gstreamer/subprojects/gst-plugins-bad/sys/d3d11/gstd3d11window_dummy.cpp
Seungha Yang e96687d88d d3d11: Update build-time dependency
Remove all the d3d11 and dxgi header version dependent ifdef
and bump the minimum requirement to d3d11_4.h and dxgi1_6.h.
We are already failing support old Visual Studio (Windows SDK actually)
such as Visual Studio 2015. Note that our MinGW toolchain satisfies
the requirement.

From runtime point of view, this change should be fine since
we are checking OS version with IUnknown::QueryInterface()
everywhere in order to check API availability

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1684>
2022-02-11 20:01:52 +00:00

536 lines
17 KiB
C++

/*
* GStreamer
* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d11window_dummy.h"
#include "gstd3d11pluginutils.h"
#include <wrl.h>
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
/* *INDENT-ON* */
GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_window_debug);
#define GST_CAT_DEFAULT gst_d3d11_window_debug
struct _GstD3D11WindowDummy
{
GstD3D11Window parent;
ID3D11Texture2D *fallback_texture;
ID3D11VideoProcessorOutputView *fallback_pov;
ID3D11RenderTargetView *fallback_rtv;
};
#define gst_d3d11_window_dummy_parent_class parent_class
G_DEFINE_TYPE (GstD3D11WindowDummy, gst_d3d11_window_dummy,
GST_TYPE_D3D11_WINDOW);
static void gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
guint width, guint height);
static gboolean gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
guint display_width, guint display_height, GstCaps * caps,
gboolean * video_processor_available, GError ** error);
static void gst_d3d11_window_dummy_unprepare (GstD3D11Window * window);
static gboolean
gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data);
static gboolean
gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data);
static void
gst_d3d11_window_dummy_class_init (GstD3D11WindowDummyClass * klass)
{
GstD3D11WindowClass *window_class = GST_D3D11_WINDOW_CLASS (klass);
window_class->on_resize =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_on_resize);
window_class->prepare = GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_prepare);
window_class->unprepare =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_unprepare);
window_class->open_shared_handle =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_open_shared_handle);
window_class->release_shared_handle =
GST_DEBUG_FUNCPTR (gst_d3d11_window_dummy_release_shared_handle);
}
static void
gst_d3d11_window_dummy_init (GstD3D11WindowDummy * self)
{
}
static gboolean
gst_d3d11_window_dummy_prepare (GstD3D11Window * window,
guint display_width, guint display_height, GstCaps * caps,
gboolean * video_processor_available, GError ** error)
{
g_clear_pointer (&window->processor, gst_d3d11_video_processor_free);
g_clear_pointer (&window->converter, gst_d3d11_converter_free);
g_clear_pointer (&window->compositor, gst_d3d11_overlay_compositor_free);
/* We are supporting only RGBA, BGRA or RGB10A2_LE formats but we don't know
* which format texture will be used at this moment */
gst_video_info_from_caps (&window->info, caps);
window->render_rect.left = 0;
window->render_rect.top = 0;
window->render_rect.right = display_width;
window->render_rect.bottom = display_height;
window->input_rect.left = 0;
window->input_rect.top = 0;
window->input_rect.right = GST_VIDEO_INFO_WIDTH (&window->info);
window->input_rect.bottom = GST_VIDEO_INFO_HEIGHT (&window->info);
gst_video_info_set_format (&window->render_info,
GST_VIDEO_FORMAT_BGRA, display_width, display_height);
/* TODO: not sure which colorspace should be used, let's use BT709 since
* it's default and most common one */
window->render_info.colorimetry.primaries = GST_VIDEO_COLOR_PRIMARIES_BT709;
window->render_info.colorimetry.transfer = GST_VIDEO_TRANSFER_BT709;
window->render_info.colorimetry.range = GST_VIDEO_COLOR_RANGE_0_255;
gst_d3d11_device_lock (window->device);
{
const GstDxgiColorSpace *in_color_space =
gst_d3d11_video_info_to_dxgi_color_space (&window->info);
const GstD3D11Format *in_format =
gst_d3d11_device_format_from_gst (window->device,
GST_VIDEO_INFO_FORMAT (&window->info));
gboolean hardware = FALSE;
GstD3D11VideoProcessor *processor = NULL;
guint i;
DXGI_FORMAT formats_to_check[] = {
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT_R10G10B10A2_UNORM
};
if (in_color_space && in_format &&
in_format->dxgi_format != DXGI_FORMAT_UNKNOWN) {
g_object_get (window->device, "hardware", &hardware, NULL);
}
if (hardware) {
processor =
gst_d3d11_video_processor_new (window->device,
GST_VIDEO_INFO_WIDTH (&window->info),
GST_VIDEO_INFO_HEIGHT (&window->info), display_width, display_height);
}
/* Check if video processor can support all possible output dxgi formats */
for (i = 0; i < G_N_ELEMENTS (formats_to_check) && processor; i++) {
DXGI_FORMAT in_dxgi_format = in_format->dxgi_format;
DXGI_FORMAT out_dxgi_format = formats_to_check[i];
DXGI_COLOR_SPACE_TYPE in_dxgi_color_space =
(DXGI_COLOR_SPACE_TYPE) in_color_space->dxgi_color_space_type;
if (!gst_d3d11_video_processor_check_format_conversion (processor,
in_dxgi_format, in_dxgi_color_space, out_dxgi_format,
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709)) {
GST_DEBUG_OBJECT (window, "Conversion is not supported by device");
g_clear_pointer (&processor, gst_d3d11_video_processor_free);
break;
}
}
if (processor) {
gst_d3d11_video_processor_set_input_dxgi_color_space (processor,
(DXGI_COLOR_SPACE_TYPE) in_color_space->dxgi_color_space_type);
gst_d3d11_video_processor_set_output_dxgi_color_space (processor,
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
}
window->processor = processor;
}
*video_processor_available = !!window->processor;
window->converter =
gst_d3d11_converter_new (window->device, &window->info,
&window->render_info, nullptr);
if (!window->converter) {
GST_ERROR_OBJECT (window, "Cannot create converter");
g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
"Cannot create converter");
goto error;
}
window->compositor =
gst_d3d11_overlay_compositor_new (window->device, &window->render_info);
if (!window->compositor) {
GST_ERROR_OBJECT (window, "Cannot create overlay compositor");
g_set_error (error, GST_RESOURCE_ERROR, GST_RESOURCE_ERROR_FAILED,
"Cannot create overlay compositor");
goto error;
}
gst_d3d11_device_unlock (window->device);
return TRUE;
error:
gst_d3d11_device_unlock (window->device);
return FALSE;
}
static void
gst_d3d11_window_dummy_clear_resources (GstD3D11WindowDummy * self)
{
GST_D3D11_CLEAR_COM (self->fallback_pov);
GST_D3D11_CLEAR_COM (self->fallback_rtv);
GST_D3D11_CLEAR_COM (self->fallback_texture);
}
static void
gst_d3d11_window_dummy_unprepare (GstD3D11Window * window)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
gst_d3d11_window_dummy_clear_resources (self);
}
static void
gst_d3d11_window_dummy_on_resize (GstD3D11Window * window,
guint width, guint height)
{
GstVideoRectangle src_rect, dst_rect, rst_rect;
dst_rect.x = 0;
dst_rect.y = 0;
dst_rect.w = width;
dst_rect.h = height;
if (window->force_aspect_ratio) {
src_rect.x = 0;
src_rect.y = 0;
src_rect.w = GST_VIDEO_INFO_WIDTH (&window->render_info);
src_rect.h = GST_VIDEO_INFO_HEIGHT (&window->render_info);
gst_video_sink_center_rect (src_rect, dst_rect, &rst_rect, TRUE);
} else {
rst_rect = dst_rect;
}
window->render_rect.left = rst_rect.x;
window->render_rect.top = rst_rect.y;
window->render_rect.right = rst_rect.x + rst_rect.w;
window->render_rect.bottom = rst_rect.y + rst_rect.h;
window->first_present = TRUE;
}
static gboolean
gst_d3d11_window_dummy_setup_fallback_texture (GstD3D11Window * window,
D3D11_TEXTURE2D_DESC * shared_desc)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
D3D11_TEXTURE2D_DESC desc = { 0, };
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
ID3D11Device *device_handle =
gst_d3d11_device_get_device_handle (window->device);
gboolean need_new_texture = FALSE;
HRESULT hr;
if (!self->fallback_texture) {
GST_DEBUG_OBJECT (self,
"We have no configured fallback texture, create new one");
need_new_texture = TRUE;
} else {
self->fallback_texture->GetDesc (&desc);
if (shared_desc->Format != desc.Format) {
GST_DEBUG_OBJECT (self, "Texture formats are different, create new one");
need_new_texture = TRUE;
} else if (shared_desc->Width > desc.Width ||
shared_desc->Height > desc.Height) {
GST_DEBUG_OBJECT (self, "Needs larger size of fallback texture");
need_new_texture = TRUE;
}
}
if (!need_new_texture)
return TRUE;
gst_d3d11_window_dummy_clear_resources (self);
desc.Width = shared_desc->Width;
desc.Height = shared_desc->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = shared_desc->Format;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
hr = device_handle->CreateTexture2D (&desc, NULL, &self->fallback_texture);
if (!gst_d3d11_result (hr, window->device)) {
GST_ERROR_OBJECT (self, "Couldn't create fallback texture");
return FALSE;
}
rtv_desc.Format = DXGI_FORMAT_UNKNOWN;
rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtv_desc.Texture2D.MipSlice = 0;
hr = device_handle->CreateRenderTargetView (self->fallback_texture, &rtv_desc,
&self->fallback_rtv);
if (!gst_d3d11_result (hr, window->device)) {
GST_ERROR_OBJECT (self,
"Couldn't get render target view from fallback texture");
gst_d3d11_window_dummy_clear_resources (self);
return FALSE;
}
if (window->processor) {
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC pov_desc;
pov_desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
pov_desc.Texture2D.MipSlice = 0;
if (!gst_d3d11_video_processor_create_output_view (window->processor,
&pov_desc, self->fallback_texture, &self->fallback_pov)) {
GST_ERROR_OBJECT (window,
"ID3D11VideoProcessorOutputView is unavailable");
gst_d3d11_window_dummy_clear_resources (self);
return FALSE;
}
}
return TRUE;
}
/* *INDENT-OFF* */
static gboolean
gst_d3d11_window_dummy_open_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
GstD3D11Device *device = window->device;
ID3D11Device *device_handle;
HRESULT hr;
ID3D11Texture2D *texture = NULL;
IDXGIKeyedMutex *keyed_mutex = NULL;
ID3D11VideoProcessorOutputView *pov = NULL;
ID3D11RenderTargetView *rtv = NULL;
D3D11_TEXTURE2D_DESC desc;
gboolean use_keyed_mutex = FALSE;
gboolean need_fallback_texture = FALSE;
device_handle = gst_d3d11_device_get_device_handle (device);
if ((data->texture_misc_flags & D3D11_RESOURCE_MISC_SHARED_NTHANDLE) ==
D3D11_RESOURCE_MISC_SHARED_NTHANDLE) {
ComPtr<ID3D11Device1> device1_handle;
hr = device_handle->QueryInterface (IID_PPV_ARGS (&device1_handle));
if (!gst_d3d11_result (hr, device))
return FALSE;
hr = device1_handle->OpenSharedResource1 (data->shared_handle,
IID_PPV_ARGS (&texture));
} else {
hr = device_handle->OpenSharedResource (data->shared_handle,
IID_PPV_ARGS (&texture));
}
if (!gst_d3d11_result (hr, device))
return FALSE;
texture->GetDesc (&desc);
use_keyed_mutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) ==
D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
if (use_keyed_mutex) {
hr = texture->QueryInterface (IID_PPV_ARGS (&keyed_mutex));
if (!gst_d3d11_result (hr, device))
goto out;
}
if (window->processor) {
if (use_keyed_mutex) {
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC pov_desc;
pov_desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
pov_desc.Texture2D.MipSlice = 0;
if (!gst_d3d11_video_processor_create_output_view (window->processor,
&pov_desc, texture, &pov)) {
GST_WARNING_OBJECT (window,
"ID3D11VideoProcessorOutputView is unavailable");
}
} else {
/* HACK: If external texture was created without keyed mutext
* and we need to used videoprocessor to convert decoder output texture
* to external texture, converted texture by videoprocessor seems to be broken
* Probably that's because of missing flush/sync API around videoprocessor.
* (e.g., ID3D11VideoContext and ID3D11VideoProcessor have no
* flushing api such as ID3D11DeviceContext::Flush).
* To workaround the case, we need to use fallback texture and copy back
* to external texture
*/
need_fallback_texture = TRUE;
GST_TRACE_OBJECT (window,
"We are using video processor but keyed mutex is unavailable");
if (!gst_d3d11_window_dummy_setup_fallback_texture (window, &desc)) {
goto out;
}
}
}
hr = device_handle->CreateRenderTargetView ((ID3D11Resource *) texture,
NULL, &rtv);
if (!gst_d3d11_result (hr, device))
goto out;
if (keyed_mutex) {
hr = keyed_mutex->AcquireSync(data->acquire_key, INFINITE);
if (!gst_d3d11_result (hr, device))
goto out;
}
/* Everything is prepared now */
gst_d3d11_window_dummy_on_resize (window, desc.Width, desc.Height);
/* Move owned resources */
data->texture = texture;
data->keyed_mutex = keyed_mutex;
data->pov = pov;
data->rtv = rtv;
if (need_fallback_texture) {
data->fallback_pov = self->fallback_pov;
data->fallback_rtv = self->fallback_rtv;
} else {
data->fallback_pov = nullptr;
data->fallback_rtv = nullptr;
}
return TRUE;
out:
GST_D3D11_CLEAR_COM (texture);
GST_D3D11_CLEAR_COM (keyed_mutex);
GST_D3D11_CLEAR_COM (pov);
GST_D3D11_CLEAR_COM (rtv);
return FALSE;
}
/* *INDENT-ON* */
static gboolean
gst_d3d11_window_dummy_release_shared_handle (GstD3D11Window * window,
GstD3D11WindowSharedHandleData * data)
{
GstD3D11WindowDummy *self = GST_D3D11_WINDOW_DUMMY (window);
GstD3D11Device *device = window->device;
HRESULT hr;
/* TODO: cache owned resource for the later reuse? */
if (data->keyed_mutex) {
hr = data->keyed_mutex->ReleaseSync (data->release_key);
gst_d3d11_result (hr, device);
data->keyed_mutex->Release ();
} else {
/* *INDENT-OFF* */
ComPtr<ID3D11Query> query;
/* *INDENT-ON* */
D3D11_QUERY_DESC query_desc;
ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
ID3D11DeviceContext *context_handle =
gst_d3d11_device_get_device_context_handle (device);
BOOL sync_done = FALSE;
/* If keyed mutex is not used, let's handle sync manually by using
* ID3D11Query. Issued GPU commands might not be finished yet */
query_desc.Query = D3D11_QUERY_EVENT;
query_desc.MiscFlags = 0;
hr = device_handle->CreateQuery (&query_desc, &query);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (self, "Couldn't Create event query");
return FALSE;
}
/* Copy from fallback texture to user's texture */
if (data->fallback_rtv) {
D3D11_BOX src_box;
D3D11_TEXTURE2D_DESC desc;
ID3D11DeviceContext *context_handle =
gst_d3d11_device_get_device_context_handle (device);
data->texture->GetDesc (&desc);
src_box.left = 0;
src_box.top = 0;
src_box.front = 0;
src_box.back = 1;
src_box.right = desc.Width;
src_box.bottom = desc.Height;
context_handle->CopySubresourceRegion (data->texture, 0, 0, 0, 0,
self->fallback_texture, 0, &src_box);
}
context_handle->End (query.Get ());
/* Wait until all issued GPU commands are finished */
do {
context_handle->GetData (query.Get (), &sync_done, sizeof (BOOL), 0);
} while (!sync_done && (hr == S_OK || hr == S_FALSE));
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (self, "Couldn't sync GPU operation");
return FALSE;
}
}
GST_D3D11_CLEAR_COM (data->rtv);
GST_D3D11_CLEAR_COM (data->pov);
GST_D3D11_CLEAR_COM (data->texture);
return TRUE;
}
GstD3D11Window *
gst_d3d11_window_dummy_new (GstD3D11Device * device)
{
GstD3D11Window *window;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
window = (GstD3D11Window *)
g_object_new (GST_TYPE_D3D11_WINDOW_DUMMY, "d3d11device", device, NULL);
window->initialized = TRUE;
g_object_ref_sink (window);
return window;
}