottom left */
vertex_data[0].position.x = left;
vertex_data[0].position.y = bottom;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.u = left_u;
vertex_data[0].texture.v = bottom_v;
/* top left */
vertex_data[1].position.x = left;
vertex_data[1].position.y = top;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.u = left_u;
vertex_data[1].texture.v = top_v;
/* top right */
vertex_data[2].position.x = right;
vertex_data[2].position.y = top;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.u = right_u;
vertex_data[2].texture.v = top_v;
/* bottom right */
vertex_data[3].position.x = right;
vertex_data[3].position.y = bottom;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.u = right_u;
vertex_data[3].texture.v = bottom_v;
} else {
/* bottom left */
vertex_data[0].position.x = -1.0f;
vertex_data[0].position.y = -1.0f;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.u = 0.0f;
vertex_data[0].texture.v = 1.0f;
/* top left */
vertex_data[1].position.x = -1.0f;
vertex_data[1].position.y = 1.0f;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.u = 0.0f;
vertex_data[1].texture.v = 0.0f;
/* top right */
vertex_data[2].position.x = 1.0f;
vertex_data[2].position.y = 1.0f;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.u = 1.0f;
vertex_data[2].texture.v = 0.0f;
/* bottom right */
vertex_data[3].position.x = 1.0f;
vertex_data[3].position.y = -1.0f;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.u = 1.0f;
vertex_data[3].texture.v = 1.0f;
}
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (UvVertexData) * 4
+ sizeof (indices));
ComPtr < ID3D12Resource > vertex_index_upload;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
guint8 *data;
CD3DX12_RANGE range (0, 0);
hr = vertex_index_upload->Map (0, &range, (void **) &data);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't map index buffer");
return FALSE;
}
memcpy (data, vertex_data, sizeof (UvVertexData) * 4);
memcpy (data + sizeof (UvVertexData) * 4, indices, sizeof (indices));
vertex_index_upload->Unmap (0, nullptr);
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
ComPtr < ID3D12Resource > vertex_index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&buffer_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
auto quad = std::make_shared < GstD3D12TestSrcQuad > ();
quad->rs = rs;
quad->pso = pso;
quad->vertex_index_buf = vertex_index_buf;
quad->vertex_index_upload = vertex_index_upload;
quad->vbv.BufferLocation = vertex_index_buf->GetGPUVirtualAddress ();
quad->vbv.SizeInBytes = sizeof (UvVertexData) * 4;
quad->vbv.StrideInBytes = sizeof (UvVertexData);
quad->ibv.BufferLocation = quad->vbv.BufferLocation + quad->vbv.SizeInBytes;
quad->ibv.SizeInBytes = sizeof (indices);
quad->ibv.Format = DXGI_FORMAT_R16_UINT;
quad->index_count = 6;
quad->is_snow = TRUE;
quad->snow_const_buffer.time = 0;
quad->snow_const_buffer.alpha = priv->alpha;
ctx->quad.push_back (quad);
return TRUE;
}
static gboolean
setup_smpte_render (GstD3D12TestSrc * self, RenderContext * ctx)
{
auto priv = self->priv;
HRESULT hr;
ColorVertexData vertex_data[4 * 20];
WORD indices[6 * 20];
guint num_vertex = 0;
guint num_index = 0;
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rs_desc = { };
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC::Init_1_0 (rs_desc,
0, nullptr, 0, nullptr, g_rs_flags);
ComPtr < ID3DBlob > rs_blob;
ComPtr < ID3DBlob > error_blob;
hr = D3DX12SerializeVersionedRootSignature (&rs_desc,
D3D_ROOT_SIGNATURE_VERSION_1_1, &rs_blob, &error_blob);
if (!gst_d3d12_result (hr, self->device)) {
const gchar *error_msg = nullptr;
if (error_blob)
error_msg = (const gchar *) error_blob->GetBufferPointer ();
GST_ERROR_OBJECT (self, "Couldn't serialize root signature, error: %s",
GST_STR_NULL (error_msg));
return FALSE;
}
auto device = gst_d3d12_device_get_device_handle (self->device);
ComPtr < ID3D12RootSignature > rs;
hr = device->CreateRootSignature (0, rs_blob->GetBufferPointer (),
rs_blob->GetBufferSize (), IID_PPV_ARGS (&rs));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create root signature");
return FALSE;
}
GstD3DShaderByteCode vs_code;
GstD3DShaderByteCode ps_code;
if (!gst_d3d_plugin_shader_get_vs_blob (GST_D3D_PLUGIN_VS_COLOR,
GST_D3D_SM_5_0, &vs_code)) {
GST_ERROR_OBJECT (self, "Couldn't get vs bytecode");
return FALSE;
}
if (!gst_d3d_plugin_shader_get_ps_blob (GST_D3D_PLUGIN_PS_COLOR,
GST_D3D_SM_5_0, &ps_code)) {
GST_ERROR_OBJECT (self, "Couldn't get ps bytecode");
return FALSE;
}
D3D12_INPUT_ELEMENT_DESC input_desc[2];
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "COLOR";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { };
pso_desc.pRootSignature = rs.Get ();
pso_desc.VS.BytecodeLength = vs_code.byte_code_len;
pso_desc.VS.pShaderBytecode = vs_code.byte_code;
pso_desc.PS.BytecodeLength = ps_code.byte_code_len;
pso_desc.PS.pShaderBytecode = ps_code.byte_code;
pso_desc.BlendState = CD3DX12_BLEND_DESC (D3D12_DEFAULT);
pso_desc.SampleMask = UINT_MAX;
pso_desc.RasterizerState = CD3DX12_RASTERIZER_DESC (D3D12_DEFAULT);
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.DepthStencilState.DepthEnable = FALSE;
pso_desc.DepthStencilState.StencilEnable = FALSE;
pso_desc.InputLayout.pInputElementDescs = input_desc;
pso_desc.InputLayout.NumElements = G_N_ELEMENTS (input_desc);
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.NumRenderTargets = 1;
pso_desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
pso_desc.SampleDesc.Count = 1;
ComPtr < ID3D12PipelineState > pso;
hr = device->CreateGraphicsPipelineState (&pso_desc, IID_PPV_ARGS (&pso));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create pso");
return FALSE;
}
/* top row */
for (guint i = 0; i < 7; i++) {
FLOAT left, right, top, bottom;
FLOAT scale = 2.0f / 7.0f;
guint base = i * 4;
guint idx_base = i * 6;
const ColorValue *color = &color_table[i];
left = -1.0f + i * scale;
right = -1.0f + (i + 1) * scale;
top = 1.0f;
bottom = -1.0f / 3.0f;
/* bottom left */
vertex_data[base].position.x = left;
vertex_data[base].position.y = bottom;
vertex_data[base].position.z = 0.0f;
vertex_data[base].color.r = color->r;
vertex_data[base].color.g = color->g;
vertex_data[base].color.b = color->b;
vertex_data[base].color.a = priv->alpha;
/* top left */
vertex_data[base + 1].position.x = left;
vertex_data[base + 1].position.y = top;
vertex_data[base + 1].position.z = 0.0f;
vertex_data[base + 1].color = vertex_data[base].color;
vertex_data[base + 1].color.a = priv->alpha;
/* top right */
vertex_data[base + 2].position.x = right;
vertex_data[base + 2].position.y = top;
vertex_data[base + 2].position.z = 0.0f;
vertex_data[base + 2].color = vertex_data[base].color;
vertex_data[base + 2].color.a = priv->alpha;
/* bottom right */
vertex_data[base + 3].position.x = right;
vertex_data[base + 3].position.y = bottom;
vertex_data[base + 3].position.z = 0.0f;
vertex_data[base + 3].color = vertex_data[base].color;
vertex_data[base + 3].color.a = priv->alpha;
/* clockwise indexing */
indices[idx_base] = base; /* bottom left */
indices[idx_base + 1] = base + 1; /* top left */
indices[idx_base + 2] = base + 2; /* top right */
indices[idx_base + 3] = base + 3; /* bottom right */
indices[idx_base + 4] = base; /* bottom left */
indices[idx_base + 5] = base + 2; /* top right */
}
num_vertex += 4 * 7;
num_index += 6 * 7;
/* middle row */
for (guint i = 0; i < 7; i++) {
FLOAT left, right, top, bottom;
FLOAT scale = 2.0f / 7.0f;
guint base = i * 4 + num_vertex;
guint idx_base = i * 6 + num_index;
const ColorValue *color;
if ((i % 2) != 0)
color = &color_table[COLOR_BLACK];
else
color = &color_table[COLOR_BLUE - i];
left = -1.0f + i * scale;
right = -1.0f + (i + 1) * scale;
top = -1.0f / 3.0f;
bottom = -0.5f;
/* bottom left */
vertex_data[base].position.x = left;
vertex_data[base].position.y = bottom;
vertex_data[base].position.z = 0.0f;
vertex_data[base].color.r = color->r;
vertex_data[base].color.g = color->g;
vertex_data[base].color.b = color->b;
vertex_data[base].color.a = priv->alpha;
/* top left */
vertex_data[base + 1].position.x = left;
vertex_data[base + 1].position.y = top;
vertex_data[base + 1].position.z = 0.0f;
vertex_data[base + 1].color = vertex_data[base].color;
vertex_data[base + 1].color.a = priv->alpha;
/* top right */
vertex_data[base + 2].position.x = right;
vertex_data[base + 2].position.y = top;
vertex_data[base + 2].position.z = 0.0f;
vertex_data[base + 2].color = vertex_data[base].color;
vertex_data[base + 2].color.a = priv->alpha;
/* bottom right */
vertex_data[base + 3].position.x = right;
vertex_data[base + 3].position.y = bottom;
vertex_data[base + 3].position.z = 0.0f;
vertex_data[base + 3].color = vertex_data[base].color;
vertex_data[base + 3].color.a = priv->alpha;
/* clockwise indexing */
indices[idx_base] = base; /* bottom left */
indices[idx_base + 1] = base + 1; /* top left */
indices[idx_base + 2] = base + 2; /* top right */
indices[idx_base + 3] = base + 3; /* bottom right */
indices[idx_base + 4] = base; /* bottom left */
indices[idx_base + 5] = base + 2; /* top right */
}
num_vertex += 4 * 7;
num_index += 6 * 7;
/* bottom row, left three */
for (guint i = 0; i < 3; i++) {
FLOAT left, right, top, bottom;
FLOAT scale = 1.0f / 3.0f;
guint base = i * 4 + num_vertex;
guint idx_base = i * 6 + num_index;
const ColorValue *color;
if (i == 0)
color = &color_table[COLOR_NEG_I];
else if (i == 1)
color = &color_table[COLOR_WHITE];
else
color = &color_table[COLOR_POS_Q];
left = -1.0f + i * scale;
right = -1.0f + (i + 1) * scale;
top = -0.5f;
bottom = -1.0f;
/* bottom left */
vertex_data[base].position.x = left;
vertex_data[base].position.y = bottom;
vertex_data[base].position.z = 0.0f;
vertex_data[base].color.r = color->r;
vertex_data[base].color.g = color->g;
vertex_data[base].color.b = color->b;
vertex_data[base].color.a = priv->alpha;
/* top left */
vertex_data[base + 1].position.x = left;
vertex_data[base + 1].position.y = top;
vertex_data[base + 1].position.z = 0.0f;
vertex_data[base + 1].color = vertex_data[base].color;
vertex_data[base + 1].color.a = priv->alpha;
/* top right */
vertex_data[base + 2].position.x = right;
vertex_data[base + 2].position.y = top;
vertex_data[base + 2].position.z = 0.0f;
vertex_data[base + 2].color = vertex_data[base].color;
vertex_data[base + 2].color.a = priv->alpha;
/* bottom right */
vertex_data[base + 3].position.x = right;
vertex_data[base + 3].position.y = bottom;
vertex_data[base + 3].position.z = 0.0f;
vertex_data[base + 3].color = vertex_data[base].color;
vertex_data[base + 3].color.a = priv->alpha;
/* clockwise indexing */
indices[idx_base] = base; /* bottom left */
indices[idx_base + 1] = base + 1; /* top left */
indices[idx_base + 2] = base + 2; /* top right */
indices[idx_base + 3] = base + 3; /* bottom right */
indices[idx_base + 4] = base; /* bottom left */
indices[idx_base + 5] = base + 2; /* top right */
}
num_vertex += 4 * 3;
num_index += 6 * 3;
/* bottom row, middle three */
for (guint i = 0; i < 3; i++) {
FLOAT left, right, top, bottom;
FLOAT scale = 1.0f / 6.0f;
guint base = i * 4 + num_vertex;
guint idx_base = i * 6 + num_index;
const ColorValue *color;
if (i == 0)
color = &color_table[COLOR_SUPER_BLACK];
else if (i == 1)
color = &color_table[COLOR_BLACK];
else
color = &color_table[COLOR_DARK_GREY];
left = i * scale;
right = (i + 1) * scale;
top = -0.5f;
bottom = -1.0f;
/* bottom left */
vertex_data[base].position.x = left;
vertex_data[base].position.y = bottom;
vertex_data[base].position.z = 0.0f;
vertex_data[base].color.r = color->r;
vertex_data[base].color.g = color->g;
vertex_data[base].color.b = color->b;
vertex_data[base].color.a = priv->alpha;
/* top left */
vertex_data[base + 1].position.x = left;
vertex_data[base + 1].position.y = top;
vertex_data[base + 1].position.z = 0.0f;
vertex_data[base + 1].color = vertex_data[base].color;
vertex_data[base + 1].color.a = priv->alpha;
/* top right */
vertex_data[base + 2].position.x = right;
vertex_data[base + 2].position.y = top;
vertex_data[base + 2].position.z = 0.0f;
vertex_data[base + 2].color = vertex_data[base].color;
vertex_data[base + 2].color.a = priv->alpha;
/* bottom right */
vertex_data[base + 3].position.x = right;
vertex_data[base + 3].position.y = bottom;
vertex_data[base + 3].position.z = 0.0f;
vertex_data[base + 3].color = vertex_data[base].color;
vertex_data[base + 3].color.a = priv->alpha;
/* clockwise indexing */
indices[idx_base] = base; /* bottom left */
indices[idx_base + 1] = base + 1; /* top left */
indices[idx_base + 2] = base + 2; /* top right */
indices[idx_base + 3] = base + 3; /* bottom right */
indices[idx_base + 4] = base; /* bottom left */
indices[idx_base + 5] = base + 2; /* top right */
}
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (ColorVertexData) * 4 * 20
+ sizeof (WORD) * 6 * 20);
ComPtr < ID3D12Resource > vertex_index_upload;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
guint8 *data;
CD3DX12_RANGE range (0, 0);
hr = vertex_index_upload->Map (0, &range, (void **) &data);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't map index buffer");
return FALSE;
}
memcpy (data, vertex_data, sizeof (ColorVertexData) * 4 * 20);
memcpy (data + sizeof (ColorVertexData) * 4 * 20, indices,
sizeof (WORD) * 6 * 20);
vertex_index_upload->Unmap (0, nullptr);
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
ComPtr < ID3D12Resource > vertex_index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&buffer_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
auto quad = std::make_shared < GstD3D12TestSrcQuad > ();
quad->rs = rs;
quad->pso = pso;
quad->vertex_index_buf = vertex_index_buf;
quad->vertex_index_upload = vertex_index_upload;
quad->vbv.BufferLocation = vertex_index_buf->GetGPUVirtualAddress ();
quad->vbv.SizeInBytes = sizeof (ColorVertexData) * 4 * 20;
quad->vbv.StrideInBytes = sizeof (ColorVertexData);
quad->ibv.BufferLocation = quad->vbv.BufferLocation + quad->vbv.SizeInBytes;
quad->ibv.SizeInBytes = sizeof (WORD) * 6 * 20;
quad->ibv.Format = DXGI_FORMAT_R16_UINT;
quad->index_count = 6 * 20;
ctx->quad.push_back (quad);
return setup_snow_render (self, ctx, TRUE);
}
static gboolean
setup_checker_render (GstD3D12TestSrc * self, RenderContext * ctx,
guint checker_size)
{
auto priv = self->priv;
HRESULT hr;
UvVertexData vertex_data[4];
const WORD indices[6] = { 0, 1, 2, 3, 0, 2 };
CD3DX12_ROOT_PARAMETER param;
param.InitAsConstants (4, 0, 0, D3D12_SHADER_VISIBILITY_PIXEL);
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rs_desc = { };
CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC::Init_1_0 (rs_desc,
1, &param, 0, nullptr, g_rs_flags);
ComPtr < ID3DBlob > rs_blob;
ComPtr < ID3DBlob > error_blob;
hr = D3DX12SerializeVersionedRootSignature (&rs_desc,
D3D_ROOT_SIGNATURE_VERSION_1_1, &rs_blob, &error_blob);
if (!gst_d3d12_result (hr, self->device)) {
const gchar *error_msg = nullptr;
if (error_blob)
error_msg = (const gchar *) error_blob->GetBufferPointer ();
GST_ERROR_OBJECT (self, "Couldn't serialize root signature, error: %s",
GST_STR_NULL (error_msg));
return FALSE;
}
auto device = gst_d3d12_device_get_device_handle (self->device);
ComPtr < ID3D12RootSignature > rs;
hr = device->CreateRootSignature (0, rs_blob->GetBufferPointer (),
rs_blob->GetBufferSize (), IID_PPV_ARGS (&rs));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create root signature");
return FALSE;
}
GstD3DShaderByteCode vs_code;
GstD3DShaderByteCode ps_code;
if (!gst_d3d_plugin_shader_get_vs_blob (GST_D3D_PLUGIN_VS_COORD,
GST_D3D_SM_5_0, &vs_code)) {
GST_ERROR_OBJECT (self, "Couldn't get vs bytecode");
return FALSE;
}
if (!gst_d3d_plugin_shader_get_ps_blob (GST_D3D_PLUGIN_PS_CHECKER,
GST_D3D_SM_5_0, &ps_code)) {
GST_ERROR_OBJECT (self, "Couldn't get ps bytecode");
return FALSE;
}
D3D12_INPUT_ELEMENT_DESC input_desc[2];
input_desc[0].SemanticName = "POSITION";
input_desc[0].SemanticIndex = 0;
input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
input_desc[0].InputSlot = 0;
input_desc[0].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
input_desc[0].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
input_desc[0].InstanceDataStepRate = 0;
input_desc[1].SemanticName = "TEXCOORD";
input_desc[1].SemanticIndex = 0;
input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
input_desc[1].InputSlot = 0;
input_desc[1].AlignedByteOffset = D3D12_APPEND_ALIGNED_ELEMENT;
input_desc[1].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
input_desc[1].InstanceDataStepRate = 0;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = { };
pso_desc.pRootSignature = rs.Get ();
pso_desc.VS.BytecodeLength = vs_code.byte_code_len;
pso_desc.VS.pShaderBytecode = vs_code.byte_code;
pso_desc.PS.BytecodeLength = ps_code.byte_code_len;
pso_desc.PS.pShaderBytecode = ps_code.byte_code;
pso_desc.BlendState = CD3DX12_BLEND_DESC (D3D12_DEFAULT);
pso_desc.SampleMask = UINT_MAX;
pso_desc.RasterizerState = CD3DX12_RASTERIZER_DESC (D3D12_DEFAULT);
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.DepthStencilState.DepthEnable = FALSE;
pso_desc.DepthStencilState.StencilEnable = FALSE;
pso_desc.InputLayout.pInputElementDescs = input_desc;
pso_desc.InputLayout.NumElements = G_N_ELEMENTS (input_desc);
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.NumRenderTargets = 1;
pso_desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
pso_desc.SampleDesc.Count = 1;
ComPtr < ID3D12PipelineState > pso;
hr = device->CreateGraphicsPipelineState (&pso_desc, IID_PPV_ARGS (&pso));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create pso");
return FALSE;
}
/* bottom left */
vertex_data[0].position.x = -1.0f;
vertex_data[0].position.y = -1.0f;
vertex_data[0].position.z = 0.0f;
vertex_data[0].texture.u = 0.0f;
vertex_data[0].texture.v = 1.0f;
/* top left */
vertex_data[1].position.x = -1.0f;
vertex_data[1].position.y = 1.0f;
vertex_data[1].position.z = 0.0f;
vertex_data[1].texture.u = 0.0f;
vertex_data[1].texture.v = 0.0f;
/* top right */
vertex_data[2].position.x = 1.0f;
vertex_data[2].position.y = 1.0f;
vertex_data[2].position.z = 0.0f;
vertex_data[2].texture.u = 1.0f;
vertex_data[2].texture.v = 0.0f;
/* bottom right */
vertex_data[3].position.x = 1.0f;
vertex_data[3].position.y = -1.0f;
vertex_data[3].position.z = 0.0f;
vertex_data[3].texture.u = 1.0f;
vertex_data[3].texture.v = 1.0f;
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (UvVertexData) * 4
+ sizeof (indices));
ComPtr < ID3D12Resource > vertex_index_upload;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
guint8 *data;
CD3DX12_RANGE range (0, 0);
hr = vertex_index_upload->Map (0, &range, (void **) &data);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't map index buffer");
return FALSE;
}
memcpy (data, vertex_data, sizeof (UvVertexData) * 4);
memcpy (data + sizeof (UvVertexData) * 4, indices, sizeof (indices));
vertex_index_upload->Unmap (0, nullptr);
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
ComPtr < ID3D12Resource > vertex_index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&buffer_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create index buffer");
return FALSE;
}
auto quad = std::make_shared < GstD3D12TestSrcQuad > ();
quad->rs = rs;
quad->pso = pso;
quad->vertex_index_buf = vertex_index_buf;
quad->vertex_index_upload = vertex_index_upload;
quad->vbv.BufferLocation = vertex_index_buf->GetGPUVirtualAddress ();
quad->vbv.SizeInBytes = sizeof (UvVertexData) * 4;
quad->vbv.StrideInBytes = sizeof (UvVertexData);
quad->ibv.BufferLocation = quad->vbv.BufferLocation + quad->vbv.SizeInBytes;
quad->ibv.SizeInBytes = sizeof (indices);
quad->ibv.Format = DXGI_FORMAT_R16_UINT;
quad->index_count = 6;
quad->is_checker = TRUE;
quad->checker_const_buffer.width = priv->info.width;
quad->checker_const_buffer.height = priv->info.height;
quad->checker_const_buffer.checker_size = checker_size;
quad->checker_const_buffer.alpha = priv->alpha;
ctx->quad.push_back (quad);
return TRUE;
}
static gboolean
setup_d2d_render (GstD3D12TestSrc * self, RenderContext * ctx)
{
auto priv = self->priv;
HRESULT hr;
static const D3D_FEATURE_LEVEL feature_levels[] = {
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
if (!priv->d2d_factory) {
ComPtr < ID2D1Factory > d2d_factory;
hr = D2D1CreateFactory (D2D1_FACTORY_TYPE_MULTI_THREADED,
IID_PPV_ARGS (&d2d_factory));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create D2D factory");
return FALSE;
}
priv->d2d_factory = d2d_factory;
}
ComPtr < IUnknown > unknown =
gst_d3d12_device_get_11on12_handle (self->device);
if (!unknown) {
GST_ERROR_OBJECT (self, "Couldn't get d3d11 device");
return FALSE;
}
unknown.As (&ctx->device11on12);
unknown.As (&ctx->device11);
ctx->device11->GetImmediateContext (&ctx->d3d11_context);
D3D11_RESOURCE_FLAGS flags11 = { };
flags11.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
flags11.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
GstD3D12Device11on12LockGuard lk (self->device);
hr = ctx->device11on12->CreateWrappedResource (ctx->texture.Get (), &flags11,
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
IID_PPV_ARGS (&ctx->wrapped_texture));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create wrapped resource");
return FALSE;
}
ComPtr < IDXGISurface > surface;
hr = ctx->wrapped_texture.As (&surface);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't get DXGI surface");
return FALSE;
}
D2D1_RENDER_TARGET_PROPERTIES props = { };
props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
props.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
props.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED;
props.dpiX = 0;
props.dpiY = 0;
props.usage = D2D1_RENDER_TARGET_USAGE_NONE;
props.minLevel = D2D1_FEATURE_LEVEL_DEFAULT;
hr = priv->d2d_factory->CreateDxgiSurfaceRenderTarget (surface.Get (),
&props, &ctx->d2d_target);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create d2d render target");
return FALSE;
}
switch (ctx->pattern) {
case GST_D3D12_TEST_SRC_BALL:
{
D2D1_GRADIENT_STOP stops[3];
stops[0].color = D2D1::ColorF (D2D1::ColorF::White, priv->alpha);
stops[0].position = 0.0f;
stops[1].color = D2D1::ColorF (D2D1::ColorF::Snow, priv->alpha);
stops[1].position = 0.3f;
stops[2].color = D2D1::ColorF (D2D1::ColorF::Black, priv->alpha);
stops[2].position = 1.0f;
ComPtr < ID2D1GradientStopCollection > collection;
hr = ctx->d2d_target->CreateGradientStopCollection (stops,
G_N_ELEMENTS (stops), D2D1_GAMMA_1_0, D2D1_EXTEND_MODE_CLAMP,
&collection);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create stop collection");
return FALSE;
}
hr = ctx->
d2d_target->CreateRadialGradientBrush (D2D1::
RadialGradientBrushProperties (D2D1::Point2F (0, 0), D2D1::Point2F (0,
0), 20, 20), collection.Get (), &ctx->brush);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create brush");
return FALSE;
}
break;
}
case GST_D3D12_TEST_SRC_CIRCULAR:
{
D2D1_GRADIENT_STOP stops[129];
FLOAT position = 1.0f;
for (guint i = 0; i < G_N_ELEMENTS (stops); i++) {
FLOAT diff;
if ((i % 2) == 0)
stops[i].color = D2D1::ColorF (D2D1::ColorF::Black, priv->alpha);
else
stops[i].color = D2D1::ColorF (D2D1::ColorF::White, priv->alpha);
stops[i].position = position;
diff = position / G_N_ELEMENTS (stops) * 2;
position -= diff;
}
ComPtr < ID2D1GradientStopCollection > collection;
hr = ctx->d2d_target->CreateGradientStopCollection (stops,
G_N_ELEMENTS (stops), D2D1_GAMMA_1_0, D2D1_EXTEND_MODE_CLAMP,
&collection);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create stop collection");
return FALSE;
}
ctx->x = priv->info.width / 2;
ctx->y = priv->info.height / 2;
ctx->rad = MAX (ctx->x, ctx->y);
hr = ctx->
d2d_target->CreateRadialGradientBrush (D2D1::
RadialGradientBrushProperties (D2D1::Point2F (ctx->x, ctx->y),
D2D1::Point2F (0, 0), ctx->rad, ctx->rad), collection.Get (),
&ctx->brush);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create brush");
return FALSE;
}
break;
}
default:
g_assert_not_reached ();
return FALSE;
}
return TRUE;
}
static void gst_d3d12_test_src_finalize (GObject * object);
static void gst_d3d12_test_src_set_property (GObject * object,
guint prop_id, const GValue * value, GParamSpec * pspec);
static void gst_d3d12_test_src_get_property (GObject * object,
guint prop_id, GValue * value, GParamSpec * pspec);
static void gst_d3d12_test_src_set_context (GstElement * element,
GstContext * context);
static gboolean gst_d3d12_test_src_is_seekable (GstBaseSrc * bsrc);
static gboolean gst_d3d12_test_src_do_seek (GstBaseSrc * bsrc,
GstSegment * segment);
static GstCaps *gst_d3d12_test_src_fixate (GstBaseSrc * bsrc, GstCaps * caps);
static gboolean gst_d3d12_test_src_set_caps (GstBaseSrc * bsrc, GstCaps * caps);
static gboolean gst_d3d12_test_src_decide_allocation (GstBaseSrc *
bsrc, GstQuery * query);
static gboolean gst_d3d12_test_src_start (GstBaseSrc * bsrc);
static gboolean gst_d3d12_test_src_stop (GstBaseSrc * bsrc);
static gboolean gst_d3d12_test_src_src_query (GstBaseSrc * bsrc,
GstQuery * query);
static void gst_d3d12_test_src_get_times (GstBaseSrc * bsrc,
GstBuffer * buffer, GstClockTime * start, GstClockTime * end);
static GstFlowReturn gst_d3d12_test_src_create (GstBaseSrc * bsrc,
guint64 offset, guint size, GstBuffer ** buf);
#define gst_d3d12_test_src_parent_class parent_class
G_DEFINE_TYPE (GstD3D12TestSrc, gst_d3d12_test_src, GST_TYPE_BASE_SRC);
static void
gst_d3d12_test_src_class_init (GstD3D12TestSrcClass * klass)
{
auto object_class = G_OBJECT_CLASS (klass);
auto element_class = GST_ELEMENT_CLASS (klass);
auto basesrc_class = GST_BASE_SRC_CLASS (klass);
object_class->finalize = gst_d3d12_test_src_finalize;
object_class->set_property = gst_d3d12_test_src_set_property;
object_class->get_property = gst_d3d12_test_src_get_property;
g_object_class_install_property (object_class, PROP_ADAPTER,
g_param_spec_int ("adapter", "Adapter",
"DXGI Adapter index (-1 for any device)",
-1, G_MAXINT32, DEFAULT_ADAPTER,
(GParamFlags) (G_PARAM_READWRITE | GST_PARAM_MUTABLE_READY |
G_PARAM_STATIC_STRINGS)));
g_object_class_install_property (object_class, PROP_IS_LIVE,
g_param_spec_boolean ("is-live", "Is Live",
"Whether to act as a live source", FALSE,
(GParamFlags) (G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)));
g_object_class_install_property (object_class, PROP_PATTERN,
g_param_spec_enum ("pattern", "Pattern",
"Type of test pattern to generate", GST_TYPE_D3D12_TEST_SRC_PATTERN,
DEFAULT_PATTERN,
(GParamFlags) (G_PARAM_READWRITE | GST_PARAM_MUTABLE_READY |
G_PARAM_STATIC_STRINGS)));
g_object_class_install_property (object_class, PROP_ALPHA,
g_param_spec_float ("alpha", "Alpha", "Global alpha value to use",
0, 1, DEFAULT_ALPHA,
(GParamFlags) (G_PARAM_READWRITE | GST_PARAM_MUTABLE_READY |
G_PARAM_STATIC_STRINGS)));
element_class->set_context =
GST_DEBUG_FUNCPTR (gst_d3d12_test_src_set_context);
gst_element_class_set_static_metadata (element_class,
"Direct3D12 Test Source", "Source/Video",
"Creates a test video stream", "Seungha Yang <seungha@centricular.com>");
gst_element_class_add_static_pad_template (element_class, &src_template);
basesrc_class->is_seekable =
GST_DEBUG_FUNCPTR (gst_d3d12_test_src_is_seekable);
basesrc_class->do_seek = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_do_seek);
basesrc_class->fixate = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_fixate);
basesrc_class->set_caps = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_set_caps);
basesrc_class->decide_allocation =
GST_DEBUG_FUNCPTR (gst_d3d12_test_src_decide_allocation);
basesrc_class->start = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_start);
basesrc_class->stop = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_stop);
basesrc_class->query = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_src_query);
basesrc_class->get_times = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_get_times);
basesrc_class->create = GST_DEBUG_FUNCPTR (gst_d3d12_test_src_create);
GST_DEBUG_CATEGORY_INIT (gst_d3d12_test_src_debug, "d3d12testsrc", 0,
"d3d12testsrc");
gst_type_mark_as_plugin_api (GST_TYPE_D3D12_TEST_SRC_PATTERN,
(GstPluginAPIFlags) 0);
}
static void
gst_d3d12_test_src_init (GstD3D12TestSrc * self)
{
gst_base_src_set_format (GST_BASE_SRC (self), GST_FORMAT_TIME);
self->priv = new GstD3D12TestSrcPrivate ();
}
static void
gst_d3d12_test_src_finalize (GObject * object)
{
auto self = GST_D3D12_TEST_SRC (object);
delete self->priv;
gst_clear_object (&self->device);
G_OBJECT_CLASS (parent_class)->finalize (object);
}
static void
gst_d3d12_test_src_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
auto self = GST_D3D12_TEST_SRC (object);
auto priv = self->priv;
switch (prop_id) {
case PROP_ADAPTER:
priv->adapter_index = g_value_get_int (value);
break;
case PROP_IS_LIVE:
gst_base_src_set_live (GST_BASE_SRC (self), g_value_get_boolean (value));
break;
case PROP_PATTERN:
priv->pattern = (GstD3D12TestSrcPattern) g_value_get_enum (value);
break;
case PROP_ALPHA:
priv->alpha = g_value_get_float (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_d3d12_test_src_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
auto self = GST_D3D12_TEST_SRC (object);
auto priv = self->priv;
switch (prop_id) {
case PROP_ADAPTER:
g_value_set_int (value, priv->adapter_index);
break;
case PROP_IS_LIVE:
g_value_set_boolean (value, gst_base_src_is_live (GST_BASE_SRC (self)));
break;
case PROP_PATTERN:
g_value_set_enum (value, priv->pattern);
break;
case PROP_ALPHA:
g_value_set_float (value, priv->alpha);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_d3d12_test_src_set_context (GstElement * element, GstContext * context)
{
auto self = GST_D3D12_TEST_SRC (element);
auto priv = self->priv;
gst_d3d12_handle_set_context (element,
context, priv->adapter_index, &self->device);
GST_ELEMENT_CLASS (parent_class)->set_context (element, context);
}
static gboolean
gst_d3d12_test_src_is_seekable (GstBaseSrc * bsrc)
{
return TRUE;
}
static gboolean
gst_d3d12_test_src_do_seek (GstBaseSrc * bsrc, GstSegment * segment)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
GstClockTime position;
segment->time = segment->start;
position = segment->position;
priv->reverse = segment->rate < 0;
/* now move to the position indicated */
if (priv->info.fps_n) {
priv->n_frames = gst_util_uint64_scale (position,
priv->info.fps_n, priv->info.fps_d * GST_SECOND);
} else {
priv->n_frames = 0;
}
priv->accum_frames = 0;
priv->accum_rtime = 0;
if (priv->info.fps_n) {
priv->running_time = gst_util_uint64_scale (priv->n_frames,
priv->info.fps_d * GST_SECOND, priv->info.fps_n);
} else {
/* FIXME : Not sure what to set here */
priv->running_time = 0;
}
return TRUE;
}
static GstCaps *
gst_d3d12_test_src_fixate (GstBaseSrc * bsrc, GstCaps * caps)
{
GstStructure *s;
caps = gst_caps_make_writable (caps);
s = gst_caps_get_structure (caps, 0);
gst_structure_fixate_field_nearest_int (s, "width", 320);
gst_structure_fixate_field_nearest_int (s, "height", 240);
gst_structure_fixate_field_nearest_fraction (s, "framerate", 30, 1);
return GST_BASE_SRC_CLASS (parent_class)->fixate (bsrc, caps);
}
static gboolean
gst_d3d12_test_src_setup_context (GstD3D12TestSrc * self, GstCaps * caps)
{
auto priv = self->priv;
GstVideoInfo draw_info;
HRESULT hr;
GstStructure *config = nullptr;
auto ctx = std::make_unique < RenderContext > (self->device);
/* D2D uses premultiplied alpha */
if (priv->pattern == GST_D3D12_TEST_SRC_CIRCULAR ||
priv->pattern == GST_D3D12_TEST_SRC_BALL) {
config = gst_structure_new ("converter-config",
GST_D3D12_CONVERTER_OPT_SRC_ALPHA_MODE,
GST_TYPE_D3D12_CONVERTER_ALPHA_MODE,
GST_D3D12_CONVERTER_ALPHA_MODE_PREMULTIPLIED, nullptr);
}
gst_video_info_set_format (&draw_info, GST_VIDEO_FORMAT_BGRA,
priv->info.width, priv->info.height);
ctx->conv = gst_d3d12_converter_new (self->device,
&draw_info, &priv->info, nullptr, nullptr, config);
if (!ctx->conv) {
GST_ERROR_OBJECT (self, "Failed to create converter");
return FALSE;
}
auto device = gst_d3d12_device_get_device_handle (self->device);
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
D3D12_RESOURCE_DESC resource_desc =
CD3DX12_RESOURCE_DESC::Tex2D (DXGI_FORMAT_B8G8R8A8_UNORM,
priv->info.width, priv->info.height, 1, 1, 1, 0,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS);
D3D12_CLEAR_VALUE clear_value = { };
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
clear_value.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
clear_value.Color[0] = 0.0f;
clear_value.Color[1] = 0.0f;
clear_value.Color[2] = 0.0f;
clear_value.Color[3] = 1.0f;
switch (priv->pattern) {
case GST_D3D12_TEST_SRC_WHITE:
memcpy (clear_value.Color, color_table[COLOR_WHITE].color,
sizeof (FLOAT) * 4);
break;
case GST_D3D12_TEST_SRC_RED:
memcpy (clear_value.Color, color_table[COLOR_RED].color,
sizeof (FLOAT) * 4);
break;
case GST_D3D12_TEST_SRC_GREEN:
memcpy (clear_value.Color, color_table[COLOR_GREEN].color,
sizeof (FLOAT) * 4);
break;
case GST_D3D12_TEST_SRC_BLUE:
memcpy (clear_value.Color, color_table[COLOR_BLUE].color,
sizeof (FLOAT) * 4);
break;
case GST_D3D12_TEST_SRC_CIRCULAR:
case GST_D3D12_TEST_SRC_BALL:
heap_flags |= D3D12_HEAP_FLAG_SHARED;
break;
default:
break;
}
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&resource_desc, D3D12_RESOURCE_STATE_COMMON, &clear_value,
IID_PPV_ARGS (&ctx->texture));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create texture");
return FALSE;
}
auto mem = gst_d3d12_allocator_alloc_wrapped (nullptr, self->device,
ctx->texture.Get (), 0, nullptr, nullptr);
if (!mem) {
GST_ERROR_OBJECT (self, "Couldn't wrap texture");
return FALSE;
}
ctx->rtv_heap =
gst_d3d12_memory_get_render_target_view_heap ((GstD3D12Memory *) mem);
if (!ctx->rtv_heap) {
GST_ERROR_OBJECT (self, "Couldn't get rtv heap");
gst_memory_unref (mem);
return FALSE;
}
ctx->render_buffer = gst_buffer_new ();
gst_buffer_append_memory (ctx->render_buffer, mem);
if (!priv->downstream_supports_d3d12) {
ctx->convert_pool = gst_d3d12_buffer_pool_new (self->device);
config = gst_buffer_pool_get_config (ctx->convert_pool);
gst_buffer_pool_config_set_params (config, caps, priv->info.size, 0, 0);
auto params = gst_d3d12_allocation_params_new (self->device, &priv->info,
GST_D3D12_ALLOCATION_FLAG_DEFAULT,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS, D3D12_HEAP_FLAG_NONE);
gst_buffer_pool_config_set_d3d12_allocation_params (config, params);
gst_d3d12_allocation_params_free (params);
if (!gst_buffer_pool_set_config (ctx->convert_pool, config)) {
GST_ERROR_OBJECT (self, "Couldn't set pool config");
return FALSE;
}
if (!gst_buffer_pool_set_active (ctx->convert_pool, TRUE)) {
GST_ERROR_OBJECT (self, "Couldn't configure buffer pool");
return FALSE;
}
}
ctx->viewport.TopLeftX = 0;
ctx->viewport.TopLeftY = 0;
ctx->viewport.Width = priv->info.width;
ctx->viewport.Height = priv->info.height;
ctx->viewport.MinDepth = 0.0f;
ctx->viewport.MaxDepth = 1.0f;
ctx->scissor_rect.left = 0;
ctx->scissor_rect.top = 0;
ctx->scissor_rect.right = priv->info.width;
ctx->scissor_rect.bottom = priv->info.height;
ctx->pattern = priv->pattern;
switch (priv->pattern) {
case GST_D3D12_TEST_SRC_SMPTE:
if (!setup_smpte_render (self, ctx.get ()))
return FALSE;
break;
case GST_D3D12_TEST_SRC_SNOW:
if (!setup_snow_render (self, ctx.get (), FALSE))
return FALSE;
break;
case GST_D3D12_TEST_SRC_BLACK:
ctx->static_color[0].value = color_table[COLOR_BLACK];
ctx->static_color[0].value.a = priv->alpha;
ctx->static_color[0].is_valid = TRUE;
break;
case GST_D3D12_TEST_SRC_WHITE:
ctx->static_color[0].value = color_table[COLOR_WHITE];
ctx->static_color[0].value.a = priv->alpha;
ctx->static_color[0].is_valid = TRUE;
break;
case GST_D3D12_TEST_SRC_RED:
ctx->static_color[0].value = color_table[COLOR_RED];
ctx->static_color[0].value.a = priv->alpha;
ctx->static_color[0].is_valid = TRUE;
break;
case GST_D3D12_TEST_SRC_GREEN:
ctx->static_color[0].value = color_table[COLOR_GREEN];
ctx->static_color[0].value.a = priv->alpha;
ctx->static_color[0].is_valid = TRUE;
break;
case GST_D3D12_TEST_SRC_BLUE:
ctx->static_color[0].value = color_table[COLOR_BLUE];
ctx->static_color[0].value.a = priv->alpha;
ctx->static_color[0].is_valid = TRUE;
break;
case GST_D3D12_TEST_SRC_CHECKERS1:
if (!setup_checker_render (self, ctx.get (), 1))
return FALSE;
break;
case GST_D3D12_TEST_SRC_CHECKERS2:
if (!setup_checker_render (self, ctx.get (), 2))
return FALSE;
break;
case GST_D3D12_TEST_SRC_CHECKERS4:
if (!setup_checker_render (self, ctx.get (), 4))
return FALSE;
break;
case GST_D3D12_TEST_SRC_CHECKERS8:
if (!setup_checker_render (self, ctx.get (), 8))
return FALSE;
break;
case GST_D3D12_TEST_SRC_BLINK:
ctx->static_color[0].value = color_table[COLOR_BLACK];
ctx->static_color[0].value.a = priv->alpha;
ctx->static_color[0].is_valid = TRUE;
ctx->static_color[1].value = color_table[COLOR_WHITE];
ctx->static_color[1].value.a = priv->alpha;
ctx->static_color[1].is_valid = TRUE;
break;
case GST_D3D12_TEST_SRC_CIRCULAR:
case GST_D3D12_TEST_SRC_BALL:
if (!setup_d2d_render (self, ctx.get ()))
return FALSE;
break;
}
priv->ctx = std::move (ctx);
return TRUE;
}
static gboolean
gst_d3d12_test_src_set_caps (GstBaseSrc * bsrc, GstCaps * caps)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
GST_DEBUG_OBJECT (self, "Set caps %" GST_PTR_FORMAT, caps);
priv->ctx = nullptr;
auto features = gst_caps_get_features (caps, 0);
if (features && gst_caps_features_contains (features,
GST_CAPS_FEATURE_MEMORY_D3D12_MEMORY)) {
priv->downstream_supports_d3d12 = TRUE;
} else {
priv->downstream_supports_d3d12 = FALSE;
}
GST_OBJECT_LOCK (self);
gst_video_info_from_caps (&priv->info, caps);
GST_OBJECT_UNLOCK (self);
if (priv->info.fps_d <= 0 || priv->info.fps_n <= 0) {
GST_ERROR_OBJECT (self, "Invalid framerate %d/%d", priv->info.fps_n,
priv->info.fps_d);
return FALSE;
}
gst_base_src_set_blocksize (bsrc, GST_VIDEO_INFO_SIZE (&priv->info));
return gst_d3d12_test_src_setup_context (self, caps);
}
static gboolean
gst_d3d12_test_src_decide_allocation (GstBaseSrc * bsrc, GstQuery * query)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
GstBufferPool *pool = nullptr;
GstCaps *caps;
guint min, max, size;
gboolean update_pool;
GstVideoInfo vinfo;
gst_query_parse_allocation (query, &caps, nullptr);
if (!caps) {
GST_ERROR_OBJECT (self, "No output caps");
return FALSE;
}
gst_video_info_from_caps (&vinfo, caps);
if (gst_query_get_n_allocation_pools (query) > 0) {
gst_query_parse_nth_allocation_pool (query, 0, &pool, &size, &min, &max);
update_pool = TRUE;
} else {
size = GST_VIDEO_INFO_SIZE (&vinfo);
min = max = 0;
update_pool = FALSE;
}
if (pool && priv->downstream_supports_d3d12) {
if (!GST_IS_D3D12_BUFFER_POOL (pool)) {
gst_clear_object (&pool);
} else {
GstD3D12BufferPool *dpool = GST_D3D12_BUFFER_POOL (pool);
if (!gst_d3d12_device_is_equal (dpool->device, self->device))
gst_clear_object (&pool);
}
}
if (!pool) {
if (priv->downstream_supports_d3d12)
pool = gst_d3d12_buffer_pool_new (self->device);
else
pool = gst_video_buffer_pool_new ();
}
auto config = gst_buffer_pool_get_config (pool);
gst_buffer_pool_config_set_params (config, caps, size, min, max);
gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
if (priv->downstream_supports_d3d12) {
D3D12_RESOURCE_FLAGS resource_flags =
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS |
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
auto params = gst_buffer_pool_config_get_d3d12_allocation_params (config);
if (!params) {
params = gst_d3d12_allocation_params_new (self->device, &vinfo,
GST_D3D12_ALLOCATION_FLAG_DEFAULT, resource_flags,
D3D12_HEAP_FLAG_NONE);
} else {
gst_d3d12_allocation_params_set_resource_flags (params, resource_flags);
gst_d3d12_allocation_params_unset_resource_flags (params,
D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);
}
gst_buffer_pool_config_set_d3d12_allocation_params (config, params);
gst_d3d12_allocation_params_free (params);
}
if (!gst_buffer_pool_set_config (pool, config)) {
GST_ERROR_OBJECT (self, "Failed to set config");
gst_clear_object (&pool);
return FALSE;
}
if (update_pool)
gst_query_set_nth_allocation_pool (query, 0, pool, size, min, max);
else
gst_query_add_allocation_pool (query, pool, size, min, max);
gst_object_unref (pool);
return TRUE;
}
static gboolean
gst_d3d12_test_src_start (GstBaseSrc * bsrc)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
if (!gst_d3d12_ensure_element_data (GST_ELEMENT (bsrc), priv->adapter_index,
&self->device)) {
GST_ELEMENT_ERROR (self, RESOURCE, OPEN_READ,
("Failed to prepare device"), (nullptr));
return FALSE;
}
priv->running_time = 0;
priv->reverse = FALSE;
priv->n_frames = 0;
priv->accum_frames = 0;
priv->accum_rtime = 0;
gst_video_info_init (&priv->info);
return TRUE;
}
static gboolean
gst_d3d12_test_src_stop (GstBaseSrc * bsrc)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
priv->ctx = nullptr;
priv->d2d_factory = nullptr;
gst_clear_object (&self->device);
return TRUE;
}
static gboolean
gst_d3d12_test_src_src_query (GstBaseSrc * bsrc, GstQuery * query)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
switch (GST_QUERY_TYPE (query)) {
case GST_QUERY_CONTEXT:
if (gst_d3d12_handle_context_query (GST_ELEMENT_CAST (self), query,
self->device)) {
return TRUE;
}
break;
case GST_QUERY_LATENCY:
GST_OBJECT_LOCK (self);
if (priv->info.fps_n > 0 && priv->info.fps_d > 0) {
GstClockTime latency;
latency =
gst_util_uint64_scale (GST_SECOND, priv->info.fps_d,
priv->info.fps_n);
GST_OBJECT_UNLOCK (self);
gst_query_set_latency (query,
gst_base_src_is_live (bsrc), latency, GST_CLOCK_TIME_NONE);
GST_DEBUG_OBJECT (self, "Reporting latency of %" GST_TIME_FORMAT,
GST_TIME_ARGS (latency));
return TRUE;
}
GST_OBJECT_UNLOCK (self);
break;
case GST_QUERY_DURATION:
if (bsrc->num_buffers > 0) {
GstFormat format;
gst_query_parse_duration (query, &format, nullptr);
if (format != GST_FORMAT_TIME)
return FALSE;
GST_OBJECT_LOCK (self);
if (format == GST_FORMAT_TIME && priv->info.fps_n > 0 &&
priv->info.fps_d > 0) {
gint64 dur;
dur = gst_util_uint64_scale_int_round (bsrc->num_buffers
* GST_SECOND, priv->info.fps_d, priv->info.fps_n);
gst_query_set_duration (query, GST_FORMAT_TIME, dur);
GST_OBJECT_UNLOCK (self);
return TRUE;
}
GST_OBJECT_UNLOCK (self);
}
break;
default:
break;
}
return GST_BASE_SRC_CLASS (parent_class)->query (bsrc, query);
}
static void
gst_d3d12_test_src_get_times (GstBaseSrc * bsrc, GstBuffer * buffer,
GstClockTime * start, GstClockTime * end)
{
/* for live sources, sync on the timestamp of the buffer */
if (gst_base_src_is_live (bsrc)) {
GstClockTime timestamp = GST_BUFFER_PTS (buffer);
if (GST_CLOCK_TIME_IS_VALID (timestamp)) {
/* get duration to calculate end time */
GstClockTime duration = GST_BUFFER_DURATION (buffer);
if (GST_CLOCK_TIME_IS_VALID (duration)) {
*end = timestamp + duration;
}
*start = timestamp;
}
} else {
*start = -1;
*end = -1;
}
}
static gboolean
gst_d3d12_test_src_draw_ball (GstD3D12TestSrc * self)
{
auto priv = self->priv;
gdouble rad;
FLOAT x, y;
rad = (gdouble) priv->n_frames / 200;
rad = 2 * G_PI * rad;
x = 20 + (0.5 + 0.5 * sin (rad)) * (priv->info.width - 40);
y = 20 + (0.5 + 0.5 * sin (rad * sqrt (2))) * (priv->info.height - 40);
ID3D11Resource *resources[] = { priv->ctx->wrapped_texture.Get () };
GstD3D12Device11on12LockGuard lk (self->device);
priv->ctx->device11on12->AcquireWrappedResources (resources, 1);
priv->ctx->brush->SetCenter (D2D1::Point2F (x, y));
priv->ctx->d2d_target->BeginDraw ();
priv->ctx->d2d_target->Clear (D2D1::ColorF (D2D1::ColorF::Black));
priv->ctx->d2d_target->FillEllipse (D2D1::Ellipse (D2D1::Point2F (x, y),
20, 20), priv->ctx->brush.Get ());
priv->ctx->d2d_target->EndDraw ();
priv->ctx->device11on12->ReleaseWrappedResources (resources, 1);
priv->ctx->d3d11_context->Flush ();
return TRUE;
}
static gboolean
gst_d3d12_test_src_draw_circular (GstD3D12TestSrc * self)
{
auto priv = self->priv;
ID3D11Resource *resources[] = { priv->ctx->wrapped_texture.Get () };
GstD3D12Device11on12LockGuard lk (self->device);
priv->ctx->device11on12->AcquireWrappedResources (resources, 1);
priv->ctx->d2d_target->BeginDraw ();
priv->ctx->d2d_target->Clear (D2D1::ColorF (D2D1::ColorF::Black));
priv->ctx->d2d_target->FillEllipse (D2D1::Ellipse (D2D1::Point2F (priv->
ctx->x, priv->ctx->y), priv->ctx->rad, priv->ctx->rad),
priv->ctx->brush.Get ());
priv->ctx->d2d_target->EndDraw ();
priv->ctx->device11on12->ReleaseWrappedResources (resources, 1);
priv->ctx->d3d11_context->Flush ();
return TRUE;
}
static gboolean
gst_d3d12_test_src_draw_pattern (GstD3D12TestSrc * self, GstClockTime pts,
ID3D12GraphicsCommandList * cl)
{
auto priv = self->priv;
auto ctx = priv->ctx.get ();
D3D12_RESOURCE_BARRIER barrier;
if (ctx->pattern == GST_D3D12_TEST_SRC_BALL)
return gst_d3d12_test_src_draw_ball (self);
else if (ctx->pattern == GST_D3D12_TEST_SRC_CIRCULAR)
return gst_d3d12_test_src_draw_circular (self);
if (ctx->static_color[0].is_valid) {
if (ctx->static_color[1].is_valid && (priv->n_frames % 2) == 1) {
cl->ClearRenderTargetView (GetCPUDescriptorHandleForHeapStart
(ctx->rtv_heap), ctx->static_color[1].value.color, 0, nullptr);
} else {
cl->ClearRenderTargetView (GetCPUDescriptorHandleForHeapStart
(ctx->rtv_heap), ctx->static_color[0].value.color, 0, nullptr);
}
} else {
cl->IASetPrimitiveTopology (D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
cl->RSSetViewports (1, &ctx->viewport);
cl->RSSetScissorRects (1, &ctx->scissor_rect);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_heaps[] = {
GetCPUDescriptorHandleForHeapStart (priv->ctx->rtv_heap)
};
cl->OMSetRenderTargets (1, rtv_heaps, FALSE, nullptr);
for (size_t i = 0; i < ctx->quad.size (); i++) {
auto quad = ctx->quad[i];
if (priv->ctx->fence_val == 0) {
cl->CopyResource (quad->vertex_index_buf.Get (),
quad->vertex_index_upload.Get ());
barrier =
CD3DX12_RESOURCE_BARRIER::Transition (quad->vertex_index_buf.Get (),
D3D12_RESOURCE_STATE_COPY_DEST,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER |
D3D12_RESOURCE_STATE_INDEX_BUFFER);
cl->ResourceBarrier (1, &barrier);
}
cl->SetGraphicsRootSignature (quad->rs.Get ());
if (quad->is_snow) {
quad->snow_const_buffer.time = (FLOAT) pts / GST_SECOND;
quad->snow_const_buffer.alpha = priv->alpha;
cl->SetGraphicsRoot32BitConstants (0, 2, &quad->snow_const_buffer, 0);
} else if (quad->is_checker) {
quad->checker_const_buffer.alpha = priv->alpha;
cl->SetGraphicsRoot32BitConstants (0, 4, &quad->checker_const_buffer,
0);
}
cl->SetPipelineState (quad->pso.Get ());
cl->IASetIndexBuffer (&quad->ibv);
cl->IASetVertexBuffers (0, 1, &quad->vbv);
cl->DrawIndexedInstanced (quad->index_count, 1, 0, 0, 0);
}
}
barrier = CD3DX12_RESOURCE_BARRIER::Transition (ctx->texture.Get (),
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
cl->ResourceBarrier (1, &barrier);
return TRUE;
}
static GstFlowReturn
gst_d3d12_test_src_create (GstBaseSrc * bsrc, guint64 offset,
guint size, GstBuffer ** buf)
{
auto self = GST_D3D12_TEST_SRC (bsrc);
auto priv = self->priv;
GstBuffer *buffer = nullptr;
GstBuffer *convert_buffer = nullptr;
GstFlowReturn ret = GST_FLOW_ERROR;
GstClockTime pts;
GstClockTime next_time;
if (priv->downstream_supports_d3d12) {
ret = GST_BASE_SRC_CLASS (parent_class)->alloc (bsrc,
offset, size, &convert_buffer);
} else {
ret = gst_buffer_pool_acquire_buffer (priv->ctx->convert_pool,
&convert_buffer, nullptr);
}
if (ret != GST_FLOW_OK)
return ret;
auto completed = gst_d3d12_device_get_completed_value (self->device,
D3D12_COMMAND_LIST_TYPE_DIRECT);
while (!priv->ctx->scheduled.empty ()) {
if (priv->ctx->scheduled.front () > completed)
break;
priv->ctx->scheduled.pop ();
}
if (priv->ctx->scheduled.size () >= ASYNC_DEPTH) {
auto fence_to_wait = priv->ctx->scheduled.front ();
priv->ctx->scheduled.pop ();
gst_d3d12_device_fence_wait (self->device,
D3D12_COMMAND_LIST_TYPE_DIRECT, fence_to_wait, priv->ctx->event_handle);
}
GstD3D12CommandAllocator *gst_ca;
if (!gst_d3d12_command_allocator_pool_acquire (priv->ctx->ca_pool, &gst_ca)) {
GST_ERROR_OBJECT (self, "Couldn't acquire command allocator");
gst_clear_buffer (&convert_buffer);
return GST_FLOW_ERROR;
}
auto ca = gst_d3d12_command_allocator_get_handle (gst_ca);
auto hr = ca->Reset ();
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't reset command allocator");
gst_d3d12_command_allocator_unref (gst_ca);
gst_clear_buffer (&convert_buffer);
return GST_FLOW_ERROR;
}
if (!priv->ctx->cl) {
auto device = gst_d3d12_device_get_device_handle (self->device);
hr = device->CreateCommandList (0, D3D12_COMMAND_LIST_TYPE_DIRECT,
ca, nullptr, IID_PPV_ARGS (&priv->ctx->cl));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't reset command list");
gst_d3d12_command_allocator_unref (gst_ca);
gst_clear_buffer (&convert_buffer);
return GST_FLOW_ERROR;
}
} else {
hr = priv->ctx->cl->Reset (ca, nullptr);
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't reset command list");
gst_d3d12_command_allocator_unref (gst_ca);
gst_clear_buffer (&convert_buffer);
return GST_FLOW_ERROR;
}
}
auto cl = priv->ctx->cl;
GstD3D12FenceData *fence_data;
gst_d3d12_fence_data_pool_acquire (priv->fence_data_pool, &fence_data);
gst_d3d12_fence_data_add_notify_mini_object (fence_data, gst_ca);
pts = priv->accum_rtime + priv->running_time;
gst_d3d12_test_src_draw_pattern (self, pts, cl.Get ());
if (!gst_d3d12_converter_convert_buffer (priv->ctx->conv,
priv->ctx->render_buffer, convert_buffer, fence_data, cl.Get (),
nullptr)) {
GST_ERROR_OBJECT (self, "Couldn't build convert command");
gst_clear_buffer (&convert_buffer);
gst_d3d12_fence_data_unref (fence_data);
return GST_FLOW_ERROR;
}
hr = cl->Close ();
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't close command list");
gst_clear_buffer (&convert_buffer);
gst_d3d12_fence_data_unref (fence_data);
return GST_FLOW_ERROR;
}
ID3D12CommandList *cmd_list[] = { priv->ctx->cl.Get () };
if (!gst_d3d12_device_execute_command_lists (self->device,
D3D12_COMMAND_LIST_TYPE_DIRECT, 1, cmd_list, &priv->ctx->fence_val)) {
GST_ERROR_OBJECT (self, "Couldn't execute command list");
gst_d3d12_fence_data_unref (fence_data);
return GST_FLOW_ERROR;
}
gst_d3d12_buffer_after_write (convert_buffer, priv->ctx->fence_val);
gst_d3d12_device_set_fence_notify (self->device,
D3D12_COMMAND_LIST_TYPE_DIRECT, priv->ctx->fence_val, fence_data);
priv->ctx->scheduled.push (priv->ctx->fence_val);
if (priv->downstream_supports_d3d12) {
buffer = convert_buffer;
convert_buffer = nullptr;
} else {
ret = GST_BASE_SRC_CLASS (parent_class)->alloc (bsrc,
offset, size, &buffer);
if (ret != GST_FLOW_OK) {
gst_buffer_unref (convert_buffer);
return ret;
}
GstVideoFrame src_frame, dst_frame;
if (!gst_video_frame_map (&src_frame, &priv->info, convert_buffer,
GST_MAP_READ)) {
GST_ERROR_OBJECT (self, "Couldn't map convert buffer");
gst_buffer_unref (convert_buffer);
gst_buffer_unref (buffer);
return GST_FLOW_ERROR;
}
if (!gst_video_frame_map (&dst_frame, &priv->info, buffer, GST_MAP_WRITE)) {
GST_ERROR_OBJECT (self, "Couldn't map output buffer");
gst_video_frame_unmap (&src_frame);
gst_buffer_unref (convert_buffer);
gst_buffer_unref (buffer);
return GST_FLOW_ERROR;
}
auto copy_ret = gst_video_frame_copy (&dst_frame, &src_frame);
gst_video_frame_unmap (&src_frame);
gst_video_frame_unmap (&dst_frame);
gst_buffer_unref (convert_buffer);
if (!copy_ret) {
GST_ERROR_OBJECT (self, "Couldn't copy frame");
gst_buffer_unref (buffer);
return GST_FLOW_ERROR;
}
}
GST_BUFFER_PTS (buffer) = pts;
GST_BUFFER_DTS (buffer) = GST_CLOCK_TIME_NONE;
GST_BUFFER_OFFSET (buffer) = priv->accum_frames + priv->n_frames;
if (priv->reverse) {
priv->n_frames--;
} else {
priv->n_frames++;
}
GST_BUFFER_OFFSET_END (buffer) = GST_BUFFER_OFFSET (buffer) + 1;
next_time = gst_util_uint64_scale (priv->n_frames,
priv->info.fps_d * GST_SECOND, priv->info.fps_n);
if (priv->reverse) {
/* We already decremented to next frame */
GstClockTime prev_pts = gst_util_uint64_scale (priv->n_frames + 2,
priv->info.fps_d * GST_SECOND, priv->info.fps_n);
GST_BUFFER_DURATION (buffer) = prev_pts - GST_BUFFER_PTS (buffer);
} else {
GST_BUFFER_DURATION (buffer) = next_time - priv->running_time;
}
priv->running_time = next_time;
*buf = buffer;
return GST_FLOW_OK;
}