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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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443 lines
14 KiB
C++
443 lines
14 KiB
C++
/*
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* GStreamer
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* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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/**
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* SECTION:element-d3d11overlay
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* @title: d3d11overlay
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*
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* Provides Direct3D11 render target view handles to an application so that
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* the application can overlay/blend an image on the render target
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*
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* ## Example launch line
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* ```
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* gst-launch-1.0 d3d11testsrc ! queue ! d3d11overlay ! queue ! d3d11videosink
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* ```
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*
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* Since: 1.24
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "gstd3d11overlay.h"
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#include <gst/d3d11/gstd3d11-private.h>
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GST_DEBUG_CATEGORY_STATIC (gst_d3d11_overlay_debug);
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#define GST_CAT_DEFAULT gst_d3d11_overlay_debug
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static GstStaticCaps template_caps =
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GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
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(GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, "{ BGRA, RGBA }"));
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enum
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{
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SIGNAL_DRAW,
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SIGNAL_CAPS_CHANGED,
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SIGNAL_LAST,
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};
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static guint gst_d3d11_overlay_signals[SIGNAL_LAST];
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struct _GstD3D11Overlay
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{
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GstD3D11BaseFilter parent;
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GstBufferPool *fallback_pool;
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};
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#define gst_d3d11_overlay_parent_class parent_class
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G_DEFINE_TYPE (GstD3D11Overlay, gst_d3d11_overlay, GST_TYPE_D3D11_BASE_FILTER);
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static gboolean gst_d3d11_overlay_stop (GstBaseTransform * trans);
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static gboolean gst_d3d11_overlay_propose_allocation (GstBaseTransform * trans,
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GstQuery * decide_query, GstQuery * query);
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static GstFlowReturn gst_d3d11_overlay_transform_ip (GstBaseTransform * trans,
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GstBuffer * buf);
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static gboolean gst_d3d11_overlay_set_info (GstD3D11BaseFilter * filter,
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GstCaps * in_caps, GstVideoInfo * in_info, GstCaps * out_caps,
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GstVideoInfo * out_info);
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static void
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gst_d3d11_overlay_class_init (GstD3D11OverlayClass * klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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GstBaseTransformClass *trans_class = GST_BASE_TRANSFORM_CLASS (klass);
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GstD3D11BaseFilterClass *filter_class = GST_D3D11_BASE_FILTER_CLASS (klass);
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GstCaps *caps;
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/**
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* GstD3D11Overlay::draw:
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* @overlay: Overlay element emitting the signal
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* @device: GstD3D11Device object
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* @render_target: ID3D11RenderTargetView handle
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* @timestamp: Timestamp (see #GstClockTime) of the current buffer
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* @duration: Duration (see #GstClockTime) of the current buffer
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*
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* This signal is emitted when an overlay can be drawn. This signal is
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* emitted with gst_d3d11_device_lock taken.
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*
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* Client should return %TRUE if an overlay has been rendered.
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* Otherwise the element might discard the updated scene.
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*
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* Returns: %TRUE if rendering operation happend
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*
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* Since: 1.24
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*/
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gst_d3d11_overlay_signals[SIGNAL_DRAW] = g_signal_new ("draw",
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G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, 0, nullptr, nullptr,
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nullptr, G_TYPE_BOOLEAN, 4, GST_TYPE_OBJECT, G_TYPE_POINTER,
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G_TYPE_UINT64, G_TYPE_UINT64);
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/**
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* GstD3D11Overlay::caps-changed:
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* @overlay: Overlay element emitting the signal
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* @caps: #GstCaps of the element
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* This signal is emitted when the caps or associated GstD3D11Device
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* of the element has changed
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*
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* Since: 1.24
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*/
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gst_d3d11_overlay_signals[SIGNAL_CAPS_CHANGED] = g_signal_new ("caps-changed",
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G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, 0, nullptr, nullptr,
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nullptr, G_TYPE_NONE, 1, GST_TYPE_CAPS);
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caps = gst_d3d11_get_updated_template_caps (&template_caps);
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gst_element_class_add_pad_template (element_class,
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gst_pad_template_new ("sink", GST_PAD_SINK, GST_PAD_ALWAYS, caps));
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gst_element_class_add_pad_template (element_class,
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gst_pad_template_new ("src", GST_PAD_SRC, GST_PAD_ALWAYS, caps));
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gst_caps_unref (caps);
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gst_element_class_set_static_metadata (element_class,
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"Direct3D11 Overlay", "Filter/Video",
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"Provides application renderable Direct3D11 render target view",
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"Seungha Yang <seungha@centricular.com>");
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trans_class->passthrough_on_same_caps = FALSE;
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trans_class->stop = GST_DEBUG_FUNCPTR (gst_d3d11_overlay_stop);
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trans_class->propose_allocation =
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GST_DEBUG_FUNCPTR (gst_d3d11_overlay_propose_allocation);
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trans_class->transform_ip =
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GST_DEBUG_FUNCPTR (gst_d3d11_overlay_transform_ip);
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filter_class->set_info = GST_DEBUG_FUNCPTR (gst_d3d11_overlay_set_info);
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GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_debug,
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"d3d11overlay", 0, "d3d11overlay");
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}
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static void
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gst_d3d11_overlay_init (GstD3D11Overlay * self)
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{
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}
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static gboolean
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gst_d3d11_overlay_stop (GstBaseTransform * trans)
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{
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GstD3D11Overlay *self = GST_D3D11_OVERLAY (trans);
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if (self->fallback_pool) {
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gst_buffer_pool_set_active (self->fallback_pool, FALSE);
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gst_clear_object (&self->fallback_pool);
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}
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return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
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}
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static gboolean
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gst_d3d11_overlay_propose_allocation (GstBaseTransform * trans,
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GstQuery * decide_query, GstQuery * query)
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{
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GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
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GstVideoInfo info;
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GstCaps *caps;
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guint size;
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GstBufferPool *pool = nullptr;
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gboolean update_pool = FALSE;
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guint min = 0;
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guint max = 0;
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GstStructure *config;
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GstD3D11AllocationParams *params;
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if (!GST_BASE_TRANSFORM_CLASS (parent_class)->propose_allocation (trans,
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decide_query, query))
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return FALSE;
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gst_query_parse_allocation (query, &caps, nullptr);
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if (!caps) {
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GST_WARNING_OBJECT (filter, "Query without caps");
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return FALSE;
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}
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if (!gst_video_info_from_caps (&info, caps)) {
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GST_ERROR_OBJECT (filter, "Invalid caps %" GST_PTR_FORMAT, caps);
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return FALSE;
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}
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size = GST_VIDEO_INFO_SIZE (&info);
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if (gst_query_get_n_allocation_pools (query) > 0) {
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gst_query_parse_nth_allocation_pool (query, 0, &pool, nullptr, &min, &max);
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if (pool) {
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if (!GST_IS_D3D11_BUFFER_POOL (pool)) {
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gst_clear_object (&pool);
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} else {
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GstD3D11BufferPool *dpool = GST_D3D11_BUFFER_POOL (pool);
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if (dpool->device != filter->device)
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gst_clear_object (&pool);
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}
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}
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update_pool = TRUE;
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}
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if (!pool)
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pool = gst_d3d11_buffer_pool_new (filter->device);
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config = gst_buffer_pool_get_config (pool);
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gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
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gst_buffer_pool_config_set_params (config, caps, size, 0, 0);
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params = gst_buffer_pool_config_get_d3d11_allocation_params (config);
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if (params) {
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params->desc[0].BindFlags |=
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(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET);
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} else {
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params = gst_d3d11_allocation_params_new (filter->device, &info,
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GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
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}
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gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
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gst_d3d11_allocation_params_free (params);
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if (!gst_buffer_pool_set_config (pool, config)) {
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GST_ERROR_OBJECT (filter, "Couldn't set pool config");
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gst_object_unref (pool);
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return FALSE;
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}
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/* d3d11 buffer pool will update buffer size based on allocated texture,
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* get size from config again */
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config = gst_buffer_pool_get_config (pool);
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gst_buffer_pool_config_get_params (config, nullptr, &size, nullptr, nullptr);
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gst_structure_free (config);
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if (update_pool)
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gst_query_set_nth_allocation_pool (query, 0, pool, size, min, max);
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else
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gst_query_add_allocation_pool (query, pool, size, min, max);
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gst_object_unref (pool);
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gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, nullptr);
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return TRUE;
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}
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static gboolean
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gst_d3d11_overlay_copy_memory (GstD3D11Overlay * self, GstMemory * src,
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GstMemory * dst)
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{
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GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (self);
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GstMapInfo src_map;
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GstMapInfo dst_map;
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ID3D11Resource *dst_texture, *src_texture;
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ID3D11DeviceContext *context;
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D3D11_TEXTURE2D_DESC src_desc, dst_desc;
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D3D11_BOX src_box;
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context = gst_d3d11_device_get_device_context_handle (filter->device);
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if (!gst_memory_map (src,
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&src_map, (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
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GST_ERROR_OBJECT (self, "Couldn't map src memory");
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return FALSE;
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}
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if (!gst_memory_map (dst,
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&dst_map, (GstMapFlags) (GST_MAP_WRITE | GST_MAP_D3D11))) {
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GST_ERROR_OBJECT (self, "Couldn't map dst memory");
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gst_memory_unmap (src, &src_map);
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return FALSE;
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}
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gst_d3d11_memory_get_texture_desc (GST_D3D11_MEMORY_CAST (src), &src_desc);
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gst_d3d11_memory_get_texture_desc (GST_D3D11_MEMORY_CAST (dst), &dst_desc);
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src_texture = (ID3D11Texture2D *) src_map.data;
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dst_texture = (ID3D11Texture2D *) dst_map.data;
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src_box.front = 0;
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src_box.back = 1;
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src_box.left = 0;
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src_box.top = 0;
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src_box.right = MIN (src_desc.Width, dst_desc.Width);
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src_box.bottom = MIN (src_desc.Height, dst_desc.Height);
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context->CopySubresourceRegion (dst_texture,
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0, 0, 0, 0, src_texture, 0, &src_box);
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gst_memory_unmap (src, &src_map);
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gst_memory_unmap (dst, &dst_map);
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return TRUE;
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}
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static GstFlowReturn
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gst_d3d11_overlay_transform_ip (GstBaseTransform * trans, GstBuffer * buf)
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{
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GstD3D11BaseFilter *filter = GST_D3D11_BASE_FILTER (trans);
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GstD3D11Overlay *self = GST_D3D11_OVERLAY (trans);
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GstMemory *mem;
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GstD3D11Memory *dmem;
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ID3D11RenderTargetView *rtv;
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GstBuffer *fallback_buf = nullptr;
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GstMemory *fallback_mem = nullptr;
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GstD3D11Memory *fallback_dmem = nullptr;
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GstMemory *target_mem;
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GstMapInfo map;
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gboolean rendered = FALSE;
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GstFlowReturn ret = GST_FLOW_OK;
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mem = gst_buffer_peek_memory (buf, 0);
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if (!gst_is_d3d11_memory (mem)) {
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GST_ERROR_OBJECT (self, "Not a d3d11 memory");
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return GST_FLOW_ERROR;
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}
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dmem = GST_D3D11_MEMORY_CAST (mem);
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rtv = gst_d3d11_memory_get_render_target_view (dmem, 0);
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if (!rtv) {
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GST_DEBUG_OBJECT (self, "RTV is unavailable");
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gst_buffer_pool_acquire_buffer (self->fallback_pool, &fallback_buf,
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nullptr);
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if (!fallback_buf) {
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GST_ERROR_OBJECT (self, "Couldn't allocate fallback buffer");
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return GST_FLOW_ERROR;
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}
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}
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GstD3D11DeviceLockGuard lk (filter->device);
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if (fallback_buf) {
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fallback_mem = gst_buffer_peek_memory (fallback_buf, 0);
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if (!gst_d3d11_overlay_copy_memory (self, mem, fallback_mem)) {
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GST_ERROR_OBJECT (self, "Couldn't copy input memory to fallback");
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gst_buffer_unref (fallback_buf);
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return GST_FLOW_ERROR;
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}
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fallback_dmem = GST_D3D11_MEMORY_CAST (fallback_mem);
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rtv = gst_d3d11_memory_get_render_target_view (fallback_dmem, 0);
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if (!rtv) {
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GST_ERROR_OBJECT (self, "RTV is unavailable");
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gst_buffer_unref (fallback_buf);
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return GST_FLOW_ERROR;
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}
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target_mem = fallback_mem;
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} else {
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target_mem = mem;
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}
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if (!gst_memory_map (target_mem, &map,
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(GstMapFlags) (GST_MAP_WRITE | GST_MAP_D3D11))) {
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GST_ERROR_OBJECT (self, "Couldn't map render target memory");
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gst_clear_buffer (&fallback_buf);
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return GST_FLOW_ERROR;
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}
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g_signal_emit (self, gst_d3d11_overlay_signals[SIGNAL_DRAW], 0,
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filter->device, rtv, GST_BUFFER_PTS (buf), GST_BUFFER_DURATION (buf),
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&rendered);
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GST_LOG_OBJECT (self, "Draw signal return: %d", rendered);
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gst_memory_unmap (target_mem, &map);
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if (fallback_buf && rendered) {
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if (!gst_d3d11_overlay_copy_memory (self, fallback_mem, mem)) {
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GST_ERROR_OBJECT (self, "Couldn't copy back to input memory");
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ret = GST_FLOW_ERROR;
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}
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}
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gst_clear_buffer (&fallback_buf);
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return ret;
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}
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static gboolean
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gst_d3d11_overlay_set_info (GstD3D11BaseFilter * filter, GstCaps * in_caps,
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GstVideoInfo * in_info, GstCaps * out_caps, GstVideoInfo * out_info)
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{
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GstD3D11Overlay *self = GST_D3D11_OVERLAY (filter);
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GstStructure *config;
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GstD3D11AllocationParams *params;
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if (self->fallback_pool) {
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gst_buffer_pool_set_active (self->fallback_pool, FALSE);
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gst_object_unref (self->fallback_pool);
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}
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self->fallback_pool = gst_d3d11_buffer_pool_new (filter->device);
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config = gst_buffer_pool_get_config (self->fallback_pool);
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gst_buffer_pool_config_add_option (config, GST_BUFFER_POOL_OPTION_VIDEO_META);
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gst_buffer_pool_config_set_params (config, in_caps,
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GST_VIDEO_INFO_SIZE (in_info), 0, 0);
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params = gst_d3d11_allocation_params_new (filter->device, in_info,
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GST_D3D11_ALLOCATION_FLAG_DEFAULT,
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
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gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
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gst_d3d11_allocation_params_free (params);
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if (!gst_buffer_pool_set_config (self->fallback_pool, config)) {
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GST_ERROR_OBJECT (self, "Couldn't set pool config");
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gst_clear_object (&self->fallback_pool);
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return FALSE;
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}
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if (!gst_buffer_pool_set_active (self->fallback_pool, TRUE)) {
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GST_ERROR_OBJECT (self, "Couldn't activate pool");
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gst_clear_object (&self->fallback_pool);
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return FALSE;
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}
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GST_DEBUG_OBJECT (self, "New caps %" GST_PTR_FORMAT, in_caps);
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g_signal_emit (self, gst_d3d11_overlay_signals[SIGNAL_CAPS_CHANGED], 0,
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in_caps);
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return TRUE;
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}
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