forked from mirrors/gstreamer-rs
examples: Add d3d11videosink example with Direct2D/DirectWrite interop
Demonstartes the use of d3d11videosink's present signal introduced in https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2923 with Direct2D/DirectWrite API interop using the windows crate. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer-rs/-/merge_requests/1089>
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@ -42,6 +42,13 @@ memmap2 = { version = "0.5", optional = true }
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memfd = { version = "0.6", optional = true }
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uds = { version = "0.2", optional = true }
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[target.'cfg(windows)'.dependencies]
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windows = { version = "0.43", features=["Win32_Graphics_Direct3D11",
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"Win32_Foundation", "Win32_Graphics_Direct3D", "Win32_Graphics_Dxgi",
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"Win32_Graphics_Dxgi_Common", "Win32_Graphics_Direct2D",
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"Win32_Graphics_Direct2D_Common", "Win32_Graphics_DirectWrite",
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"Foundation_Numerics"], optional = true }
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[target.'cfg(target_os = "macos")'.dependencies]
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cocoa = "0.24"
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@ -195,3 +202,7 @@ required-features = ["allocators"]
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[[bin]]
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name = "cairo_compositor"
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required-features = ["cairo-rs", "gst-video/v1_18"]
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[[bin]]
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name = "d3d11videosink"
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required-features = ["windows"]
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362
examples/src/bin/d3d11videosink.rs
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362
examples/src/bin/d3d11videosink.rs
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@ -0,0 +1,362 @@
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// This example demonstrates the use of the d3d11videosink's "present"
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// signal and the use of Direct2D/DirectWrite APIs in Rust.
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//
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// Application can perform various hardware-acceleated 2D graphics operation
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// (e.g., like cairo can support) and text rendering via the Windows APIs.
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// In this example, 2D graphics operation and text rendering will happen
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// directly to the on the DXGI swapchain's backbuffer via Windows API in
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// strictly zero-copy manner
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use gst::glib;
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use gst::prelude::*;
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use std::collections::VecDeque;
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use std::sync::{Arc, Mutex};
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use std::time::SystemTime;
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use windows::{
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core::*,
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Win32::Graphics::{
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Direct2D::Common::*, Direct2D::*, Direct3D11::*, DirectWrite::*, Dxgi::Common::*, Dxgi::*,
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},
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};
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struct OverlayContext {
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d2d_factory: ID2D1Factory,
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dwrite_factory: IDWriteFactory,
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text_format: IDWriteTextFormat,
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texture_desc: D3D11_TEXTURE2D_DESC,
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text_layout: Option<IDWriteTextLayout>,
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timestamp_queue: VecDeque<SystemTime>,
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avg_fps: f32,
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display_fps: f32,
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font_size: f32,
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}
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fn create_overlay_context() -> Arc<Mutex<OverlayContext>> {
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// Lots of DirectX APIs are marked as unsafe but the below operations
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// are not expected to be failed unless GPU hang or device remove condition
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// happens
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let d2d_factory = unsafe {
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D2D1CreateFactory::<ID2D1Factory>(D2D1_FACTORY_TYPE_MULTI_THREADED, None).unwrap()
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};
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let dwrite_factory =
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unsafe { DWriteCreateFactory::<IDWriteFactory>(DWRITE_FACTORY_TYPE_SHARED).unwrap() };
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// Font size can be updated later
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let text_format = unsafe {
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dwrite_factory
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.CreateTextFormat(
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w!("Consolas"),
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None,
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DWRITE_FONT_WEIGHT_REGULAR,
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DWRITE_FONT_STYLE_NORMAL,
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DWRITE_FONT_STRETCH_NORMAL,
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12f32,
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w!("en-us"),
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)
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.unwrap()
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};
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Arc::new(Mutex::new(OverlayContext {
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d2d_factory,
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dwrite_factory,
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text_format,
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texture_desc: D3D11_TEXTURE2D_DESC::default(),
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text_layout: None,
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timestamp_queue: VecDeque::with_capacity(10),
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avg_fps: 0f32,
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display_fps: 0f32,
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font_size: 12f32,
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}))
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}
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fn main() -> Result<()> {
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gst::init().unwrap();
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let args: Vec<String> = std::env::args().collect();
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if args.len() != 2 {
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println!("URI must be specified");
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return Ok(());
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}
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let main_loop = glib::MainLoop::new(None, false);
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let overlay_context = create_overlay_context();
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let overlay_context_weak = Arc::downgrade(&overlay_context);
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// Needs BGRA or RGBA swapchain for D2D interop,
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// and "present" signal must be explicitly enabled
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let videosink = gst::ElementFactory::make("d3d11videosink")
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.property("emit-present", true)
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.property_from_str("display-format", "DXGI_FORMAT_B8G8R8A8_UNORM")
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.build()
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.unwrap();
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// Listen "present" signal and draw overlay from the callback
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// Required operations here:
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// 1) Gets IDXGISurface and ID3D11Texture2D interface from
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// given ID3D11RenderTargetView COM object
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// - ID3D11Texture2D: To get texture resolution
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// - IDXGISurface: To create Direct2D render target
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// 2) Creates or reuses IDWriteTextLayout interface
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// - This object represents text layout we want to draw on render target
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// 3) Draw rectangle (overlay background) and text on render target
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//
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// NOTE: ID2D1Factory, IDWriteFactory, IDWriteTextFormat, and
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// IDWriteTextLayout objects are device-independent. Which can be created
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// earlier instead of creating them in the callback.
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// But ID2D1RenderTarget is a device-dependent resource.
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// The client should not hold the d2d render target object outside of
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// this callback scope because the resource must be cleared before
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// releasing/resizing DXGI swapchain.
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videosink.connect_closure(
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"present",
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false,
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glib::closure!(move |_sink: &gst::Element,
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_device: &gst::Object,
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rtv_raw: glib::Pointer| {
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let overlay_context = overlay_context_weak.upgrade().unwrap();
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let mut context = overlay_context.lock().unwrap();
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let dwrite_factory = context.dwrite_factory.clone();
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let d2d_factory = context.d2d_factory.clone();
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// SAFETY: transmute() below is clearly unsafe operation here.
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// Regarding the other part of the below block, all DirectX
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// APIs are marked as unsafe, except for cast.
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//
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// In theory, all the Direct3D/Direct2D APIs could fail for
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// some reasons (it's hardware!), but in pratice, it's very unexpected
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// situation and any of failure below would mean we are doing
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// something in wrong way or driver bug or so.
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unsafe {
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let rtv = ID3D11RenderTargetView::from_raw_borrowed(&rtv_raw);
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let resource = {
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let mut resource = None;
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rtv.GetResource(&mut resource);
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resource.unwrap()
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};
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let texture = resource.cast::<ID3D11Texture2D>().unwrap();
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let desc = {
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let mut desc = D3D11_TEXTURE2D_DESC::default();
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texture.GetDesc(&mut desc);
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desc
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};
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// Window size was updated, creates new text layout
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let calculate_font_size = if desc != context.texture_desc {
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context.texture_desc = desc;
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context.text_layout = None;
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true
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} else {
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false
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};
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// New fps, creates new layout
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if context.avg_fps != context.display_fps {
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context.display_fps = context.avg_fps;
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context.text_layout = None;
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}
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if context.text_layout.is_none() {
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let overlay_string = format!("TextOverlay, Fps {:.1}", context.display_fps);
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let overlay_wstring = overlay_string.encode_utf16().collect::<Vec<_>>();
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let layout = dwrite_factory
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.CreateTextLayout(
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&overlay_wstring,
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&context.text_format,
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desc.Width as f32,
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desc.Height as f32 / 5f32,
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)
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.unwrap();
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// Adjust alignment
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layout
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.SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER)
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.unwrap();
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layout
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.SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER)
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.unwrap();
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// XXX: This is not an efficient approach.
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// The font size can be pre-calculated for a pre-defined
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// window size and string length
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let mut range = DWRITE_TEXT_RANGE {
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startPosition: 0u32,
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length: overlay_wstring.len() as u32,
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};
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if calculate_font_size {
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let mut font_size = 12f32;
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let mut was_decreased = false;
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loop {
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let metrics = layout.GetMetrics().unwrap();
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layout
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.GetFontSize2(0, &mut font_size, Some(&mut range))
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.unwrap();
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if metrics.widthIncludingTrailingWhitespace >= desc.Width as f32 {
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if font_size > 1f32 {
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font_size -= 0.5f32;
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was_decreased = true;
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layout.SetFontSize(font_size, range).unwrap();
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continue;
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}
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break;
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}
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if was_decreased {
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break;
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}
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if metrics.widthIncludingTrailingWhitespace < desc.Width as f32 {
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if metrics.widthIncludingTrailingWhitespace
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>= desc.Width as f32 * 0.7f32
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{
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break;
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}
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font_size += 0.5f32;
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layout.SetFontSize(font_size, range).unwrap();
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}
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}
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context.font_size = font_size;
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} else {
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layout.SetFontSize(context.font_size, range).unwrap();
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}
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context.text_layout = Some(layout);
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};
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let dxgi_surf = resource.cast::<IDXGISurface>().unwrap();
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let render_target = d2d_factory
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.CreateDxgiSurfaceRenderTarget(
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&dxgi_surf,
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&D2D1_RENDER_TARGET_PROPERTIES {
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r#type: D2D1_RENDER_TARGET_TYPE_DEFAULT,
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pixelFormat: D2D1_PIXEL_FORMAT {
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format: DXGI_FORMAT_B8G8R8A8_UNORM,
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alphaMode: D2D1_ALPHA_MODE_PREMULTIPLIED,
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},
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// zero means default DPI
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dpiX: 0f32,
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dpiY: 0f32,
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usage: D2D1_RENDER_TARGET_USAGE_NONE,
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minLevel: D2D1_FEATURE_LEVEL_DEFAULT,
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},
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)
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.unwrap();
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let text_brush = render_target
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.CreateSolidColorBrush(
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&D2D1_COLOR_F {
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r: 0f32,
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g: 0f32,
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b: 0f32,
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a: 1f32,
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},
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None,
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)
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.unwrap();
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let overlay_brush = render_target
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.CreateSolidColorBrush(
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&D2D1_COLOR_F {
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r: 0f32,
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g: 0.5f32,
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b: 0.5f32,
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a: 0.3f32,
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},
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None,
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)
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.unwrap();
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render_target.BeginDraw();
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// Draws overlay background. It will blend overlay's background
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// color with already rendred video frame
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render_target.FillRectangle(
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&D2D_RECT_F {
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left: 0f32,
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top: 0f32,
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right: desc.Width as f32,
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bottom: desc.Height as f32 / 5f32,
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},
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&overlay_brush,
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);
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// Then, renders text
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render_target.DrawTextLayout(
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D2D_POINT_2F { x: 0f32, y: 0f32 },
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context.text_layout.as_ref(),
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&text_brush,
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D2D1_DRAW_TEXT_OPTIONS_NONE,
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);
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// EndDraw may not be successful for some reasons.
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// Ignores any error in this example
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let _ = render_target.EndDraw(None, None);
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}
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}),
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);
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// Add pad probe to calculate framerate
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let sinkpad = videosink.static_pad("sink").unwrap();
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let overlay_context_weak = Arc::downgrade(&overlay_context);
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sinkpad.add_probe(gst::PadProbeType::BUFFER, move |_, probe_info| {
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if let Some(gst::PadProbeData::Buffer(_)) = probe_info.data {
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let overlay_context = overlay_context_weak.upgrade().unwrap();
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let mut context = overlay_context.lock().unwrap();
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context.timestamp_queue.push_back(SystemTime::now());
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// Updates framerate per 10 frames
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if context.timestamp_queue.len() >= 10 {
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let now = context.timestamp_queue.back().unwrap();
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let front = context.timestamp_queue.front().unwrap();
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let duration = now.duration_since(*front).unwrap().as_millis() as f32;
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context.avg_fps = 1000f32 * (context.timestamp_queue.len() - 1) as f32 / duration;
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context.timestamp_queue.clear();
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}
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}
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gst::PadProbeReturn::Ok
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});
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let playbin = gst::ElementFactory::make("playbin")
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.property("uri", &args[1])
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.property("video-sink", &videosink)
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.build()
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.unwrap();
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let main_loop_clone = main_loop.clone();
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let bus = playbin.bus().unwrap();
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bus.add_watch(move |_, msg| {
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use gst::MessageView;
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let main_loop = &main_loop_clone;
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match msg.view() {
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MessageView::Eos(..) => {
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println!("received eos");
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main_loop.quit()
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}
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MessageView::Error(err) => {
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println!(
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"Error from {:?}: {} ({:?})",
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err.src().map(|s| s.path_string()),
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err.error(),
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err.debug()
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);
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main_loop.quit();
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}
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_ => (),
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};
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glib::Continue(true)
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})
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.unwrap();
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playbin.set_state(gst::State::Playing).unwrap();
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main_loop.run();
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playbin.set_state(gst::State::Null).unwrap();
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Ok(())
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}
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