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278 lines
14 KiB
Markdown
278 lines
14 KiB
Markdown
Design for Stereoscopic & Multiview Video Handling
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==================================================
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There are two cases to handle:
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* Encoded video output from a demuxer to parser / decoder or from encoders into a muxer.
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* Raw video buffers
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The design below is somewhat based on the proposals from
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[bug 611157](https://bugzilla.gnome.org/show_bug.cgi?id=611157)
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Multiview is used as a generic term to refer to handling both
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stereo content (left and right eye only) as well as extensions for videos
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containing multiple independent viewpoints.
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Encoded Signalling
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------------------
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This is regarding the signalling in caps and buffers from demuxers to
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parsers (sometimes) or out from encoders.
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For backward compatibility with existing codecs many transports of
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stereoscopic 3D content use normal 2D video with 2 views packed spatially
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in some way, and put extra new descriptions in the container/mux.
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Info in the demuxer seems to apply to stereo encodings only. For all
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MVC methods I know, the multiview encoding is in the video bitstream itself
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and therefore already available to decoders. Only stereo systems have been retro-fitted
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into the demuxer.
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Also, sometimes extension descriptions are in the codec (e.g. H.264 SEI FPA packets)
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and it would be useful to be able to put the info onto caps and buffers from the
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parser without decoding.
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To handle both cases, we need to be able to output the required details on
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encoded video for decoders to apply onto the raw video buffers they decode.
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*If there ever is a need to transport multiview info for encoded data the
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same system below for raw video or some variation should work*
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### Encoded Video: Properties that need to be encoded into caps
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1. multiview-mode (called "Channel Layout" in bug 611157)
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* Whether a stream is mono, for a single eye, stereo, mixed-mono-stereo
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(switches between mono and stereo - mp4 can do this)
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* Uses a buffer flag to mark individual buffers as mono or "not mono"
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(single|stereo|multiview) for mixed scenarios. The alternative (not
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proposed) is for the demuxer to switch caps for each mono to not-mono
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change, and not used a 'mixed' caps variant at all.
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* _single_ refers to a stream of buffers that only contain 1 view.
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It is different from mono in that the stream is a marked left or right
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eye stream for later combining in a mixer or when displaying.
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* _multiple_ marks a stream with multiple independent views encoded.
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It is included in this list for completeness. As noted above, there's
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currently no scenario that requires marking encoded buffers as MVC.
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2. Frame-packing arrangements / view sequence orderings
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* Possible frame packings: side-by-side, side-by-side-quincunx,
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column-interleaved, row-interleaved, top-bottom, checker-board
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* bug 611157 - sreerenj added side-by-side-full and top-bottom-full but
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I think that's covered by suitably adjusting pixel-aspect-ratio. If
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not, they can be added later.
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* _top-bottom_, _side-by-side_, _column-interleaved_, _row-interleaved_ are as the names suggest.
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* _checker-board_, samples are left/right pixels in a chess grid +-+-+-/-+-+-+
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* _side-by-side-quincunx_. Side By Side packing, but quincunx sampling -
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1 pixel offset of each eye needs to be accounted when upscaling or displaying
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* there may be other packings (future expansion)
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* Possible view sequence orderings: frame-by-frame, frame-primary-secondary-tracks, sequential-row-interleaved
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* _frame-by-frame_, each buffer is left, then right view etc
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* _frame-primary-secondary-tracks_ - the file has 2 video tracks (primary and secondary), one is left eye, one is right.
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Demuxer info indicates which one is which.
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Handling this means marking each stream as all-left and all-right views, decoding separately, and combining automatically (inserting a mixer/combiner in playbin)
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-> *Leave this for future expansion*
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* _sequential-row-interleaved_ Mentioned by sreerenj in bug patches, I can't find a mention of such a thing. Maybe it's in MPEG-2
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-> *Leave this for future expansion / deletion*
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3. view encoding order
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* Describes how to decide which piece of each frame corresponds to left or right eye
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* Possible orderings left, right, left-then-right, right-then-left
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- Need to figure out how we find the correct frame in the demuxer to start decoding when seeking in frame-sequential streams
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- Need a buffer flag for marking the first buffer of a group.
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4. "Frame layout flags"
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* flags for view specific interpretation
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* horizontal-flip-left, horizontal-flip-right, vertical-flip-left, vertical-flip-right
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Indicates that one or more views has been encoded in a flipped orientation, usually due to camera with mirror or displays with mirrors.
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* This should be an actual flags field. Registered GLib flags types aren't generally well supported in our caps - the type might not be loaded/registered yet when parsing a caps string, so they can't be used in caps templates in the registry.
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* It might be better just to use a hex value / integer
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Buffer representation for raw video
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-----------------------------------
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* Transported as normal video buffers with extra metadata
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* The caps define the overall buffer width/height, with helper functions to
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extract the individual views for packed formats
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* pixel-aspect-ratio adjusted if needed to double the overall width/height
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* video sinks that don't know about multiview extensions yet will show the packed view as-is
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For frame-sequence outputs, things might look weird, but just adding multiview-mode to the sink caps
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can disallow those transports.
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* _row-interleaved_ packing is actually just side-by-side memory layout with half frame width, twice
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the height, so can be handled by adjusting the overall caps and strides
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* Other exotic layouts need new pixel formats defined (checker-board, column-interleaved, side-by-side-quincunx)
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* _Frame-by-frame_ - one view per buffer, but with alternating metas marking which buffer is which left/right/other view and using a new buffer flag as described above
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to mark the start of a group of corresponding frames.
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* New video caps addition as for encoded buffers
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### Proposed Caps fields
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Combining the requirements above and collapsing the combinations into mnemonics:
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* multiview-mode =
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mono | left | right | sbs | sbs-quin | col | row | topbot | checkers |
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frame-by-frame | mixed-sbs | mixed-sbs-quin | mixed-col | mixed-row |
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mixed-topbot | mixed-checkers | mixed-frame-by-frame | multiview-frames mixed-multiview-frames
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* multiview-flags =
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+ 0x0000 none
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+ 0x0001 right-view-first
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+ 0x0002 left-h-flipped
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+ 0x0004 left-v-flipped
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+ 0x0008 right-h-flipped
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+ 0x0010 right-v-flipped
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### Proposed new buffer flags
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Add two new GST_VIDEO_BUFFER flags in video-frame.h and make it clear that those
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flags can apply to encoded video buffers too. wtay says that's currently the
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case anyway, but the documentation should say it.
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**GST_VIDEO_BUFFER_FLAG_MULTIPLE_VIEW** - Marks a buffer as representing non-mono content, although it may be a single (left or right) eye view.
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**GST_VIDEO_BUFFER_FLAG_FIRST_IN_BUNDLE** - for frame-sequential methods of transport, mark the "first" of a left/right/other group of frames
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### A new GstMultiviewMeta
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This provides a place to describe all provided views in a buffer / stream,
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and through Meta negotiation to inform decoders about which views to decode if
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not all are wanted.
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* Logical labels/names and mapping to GstVideoMeta numbers
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* Standard view labels LEFT/RIGHT, and non-standard ones (strings)
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GST_VIDEO_MULTIVIEW_VIEW_LEFT = 1
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GST_VIDEO_MULTIVIEW_VIEW_RIGHT = 2
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struct GstVideoMultiviewViewInfo {
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guint view_label;
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guint meta_id; // id of the GstVideoMeta for this view
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padding;
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}
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struct GstVideoMultiviewMeta {
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guint n_views;
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GstVideoMultiviewViewInfo *view_info;
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}
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The meta is optional, and probably only useful later for MVC
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Outputting stereo content
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-------------------------
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The initial implementation for output will be stereo content in glimagesink
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### Output Considerations with OpenGL
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* If we have support for stereo GL buffer formats, we can output separate left/right eye images and let the hardware take care of display.
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* Otherwise, glimagesink needs to render one window with left/right in a suitable frame packing
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and that will only show correctly in fullscreen on a device set for the right 3D packing -> requires app intervention to set the video mode.
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* Which could be done manually on the TV, or with HDMI 1.4 by setting the right video mode for the screen to inform the TV or third option, we
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support rendering to two separate overlay areas on the screen - one for left eye, one for right which can be supported using the 'splitter' element and 2 output sinks or, better, add a 2nd window overlay for split stereo output
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* Intel hardware doesn't do stereo GL buffers - only nvidia and AMD, so initial implementation won't include that
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## Other elements for handling multiview content
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* videooverlay interface extensions
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* __Q__: Should this be a new interface?
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* Element message to communicate the presence of stereoscopic information to the app
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* App needs to be able to override the input interpretation - ie, set multiview-mode and multiview-flags
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* Most videos I've seen are side-by-side or top-bottom with no frame-packing metadata
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* New API for the app to set rendering options for stereo/multiview content
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* This might be best implemented as a **multiview GstContext**, so that
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the pipeline can share app preferences for content interpretation and downmixing
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to mono for output, or in the sink and have those down as far upstream/downstream as possible.
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* Converter element
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* convert different view layouts
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* Render to anaglyphs of different types (magenta/green, red/blue, etc) and output as mono
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* Mixer element
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* take 2 video streams and output as stereo
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* later take n video streams
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* share code with the converter, it just takes input from n pads instead of one.
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* Splitter element
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* Output one pad per view
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### Implementing MVC handling in decoders / parsers (and encoders)
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Things to do to implement MVC handling
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1. Parsing SEI in h264parse and setting caps (patches available in
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bugzilla for parsing, see below)
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2. Integrate gstreamer-vaapi MVC support with this proposal
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3. Help with [libav MVC implementation](https://wiki.libav.org/Blueprint/MVC)
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4. generating SEI in H.264 encoder
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5. Support for MPEG2 MVC extensions
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## Relevant bugs
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[bug 685215](https://bugzilla.gnome.org/show_bug.cgi?id=685215) - codecparser h264: Add initial MVC parser
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[bug 696135](https://bugzilla.gnome.org/show_bug.cgi?id=696135) - h264parse: Add mvc stream parsing support
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[bug 732267](https://bugzilla.gnome.org/show_bug.cgi?id=732267) - h264parse: extract base stream from MVC or SVC encoded streams
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## Other Information
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[Matroska 3D support notes](http://www.matroska.org/technical/specs/notes.html#3D)
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## Open Questions
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### Background
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### Representation for GstGL
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When uploading raw video frames to GL textures, the goal is to implement:
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2. Split packed frames into separate GL textures when uploading, and
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attach multiple GstGLMemory's to the GstBuffer. The multiview-mode and
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multiview-flags fields in the caps should change to reflect the conversion
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from one incoming GstMemory to multiple GstGLMemory, and change the
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width/height in the output info as needed.
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This is (currently) targetted as 2 render passes - upload as normal
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to a single stereo-packed RGBA texture, and then unpack into 2
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smaller textures, output with GST_VIDEO_MULTIVIEW_MODE_SEPARATED, as
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2 GstGLMemory attached to one buffer. We can optimise the upload later
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to go directly to 2 textures for common input formats.
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Separat output textures have a few advantages:
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* Filter elements can more easily apply filters in several passes to each
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texture without fundamental changes to our filters to avoid mixing pixels
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from separate views.
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* Centralises the sampling of input video frame packings in the upload code,
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which makes adding new packings in the future easier.
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* Sampling multiple textures to generate various output frame-packings
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for display is conceptually simpler than converting from any input packing
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to any output packing.
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* In implementations that support quad buffers, having separate textures
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makes it trivial to do GL_LEFT/GL_RIGHT output
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For either option, we'll need new glsink output API to pass more
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information to applications about multiple views for the draw signal/callback.
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I don't know if it's desirable to support *both* methods of representing
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views. If so, that should be signalled in the caps too. That could be a
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new multiview-mode for passing views in separate GstMemory objects
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attached to a GstBuffer, which would not be GL specific.
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### Overriding frame packing interpretation
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Most sample videos available are frame packed, with no metadata
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to say so. How should we override that interpretation?
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* Simple answer: Use capssetter + new properties on playbin to
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override the multiview fields
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*Basically implemented in playbin, using a pad probe. Needs more work for completeness*
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### Adding extra GstVideoMeta to buffers
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There should be one GstVideoMeta for the entire video frame in packed
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layouts, and one GstVideoMeta per GstGLMemory when views are attached
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to a GstBuffer separately. This should be done by the buffer pool,
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which knows from the caps.
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### videooverlay interface extensions
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GstVideoOverlay needs:
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* A way to announce the presence of multiview content when it is
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detected/signalled in a stream.
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* A way to tell applications which output methods are supported/available
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* A way to tell the sink which output method it should use
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* Possibly a way to tell the sink to override the input frame
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interpretation / caps - depends on the answer to the question
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above about how to model overriding input interpretation.
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### What's implemented
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* Caps handling
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* gst-plugins-base libsgstvideo pieces
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* playbin caps overriding
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* conversion elements - glstereomix, gl3dconvert (needs a rename),
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glstereosplit.
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### Possible future enhancements
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* Make GLupload split to separate textures at upload time?
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* Needs new API to extract multiple textures from the upload. Currently only outputs 1 result RGBA texture.
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* Make GLdownload able to take 2 input textures, pack them and colorconvert / download as needed.
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- current done by packing then downloading which isn't OK overhead for RGBA download
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* Think about how we integrate GLstereo - do we need to do anything special,
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or can the app just render to stereo/quad buffers if they're available?
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