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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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3e912a2214
Adding an example to demonstrate resource sharing between D3D11 device and GPU synchronization Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6303>
1127 lines
34 KiB
C++
1127 lines
34 KiB
C++
/*
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* GStreamer
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* Copyright (C) 2024 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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/* This example demonstrate inter D3D11 device synchronization.
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*
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* For the inter D3D11 device synchronization, this example uses DXGI keyed
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* with shared texture. The shared texture is allocated by RenderEngine's D3D11
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* device and opened by GStreamer DecodingEngine module's D3D11 device.
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*
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* RenderEngine: Representing external render module/library such as game engine.
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* This component constis of swapchain and shader with its own D3D11 device.
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* On render event, this component will render input texture to backbuffer
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* then rendered texture will be presented
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*
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* DecodingEngine: Wrapping GStreamer pipeline with own D3D11 device.
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* On render event, GStreamer produced decoded texture will be rendered to
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* the shared texture by GStreamer D3D11 device.
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*
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* Main thread: Executing window message pumping and trigger render event
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* on timeout. Main render event will be executed in this thread.
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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 <gst/gst.h>
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#include <gst/video/video.h>
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#include <gst/d3d11/gstd3d11.h>
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#include <gst/app/app.h>
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#include <windows.h>
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#include <wrl.h>
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#include <string>
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#include <d3d11_1.h>
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#include <dxgi1_2.h>
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#include <mutex>
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using namespace Microsoft::WRL;
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#if 0
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Texture2D shaderTexture;
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SamplerState samplerState;
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struct PS_INPUT
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{
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float4 Position : SV_POSITION;
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float2 Texture : TEXCOORD;
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};
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float4 PSMain_sample (PS_INPUT input): SV_TARGET
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{
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return shaderTexture.Sample (samplerState, input.Texture);
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}
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#endif
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const BYTE g_PSMain_sample[] =
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{
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68, 88, 66, 67, 42, 171,
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68, 189, 81, 136, 62, 236,
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196, 37, 91, 100, 172, 130,
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148, 251, 1, 0, 0, 0,
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80, 2, 0, 0, 5, 0,
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0, 0, 52, 0, 0, 0,
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220, 0, 0, 0, 52, 1,
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0, 0, 104, 1, 0, 0,
|
|
212, 1, 0, 0, 82, 68,
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|
69, 70, 160, 0, 0, 0,
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|
0, 0, 0, 0, 0, 0,
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|
0, 0, 2, 0, 0, 0,
|
|
28, 0, 0, 0, 0, 4,
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|
255, 255, 0, 1, 0, 0,
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|
119, 0, 0, 0, 92, 0,
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|
0, 0, 3, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 1, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
105, 0, 0, 0, 2, 0,
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|
0, 0, 5, 0, 0, 0,
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|
4, 0, 0, 0, 255, 255,
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|
255, 255, 0, 0, 0, 0,
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|
1, 0, 0, 0, 12, 0,
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0, 0, 115, 97, 109, 112,
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108, 101, 114, 83, 116, 97,
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116, 101, 0, 115, 104, 97,
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100, 101, 114, 84, 101, 120,
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116, 117, 114, 101, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 49, 48,
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46, 49, 0, 171, 73, 83,
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71, 78, 80, 0, 0, 0,
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2, 0, 0, 0, 8, 0,
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0, 0, 56, 0, 0, 0,
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0, 0, 0, 0, 1, 0,
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0, 0, 3, 0, 0, 0,
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0, 0, 0, 0, 15, 0,
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0, 0, 68, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 3, 0, 0, 0,
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1, 0, 0, 0, 3, 3,
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0, 0, 83, 86, 95, 80,
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79, 83, 73, 84, 73, 79,
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78, 0, 84, 69, 88, 67,
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79, 79, 82, 68, 0, 171,
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171, 171, 79, 83, 71, 78,
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44, 0, 0, 0, 1, 0,
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|
0, 0, 8, 0, 0, 0,
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|
32, 0, 0, 0, 0, 0,
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|
0, 0, 0, 0, 0, 0,
|
|
3, 0, 0, 0, 0, 0,
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|
0, 0, 15, 0, 0, 0,
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83, 86, 95, 84, 65, 82,
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|
71, 69, 84, 0, 171, 171,
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|
83, 72, 68, 82, 100, 0,
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0, 0, 64, 0, 0, 0,
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25, 0, 0, 0, 90, 0,
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0, 3, 0, 96, 16, 0,
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0, 0, 0, 0, 88, 24,
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0, 4, 0, 112, 16, 0,
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0, 0, 0, 0, 85, 85,
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0, 0, 98, 16, 0, 3,
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50, 16, 16, 0, 1, 0,
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0, 0, 101, 0, 0, 3,
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242, 32, 16, 0, 0, 0,
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0, 0, 69, 0, 0, 9,
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242, 32, 16, 0, 0, 0,
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0, 0, 70, 16, 16, 0,
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1, 0, 0, 0, 70, 126,
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16, 0, 0, 0, 0, 0,
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0, 96, 16, 0, 0, 0,
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0, 0, 62, 0, 0, 1,
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83, 84, 65, 84, 116, 0,
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0, 0, 2, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 2, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0
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};
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#if 0
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float2 Texture : TEXCOORD;
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};
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float2 Texture : TEXCOORD;
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};
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VS_OUTPUT VSMain_coord (VS_INPUT input)
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{
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return input;
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}
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#endif
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const BYTE g_VSMain_coord[] =
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{
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68, 88, 66, 67, 119, 76,
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129, 53, 139, 143, 201, 108,
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78, 31, 90, 10, 57, 206,
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5, 93, 1, 0, 0, 0,
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|
24, 2, 0, 0, 5, 0,
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|
0, 0, 52, 0, 0, 0,
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128, 0, 0, 0, 212, 0,
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0, 0, 44, 1, 0, 0,
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156, 1, 0, 0, 82, 68,
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69, 70, 68, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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28, 0, 0, 0, 0, 4,
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254, 255, 0, 1, 0, 0,
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28, 0, 0, 0, 77, 105,
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99, 114, 111, 115, 111, 102,
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116, 32, 40, 82, 41, 32,
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72, 76, 83, 76, 32, 83,
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104, 97, 100, 101, 114, 32,
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67, 111, 109, 112, 105, 108,
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101, 114, 32, 49, 48, 46,
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49, 0, 73, 83, 71, 78,
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|
76, 0, 0, 0, 2, 0,
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0, 0, 8, 0, 0, 0,
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56, 0, 0, 0, 0, 0,
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|
0, 0, 0, 0, 0, 0,
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|
3, 0, 0, 0, 0, 0,
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0, 0, 15, 15, 0, 0,
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65, 0, 0, 0, 0, 0,
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|
0, 0, 0, 0, 0, 0,
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|
3, 0, 0, 0, 1, 0,
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|
0, 0, 3, 3, 0, 0,
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80, 79, 83, 73, 84, 73,
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79, 78, 0, 84, 69, 88,
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67, 79, 79, 82, 68, 0,
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171, 171, 79, 83, 71, 78,
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80, 0, 0, 0, 2, 0,
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0, 0, 8, 0, 0, 0,
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|
56, 0, 0, 0, 0, 0,
|
|
0, 0, 1, 0, 0, 0,
|
|
3, 0, 0, 0, 0, 0,
|
|
0, 0, 15, 0, 0, 0,
|
|
68, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
3, 0, 0, 0, 1, 0,
|
|
0, 0, 3, 12, 0, 0,
|
|
83, 86, 95, 80, 79, 83,
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|
73, 84, 73, 79, 78, 0,
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|
84, 69, 88, 67, 79, 79,
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|
82, 68, 0, 171, 171, 171,
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|
83, 72, 68, 82, 104, 0,
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|
0, 0, 64, 0, 1, 0,
|
|
26, 0, 0, 0, 95, 0,
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|
0, 3, 242, 16, 16, 0,
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|
0, 0, 0, 0, 95, 0,
|
|
0, 3, 50, 16, 16, 0,
|
|
1, 0, 0, 0, 103, 0,
|
|
0, 4, 242, 32, 16, 0,
|
|
0, 0, 0, 0, 1, 0,
|
|
0, 0, 101, 0, 0, 3,
|
|
50, 32, 16, 0, 1, 0,
|
|
0, 0, 54, 0, 0, 5,
|
|
242, 32, 16, 0, 0, 0,
|
|
0, 0, 70, 30, 16, 0,
|
|
0, 0, 0, 0, 54, 0,
|
|
0, 5, 50, 32, 16, 0,
|
|
1, 0, 0, 0, 70, 16,
|
|
16, 0, 1, 0, 0, 0,
|
|
62, 0, 0, 1, 83, 84,
|
|
65, 84, 116, 0, 0, 0,
|
|
3, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
4, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 1, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 2, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0, 0,
|
|
0, 0
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|
};
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struct VertexData
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{
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struct
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{
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FLOAT x;
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FLOAT y;
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FLOAT z;
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} pos;
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struct
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{
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FLOAT u;
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FLOAT v;
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} uv;
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};
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class RenderEngine
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{
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public:
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/* Setup d3d11 resources, shader, and swapchain */
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RenderEngine (HWND hwnd)
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{
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static const D3D_FEATURE_LEVEL feature_levels[] = {
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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};
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ComPtr<IDXGIFactory1> factory;
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auto hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
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g_assert (SUCCEEDED (hr));
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/* We will use CreateSwapChainForHwnd which requires IDXGIFactory2 interface */
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hr = factory.As (&factory_);
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g_assert (SUCCEEDED (hr));
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/* Select first (default) device. User can select one among enumerated adapters */
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ComPtr<IDXGIAdapter> adapter;
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hr = factory_->EnumAdapters (0, &adapter);
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g_assert (SUCCEEDED (hr));
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hr = D3D11CreateDevice (adapter.Get (), D3D_DRIVER_TYPE_UNKNOWN,
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nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT, feature_levels,
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G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device_,
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nullptr, &context_);
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/* Old OS may not understand D3D_FEATURE_LEVEL_11_1, try without it if needed */
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if (FAILED (hr)) {
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hr = D3D11CreateDevice (adapter.Get (), D3D_DRIVER_TYPE_UNKNOWN,
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nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT, &feature_levels[1],
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G_N_ELEMENTS (feature_levels) - 1, D3D11_SDK_VERSION, &device_,
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nullptr, &context_);
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}
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g_assert (SUCCEEDED (hr));
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/* Create shader pipeline */
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D3D11_SAMPLER_DESC sampler_desc = { };
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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hr = device_->CreateSamplerState (&sampler_desc, &sampler_);
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g_assert (SUCCEEDED (hr));
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D3D11_INPUT_ELEMENT_DESC input_desc[2];
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input_desc[0].SemanticName = "POSITION";
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input_desc[0].SemanticIndex = 0;
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input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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input_desc[0].InputSlot = 0;
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input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[0].InstanceDataStepRate = 0;
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input_desc[1].SemanticName = "TEXCOORD";
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input_desc[1].SemanticIndex = 0;
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input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
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input_desc[1].InputSlot = 0;
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input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
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input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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input_desc[1].InstanceDataStepRate = 0;
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hr = device_->CreateVertexShader (g_VSMain_coord, sizeof (g_VSMain_coord),
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nullptr, &vs_);
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g_assert (SUCCEEDED (hr));
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hr = device_->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc),
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g_VSMain_coord, sizeof (g_VSMain_coord), &layout_);
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g_assert (SUCCEEDED (hr));
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hr = device_->CreatePixelShader (g_PSMain_sample, sizeof (g_PSMain_sample),
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nullptr, &ps_);
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g_assert (SUCCEEDED (hr));
|
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|
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VertexData vertex_data[4];
|
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/* bottom left */
|
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vertex_data[0].pos.x = -1.0f;
|
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vertex_data[0].pos.y = -1.0f;
|
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vertex_data[0].pos.z = 0.0f;
|
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vertex_data[0].uv.u = 0.0f;
|
|
vertex_data[0].uv.v = 1.0f;
|
|
|
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/* top left */
|
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vertex_data[1].pos.x = -1.0f;
|
|
vertex_data[1].pos.y = 1.0f;
|
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vertex_data[1].pos.z = 0.0f;
|
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vertex_data[1].uv.u = 0.0f;
|
|
vertex_data[1].uv.v = 0.0f;
|
|
|
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/* top right */
|
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vertex_data[2].pos.x = 1.0f;
|
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vertex_data[2].pos.y = 1.0f;
|
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vertex_data[2].pos.z = 0.0f;
|
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vertex_data[2].uv.u = 1.0f;
|
|
vertex_data[2].uv.v = 0.0f;
|
|
|
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/* bottom right */
|
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vertex_data[3].pos.x = 1.0f;
|
|
vertex_data[3].pos.y = -1.0f;
|
|
vertex_data[3].pos.z = 0.0f;
|
|
vertex_data[3].uv.u = 1.0f;
|
|
vertex_data[3].uv.v = 1.0f;
|
|
|
|
D3D11_BUFFER_DESC buffer_desc = { };
|
|
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
buffer_desc.ByteWidth = sizeof (VertexData) * 4;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
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D3D11_SUBRESOURCE_DATA subresource_data = { };
|
|
subresource_data.pSysMem = vertex_data;
|
|
subresource_data.SysMemPitch = sizeof (VertexData) * 4;
|
|
hr = device_->CreateBuffer (&buffer_desc, &subresource_data, &vertex_buf_);
|
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g_assert (SUCCEEDED (hr));
|
|
|
|
const WORD indices[6] = { 0, 1, 2, 3, 0, 2 };
|
|
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
|
|
buffer_desc.ByteWidth = sizeof (WORD) * 6;
|
|
buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
subresource_data.pSysMem = indices;
|
|
subresource_data.SysMemPitch = sizeof (WORD) * 6;
|
|
hr = device_->CreateBuffer (&buffer_desc, &subresource_data, &index_buf_);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
D3D11_RASTERIZER_DESC rs_desc = { };
|
|
rs_desc.FillMode = D3D11_FILL_SOLID;
|
|
rs_desc.CullMode = D3D11_CULL_NONE;
|
|
rs_desc.DepthClipEnable = TRUE;
|
|
|
|
hr = device_->CreateRasterizerState (&rs_desc, &rs_);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
/* Create swapchain */
|
|
DXGI_SWAP_CHAIN_DESC1 swapchain_desc = { };
|
|
swapchain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
swapchain_desc.SampleDesc.Count = 1;
|
|
swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
swapchain_desc.BufferCount = 2;
|
|
swapchain_desc.Scaling = DXGI_SCALING_NONE;
|
|
swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
|
|
swapchain_desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
|
hr = factory_->CreateSwapChainForHwnd (device_.Get (), hwnd,
|
|
&swapchain_desc, nullptr, nullptr, &swapchain_);
|
|
g_assert (SUCCEEDED (hr));
|
|
}
|
|
|
|
RenderEngine () = delete;
|
|
RenderEngine& operator=(const RenderEngine &) = delete;
|
|
|
|
/* On HWND resize, swapchain and backbuffer need resizing as well */
|
|
void ResizeSwapchain ()
|
|
{
|
|
rtv_ = nullptr;
|
|
backbuf_ = nullptr;
|
|
auto hr = swapchain_->ResizeBuffers (
|
|
/* Use the same backbuffer count */
|
|
0,
|
|
/* Resize to fit window's client area */
|
|
0, 0,
|
|
/* Use configured format */
|
|
DXGI_FORMAT_UNKNOWN, 0);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
hr = swapchain_->GetBuffer (0, IID_PPV_ARGS (&backbuf_));
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = { };
|
|
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
|
hr = device_->CreateRenderTargetView (backbuf_.Get (), &rtv_desc, &rtv_);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
D3D11_TEXTURE2D_DESC desc = { };
|
|
backbuf_->GetDesc (&desc);
|
|
|
|
viewport_[0].TopLeftX = 0;
|
|
viewport_[0].TopLeftY = 0;
|
|
viewport_[0].Width = desc.Width / 2;
|
|
viewport_[0].Height = desc.Height;
|
|
viewport_[0].MinDepth = 0;
|
|
viewport_[0].MaxDepth = 1;
|
|
|
|
viewport_[1] = viewport_[0];
|
|
viewport_[1].TopLeftX = viewport_[1].Width;
|
|
}
|
|
|
|
void Render (ID3D11Texture2D * texture[2])
|
|
{
|
|
ComPtr<ID3D11ShaderResourceView> srv[2];
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { };
|
|
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
|
srv_desc.Texture2D.MipLevels = 1;
|
|
HRESULT hr;
|
|
for (UINT i = 0; i < 2; i++) {
|
|
hr = device_->CreateShaderResourceView (texture[i], &srv_desc,
|
|
&srv[i]);
|
|
g_assert (SUCCEEDED (hr));
|
|
}
|
|
|
|
context_->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ID3D11Buffer *vb[] = { vertex_buf_.Get () };
|
|
UINT offsets = 0;
|
|
UINT vb_stride = sizeof (VertexData);
|
|
context_->IASetVertexBuffers (0, 1, vb, &vb_stride, &offsets);
|
|
context_->IASetIndexBuffer (index_buf_.Get (), DXGI_FORMAT_R16_UINT, 0);
|
|
context_->IASetInputLayout (layout_.Get ());
|
|
|
|
context_->VSSetShader (vs_.Get (), nullptr, 0);
|
|
|
|
ID3D11SamplerState *sampler[] = { sampler_.Get () };
|
|
context_->PSSetSamplers (0, 1, sampler);
|
|
context_->PSSetShader(ps_.Get (), nullptr, 0);
|
|
|
|
ID3D11ShaderResourceView *view[] = { srv[0].Get () };
|
|
context_->PSSetShaderResources (0, 1, view);
|
|
|
|
context_->RSSetState (rs_.Get ());
|
|
context_->RSSetViewports (1, viewport_);
|
|
|
|
context_->OMSetBlendState (nullptr, nullptr, 0xffffffff);
|
|
ID3D11RenderTargetView *rtv[] = { rtv_.Get () };
|
|
context_->OMSetRenderTargets (1, rtv, nullptr);
|
|
context_->DrawIndexed (6, 0, 0);
|
|
|
|
/* Draw right image */
|
|
view[0] = srv[1].Get ();
|
|
context_->PSSetShaderResources (0, 1, view);
|
|
context_->RSSetViewports (1, &viewport_[1]);
|
|
context_->DrawIndexed (6, 0, 0);
|
|
|
|
/* Then present */
|
|
swapchain_->Present (0, 0);
|
|
}
|
|
|
|
ID3D11Device * GetDevice ()
|
|
{
|
|
return device_.Get ();
|
|
}
|
|
|
|
private:
|
|
ComPtr<IDXGIFactory2> factory_;
|
|
ComPtr<IDXGISwapChain1> swapchain_;
|
|
ComPtr<ID3D11Device> device_;
|
|
ComPtr<ID3D11DeviceContext> context_;
|
|
D3D11_TEXTURE2D_DESC backbuf_desc_ = { };
|
|
ComPtr<ID3D11Texture2D> backbuf_;
|
|
ComPtr<ID3D11RasterizerState> rs_;
|
|
ComPtr<ID3D11RenderTargetView> rtv_;
|
|
ComPtr<ID3D11PixelShader> ps_;
|
|
ComPtr<ID3D11VertexShader> vs_;
|
|
ComPtr<ID3D11InputLayout> layout_;
|
|
ComPtr<ID3D11SamplerState> sampler_;
|
|
ComPtr<ID3D11Buffer> vertex_buf_;
|
|
ComPtr<ID3D11Buffer> index_buf_;
|
|
D3D11_VIEWPORT viewport_[2] = { };
|
|
};
|
|
|
|
static bool
|
|
find_decoder (gint64 luid, std::string & feature_name)
|
|
{
|
|
GList *features;
|
|
GList *iter;
|
|
|
|
/* Load features of d3d11 plugin */
|
|
features = gst_registry_get_feature_list_by_plugin (gst_registry_get (),
|
|
"d3d11");
|
|
|
|
if (!features)
|
|
return false;
|
|
|
|
for (iter = features; iter; iter = g_list_next (iter)) {
|
|
GstPluginFeature *f = GST_PLUGIN_FEATURE (iter->data);
|
|
GstElementFactory *factory;
|
|
const gchar *name;
|
|
GstElement *element;
|
|
gint64 adapter_luid;
|
|
|
|
if (!GST_IS_ELEMENT_FACTORY (f))
|
|
continue;
|
|
|
|
factory = GST_ELEMENT_FACTORY (f);
|
|
if (!gst_element_factory_list_is_type (factory,
|
|
GST_ELEMENT_FACTORY_TYPE_DECODER))
|
|
continue;
|
|
|
|
name = gst_plugin_feature_get_name (f);
|
|
if (!g_strrstr (name, "h264"))
|
|
continue;
|
|
|
|
element = gst_element_factory_create (factory, nullptr);
|
|
/* unexpected */
|
|
if (!element)
|
|
continue;
|
|
|
|
/* query adapter-luid associated with this decoder */
|
|
g_object_get (element, "adapter-luid", &adapter_luid, nullptr);
|
|
gst_object_unref (element);
|
|
|
|
/* element object can be directly used in pipeline, but this example
|
|
* demonstrates a way of plugin enumeration */
|
|
if (adapter_luid == luid) {
|
|
feature_name = name;
|
|
break;
|
|
}
|
|
}
|
|
|
|
gst_plugin_feature_list_free (features);
|
|
|
|
if (feature_name.empty ())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
class DecodingEngine
|
|
{
|
|
public:
|
|
DecodingEngine (ID3D11Device * render_device, UINT width, UINT height,
|
|
const std::string & file_location, HANDLE shutdown_handle)
|
|
{
|
|
main_context_ = g_main_context_new ();
|
|
main_loop_ = g_main_loop_new (main_context_, FALSE);
|
|
event_handle_ = shutdown_handle;
|
|
|
|
gst_video_info_set_format (&render_info_,
|
|
GST_VIDEO_FORMAT_RGBA, width, height);
|
|
|
|
/* Find adapter LUID of render device, then create our device with the same
|
|
* adapter */
|
|
ComPtr<IDXGIDevice> dxgi_device;
|
|
auto hr = render_device->QueryInterface (IID_PPV_ARGS (&dxgi_device));
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
ComPtr<IDXGIAdapter> adapter;
|
|
hr = dxgi_device->GetAdapter (&adapter);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
DXGI_ADAPTER_DESC adapter_desc;
|
|
hr = adapter->GetDesc (&adapter_desc);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
auto luid = gst_d3d11_luid_to_int64 (&adapter_desc.AdapterLuid);
|
|
std::string decoder_factory;
|
|
if (!find_decoder (luid, decoder_factory)) {
|
|
gst_println ("GPU does not support H.264 decoding");
|
|
decoder_factory = "avdec_h264";
|
|
}
|
|
|
|
std::string pipeline_str = "filesrc location=" + file_location +
|
|
" ! parsebin ! h264parse ! " + decoder_factory +
|
|
" ! d3d11upload ! video/x-raw(memory:D3D11Memory) ! appsink name=sink";
|
|
pipeline_ = gst_parse_launch (pipeline_str.c_str (), nullptr);
|
|
g_assert (pipeline_);
|
|
|
|
auto appsink = (GstAppSink *)
|
|
gst_bin_get_by_name (GST_BIN (pipeline_), "sink");
|
|
g_assert (appsink);
|
|
|
|
/* Install appsink callback */
|
|
GstAppSinkCallbacks callbacks = { };
|
|
callbacks.new_sample = DecodingEngine::onNewSample;
|
|
//callbacks.propose_allocation = DecodingEngine::onProposeAllocation;
|
|
gst_app_sink_set_callbacks (appsink, &callbacks, this, nullptr);
|
|
gst_object_unref (appsink);
|
|
|
|
/* This device will be used by our pipeline */
|
|
device_ = gst_d3d11_device_new_for_adapter_luid (luid,
|
|
D3D11_CREATE_DEVICE_BGRA_SUPPORT);
|
|
g_assert (device_);
|
|
|
|
/* Create texture owned by render engine */
|
|
D3D11_TEXTURE2D_DESC texture_desc = { };
|
|
texture_desc.Width = width;
|
|
texture_desc.Height = height;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags =
|
|
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
|
/* Enable keyed mutex + NT handle to make texture sharable */
|
|
texture_desc.MiscFlags =
|
|
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX |
|
|
D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
|
|
hr = render_device->CreateTexture2D (&texture_desc, nullptr,
|
|
&texture_);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
/* Gets keyed mutex interface and acquire sync at render device side.
|
|
* This keyed mutex will be temporarily released
|
|
* when rendering to shared texture by GStreamer D3D11 device,
|
|
* then re-acquired for render engine device */
|
|
hr = texture_.As (&keyed_mutex_);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
hr = keyed_mutex_->AcquireSync (0, INFINITE);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
/* Create shared NT handle so that GStreamer device can access */
|
|
ComPtr<IDXGIResource1> dxgi_resource;
|
|
hr = texture_.As (&dxgi_resource);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
HANDLE shared_handle = nullptr;
|
|
hr = dxgi_resource->CreateSharedHandle (nullptr,
|
|
DXGI_SHARED_RESOURCE_READ | DXGI_SHARED_RESOURCE_WRITE, nullptr,
|
|
&shared_handle);
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
auto gst_device = gst_d3d11_device_get_device_handle (device_);
|
|
ComPtr<ID3D11Device1> device1;
|
|
hr = gst_device->QueryInterface (IID_PPV_ARGS (&device1));
|
|
g_assert (SUCCEEDED (hr));
|
|
|
|
/* Open shared texture at GStreamer device side */
|
|
ComPtr<ID3D11Texture2D> gst_texture;
|
|
hr = device1->OpenSharedResource1 (shared_handle,
|
|
IID_PPV_ARGS (&gst_texture));
|
|
g_assert (SUCCEEDED (hr));
|
|
/* Can close NT handle now */
|
|
CloseHandle (shared_handle);
|
|
|
|
/* Wrap shared texture with GstD3D11Memory in order to convert texture
|
|
* using converter API */
|
|
GstMemory *mem = gst_d3d11_allocator_alloc_wrapped (nullptr, device_,
|
|
gst_texture.Get (),
|
|
/* CPU accessible (staging texture) memory size is unknown.
|
|
* Pass zero here, then GStreamer will calculate it */
|
|
0, nullptr, nullptr);
|
|
g_assert (mem);
|
|
|
|
shared_buffer_ = gst_buffer_new ();
|
|
gst_buffer_append_memory (shared_buffer_, mem);
|
|
}
|
|
|
|
DecodingEngine () = delete;
|
|
DecodingEngine& operator=(const DecodingEngine &) = delete;
|
|
|
|
~DecodingEngine ()
|
|
{
|
|
g_main_loop_quit (main_loop_);
|
|
g_clear_pointer (&thread_, g_thread_join);
|
|
gst_clear_sample (&last_sample_);
|
|
gst_clear_caps (&last_caps_);
|
|
gst_clear_buffer (&shared_buffer_);
|
|
gst_clear_object (&pipeline_);
|
|
gst_clear_object (&conv_);
|
|
gst_clear_object (&device_);
|
|
g_main_loop_unref (main_loop_);
|
|
g_main_context_unref (main_context_);
|
|
}
|
|
|
|
static GstFlowReturn
|
|
onNewSample (GstAppSink * appsink, gpointer user_data)
|
|
{
|
|
GstSample *new_sample;
|
|
|
|
new_sample = gst_app_sink_pull_sample (appsink);
|
|
if (!new_sample)
|
|
return GST_FLOW_ERROR;
|
|
|
|
auto caps = gst_sample_get_caps (new_sample);
|
|
if (!caps) {
|
|
gst_sample_unref (new_sample);
|
|
gst_printerrln ("Sample without caps");
|
|
return GST_FLOW_ERROR;
|
|
}
|
|
|
|
auto self = (DecodingEngine *) user_data;
|
|
std::lock_guard<std::mutex> lk (self->lock_);
|
|
/* Caps updated, recreate converter */
|
|
if (self->last_caps_ && !gst_caps_is_equal (self->last_caps_, caps))
|
|
gst_clear_object (&self->conv_);
|
|
|
|
if (!self->conv_) {
|
|
GstVideoInfo in_info;
|
|
gst_video_info_from_caps (&in_info, caps);
|
|
|
|
/* In case of shared texture, video processor might not behave as expected.
|
|
* Use only pixel shader */
|
|
auto config = gst_structure_new ("converter-config",
|
|
GST_D3D11_CONVERTER_OPT_BACKEND, GST_TYPE_D3D11_CONVERTER_BACKEND,
|
|
GST_D3D11_CONVERTER_BACKEND_SHADER, nullptr);
|
|
|
|
self->conv_ = gst_d3d11_converter_new (self->device_, &in_info,
|
|
&self->render_info_, config);
|
|
}
|
|
|
|
gst_caps_replace (&self->last_caps_, caps);
|
|
gst_clear_sample (&self->last_sample_);
|
|
self->last_sample_ = new_sample;
|
|
|
|
return GST_FLOW_OK;
|
|
}
|
|
|
|
static gboolean
|
|
busHandler (GstBus * bus, GstMessage * msg, gpointer user_data)
|
|
{
|
|
auto self = (DecodingEngine *) user_data;
|
|
switch (GST_MESSAGE_TYPE (msg)) {
|
|
case GST_MESSAGE_ERROR:
|
|
{
|
|
GError *err;
|
|
gchar *dbg;
|
|
|
|
gst_message_parse_error (msg, &err, &dbg);
|
|
gst_printerrln ("ERROR %s", err->message);
|
|
if (dbg != nullptr)
|
|
gst_printerrln ("ERROR debug information: %s", dbg);
|
|
g_clear_error (&err);
|
|
g_free (dbg);
|
|
g_main_loop_quit (self->main_loop_);
|
|
break;
|
|
}
|
|
case GST_MESSAGE_EOS:
|
|
gst_println ("Got EOS");
|
|
g_main_loop_quit (self->main_loop_);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return G_SOURCE_CONTINUE;
|
|
}
|
|
|
|
static GstBusSyncReply
|
|
busSyncHandler (GstBus * bus, GstMessage * msg, gpointer user_data)
|
|
{
|
|
auto self = (DecodingEngine *) user_data;
|
|
|
|
switch (GST_MESSAGE_TYPE (msg)) {
|
|
case GST_MESSAGE_NEED_CONTEXT:
|
|
{
|
|
const gchar *ctx_type;
|
|
if (!gst_message_parse_context_type (msg, &ctx_type))
|
|
break;
|
|
|
|
/* non-d3d11 context message is not interested */
|
|
if (g_strcmp0 (ctx_type, GST_D3D11_DEVICE_HANDLE_CONTEXT_TYPE) != 0)
|
|
break;
|
|
|
|
/* Pass our device to the message source element.
|
|
* Otherwise pipeline will create another device */
|
|
auto context = gst_d3d11_context_new (self->device_);
|
|
gst_element_set_context (GST_ELEMENT (msg->src), context);
|
|
gst_context_unref (context);
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
return GST_BUS_PASS;
|
|
}
|
|
|
|
static gpointer
|
|
loopFunc (gpointer user_data)
|
|
{
|
|
auto self = (DecodingEngine *) user_data;
|
|
GstBus *bus;
|
|
|
|
g_main_context_push_thread_default (self->main_context_);
|
|
bus = gst_element_get_bus (self->pipeline_);
|
|
gst_bus_add_watch (bus, DecodingEngine::busHandler, self);
|
|
gst_bus_set_sync_handler (bus, DecodingEngine::busSyncHandler,
|
|
self, nullptr);
|
|
|
|
auto ret = gst_element_set_state (self->pipeline_, GST_STATE_PLAYING);
|
|
g_assert (ret != GST_STATE_CHANGE_FAILURE);
|
|
|
|
g_main_loop_run (self->main_loop_);
|
|
|
|
gst_element_set_state (self->pipeline_, GST_STATE_NULL);
|
|
gst_bus_set_sync_handler (bus, nullptr, nullptr, nullptr);
|
|
gst_bus_remove_watch (bus);
|
|
gst_object_unref (bus);
|
|
g_main_context_pop_thread_default (self->main_context_);
|
|
|
|
/* Set event to terminate main rendering loop */
|
|
SetEvent (self->event_handle_);
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void Run ()
|
|
{
|
|
thread_ = g_thread_new ("DecodingLoop", DecodingEngine::loopFunc,
|
|
this);
|
|
}
|
|
|
|
void UpdateTexture ()
|
|
{
|
|
GstSample *sample = nullptr;
|
|
|
|
/* Steal sample pointer */
|
|
std::lock_guard <std::mutex> lk (lock_);
|
|
/* If there's no updated sample, don't need to render again */
|
|
if (!last_sample_)
|
|
return;
|
|
|
|
sample = last_sample_;
|
|
last_sample_ = nullptr;
|
|
|
|
auto buf = gst_sample_get_buffer (sample);
|
|
if (!buf) {
|
|
gst_printerrln ("Sample without buffer");
|
|
gst_sample_unref (sample);
|
|
return;
|
|
}
|
|
|
|
/* Release sync from render engine device,
|
|
* so that GStreamer device can acquire sync */
|
|
keyed_mutex_->ReleaseSync (0);
|
|
|
|
/* Converter will take gst_d3d11_device_lock() and acquire sync */
|
|
gst_d3d11_converter_convert_buffer (conv_, buf, shared_buffer_);
|
|
|
|
/* After the above function returned, GStreamer will release sync.
|
|
* Acquire sync again for render engine device */
|
|
keyed_mutex_->AcquireSync (0, INFINITE);
|
|
gst_sample_unref (sample);
|
|
}
|
|
|
|
ID3D11Texture2D * GetTexture ()
|
|
{
|
|
return texture_.Get ();
|
|
}
|
|
|
|
private:
|
|
GMainContext *main_context_ = nullptr;
|
|
GMainLoop *main_loop_ = nullptr;
|
|
/* Texture and keyed mutex owned by render-engine device */
|
|
ComPtr<ID3D11Texture2D> texture_;
|
|
ComPtr<IDXGIKeyedMutex> keyed_mutex_;
|
|
GstVideoInfo render_info_;
|
|
std::mutex lock_;
|
|
GstCaps *last_caps_ = nullptr;
|
|
GstSample *last_sample_ = nullptr;
|
|
GstBuffer *shared_buffer_ = nullptr;
|
|
GstD3D11Device *device_ = nullptr;
|
|
GstElement *pipeline_ = nullptr;
|
|
GstD3D11Converter *conv_ = nullptr;
|
|
GThread *thread_ = nullptr;
|
|
HANDLE event_handle_ = nullptr;
|
|
};
|
|
|
|
#define APP_DATA_PROP_NAME "AppData"
|
|
|
|
struct AppData
|
|
{
|
|
void Draw ()
|
|
{
|
|
ID3D11Texture2D *textures[2];
|
|
for (UINT i = 0; i < 2; i++) {
|
|
decoding_engine[i]->UpdateTexture ();
|
|
textures[i] = decoding_engine[i]->GetTexture ();
|
|
}
|
|
|
|
render_engine->Render (textures);
|
|
}
|
|
|
|
void onResize ()
|
|
{
|
|
ID3D11Texture2D *textures[2];
|
|
for (UINT i = 0; i < 2; i++)
|
|
textures[i] = decoding_engine[i]->GetTexture ();
|
|
|
|
render_engine->ResizeSwapchain ();
|
|
render_engine->Render (textures);
|
|
}
|
|
|
|
HANDLE shutdown_handle;
|
|
RenderEngine *render_engine;
|
|
DecodingEngine *decoding_engine[2];
|
|
};
|
|
|
|
static LRESULT CALLBACK
|
|
window_proc (HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
|
|
{
|
|
switch (msg) {
|
|
case WM_DESTROY:
|
|
{
|
|
auto app_data = (AppData *) GetPropA (hwnd, APP_DATA_PROP_NAME);
|
|
if (!app_data)
|
|
break;
|
|
|
|
SetEvent (app_data->shutdown_handle);
|
|
break;
|
|
}
|
|
case WM_SIZE:
|
|
{
|
|
auto app_data = (AppData *) GetPropA (hwnd, APP_DATA_PROP_NAME);
|
|
if (!app_data)
|
|
break;
|
|
|
|
app_data->onResize ();
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return DefWindowProc (hwnd, msg, wparam, lparam);
|
|
}
|
|
|
|
gint
|
|
main (gint argc, gchar ** argv)
|
|
{
|
|
GOptionContext *option_ctx;
|
|
GError *error = nullptr;
|
|
gboolean ret;
|
|
gchar *location = nullptr;
|
|
GOptionEntry options[] = {
|
|
{"location", 0, 0, G_OPTION_ARG_STRING, &location,
|
|
"H.264 encoded test file location", nullptr},
|
|
{nullptr,}
|
|
};
|
|
|
|
option_ctx = g_option_context_new ("Direct3D11 decoding example");
|
|
g_option_context_add_main_entries (option_ctx, options, nullptr);
|
|
g_option_context_add_group (option_ctx, gst_init_get_option_group ());
|
|
ret = g_option_context_parse (option_ctx, &argc, &argv, &error);
|
|
g_option_context_free (option_ctx);
|
|
|
|
if (!ret) {
|
|
gst_printerrln ("option parsing failed: %s", error->message);
|
|
g_clear_error (&error);
|
|
exit (1);
|
|
}
|
|
|
|
if (!location) {
|
|
gst_printerrln ("File location is unspecified");
|
|
exit (1);
|
|
}
|
|
|
|
/* Create main window */
|
|
RECT wr = { 0, 0, 1280, 480 };
|
|
WNDCLASSEXA wc = { 0, };
|
|
HINSTANCE hinstance = GetModuleHandle (nullptr);
|
|
|
|
wc.cbSize = sizeof (WNDCLASSEXA);
|
|
wc.style = CS_HREDRAW | CS_VREDRAW;
|
|
wc.lpfnWndProc = (WNDPROC) window_proc;
|
|
wc.hInstance = hinstance;
|
|
wc.hCursor = LoadCursor (nullptr, IDC_ARROW);
|
|
wc.lpszClassName = "GstD3D11VideoSinkExample";
|
|
RegisterClassExA (&wc);
|
|
AdjustWindowRect (&wr, WS_OVERLAPPEDWINDOW, FALSE);
|
|
|
|
auto hwnd = CreateWindowExA (0, wc.lpszClassName, "GstD3D11VideoDecodeExample",
|
|
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW,
|
|
CW_USEDEFAULT, CW_USEDEFAULT,
|
|
wr.right - wr.left, wr.bottom - wr.top, (HWND) nullptr, (HMENU) nullptr,
|
|
hinstance, nullptr);
|
|
g_assert (hwnd);
|
|
|
|
|
|
/* Prepare rendering engine and pipeline */
|
|
AppData app_data = { };
|
|
app_data.shutdown_handle = CreateEventEx (nullptr,
|
|
nullptr, 0, EVENT_ALL_ACCESS);
|
|
app_data.render_engine = new RenderEngine (hwnd);
|
|
for (UINT i = 0; i < 2; i++) {
|
|
app_data.decoding_engine[i] = new DecodingEngine (
|
|
app_data.render_engine->GetDevice (),
|
|
640, 480, location, app_data.shutdown_handle);
|
|
}
|
|
|
|
/* Store render engin pointer to handle window resize/destroy event */
|
|
SetPropA (hwnd, APP_DATA_PROP_NAME, &app_data);
|
|
|
|
ShowWindow (hwnd, SW_SHOW);
|
|
|
|
/* Call resize method, render engine will configure swapchain backbuffer */
|
|
app_data.render_engine->ResizeSwapchain ();
|
|
|
|
/* Start rendering */
|
|
for (UINT i = 0; i < 2; i++)
|
|
app_data.decoding_engine[i]->Run ();
|
|
|
|
HANDLE waitables[] = { app_data.shutdown_handle };
|
|
while (true) {
|
|
MSG msg;
|
|
while (PeekMessage (&msg, nullptr, 0, 0, PM_REMOVE)) {
|
|
TranslateMessage (&msg);
|
|
DispatchMessage (&msg);
|
|
}
|
|
|
|
/* Wait for timeout 10ms or shutdown */
|
|
auto wait_ret = MsgWaitForMultipleObjects (G_N_ELEMENTS (waitables),
|
|
waitables, FALSE, 10, QS_ALLINPUT);
|
|
if (wait_ret == WAIT_OBJECT_0) {
|
|
gst_println ("Got shutdown event");
|
|
break;
|
|
} else if (wait_ret == WAIT_OBJECT_0 + 1) {
|
|
/* New window message, nothing to do */
|
|
} else if (wait_ret == WAIT_TIMEOUT) {
|
|
/* Redraw on timeout */
|
|
app_data.Draw ();
|
|
} else {
|
|
gst_printerrln ("Unexpected wait return %u", (guint) wait_ret);
|
|
break;
|
|
}
|
|
}
|
|
|
|
RemovePropA (hwnd, APP_DATA_PROP_NAME);
|
|
DestroyWindow (hwnd);
|
|
|
|
for (UINT i = 0; i < 2; i++)
|
|
delete app_data.decoding_engine[i];
|
|
delete app_data.render_engine;
|
|
CloseHandle (app_data.shutdown_handle);
|
|
g_free (location);
|
|
|
|
gst_deinit ();
|
|
|
|
return 0;
|
|
}
|