--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2022 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 <gst/gst.h>
+#include <gst/video/video.h>
+#include <gst/d3d11/gstd3d11.h>
+#include <gst/app/app.h>
+#include <wrl.h>
+#include <math.h>
+
+/* *INDENT-OFF* */
+using namespace Microsoft::WRL;
+/* *INDENT-ON* */
+
+typedef struct
+{
+ GMainLoop *loop;
+ GstElement *pipeline;
+ GstD3D11Device *d3d11_device;
+ GstBufferPool *pool;
+
+ ID3D11Device *device;
+ ID3D11DeviceContext *context;
+
+ D3D11_TEXTURE2D_DESC desc;
+ GstVideoInfo video_info;
+
+ GQueue unused_textures;
+ GstClockTime next_pts;
+ GstClockTime duration;
+
+ GRecMutex lock;
+ gint remaining;
+ guint64 num_frames;
+} AppData;
+
+static bool
+create_device (AppData * data)
+{
+ ComPtr < IDXGIFactory1 > factory;
+ ComPtr < ID3D11Device > device;
+ ComPtr < ID3D11DeviceContext > context;
+ ComPtr < IDXGIAdapter1 > adapter;
+ HRESULT hr;
+ DXGI_ADAPTER_DESC1 desc;
+ static const D3D_FEATURE_LEVEL feature_levels[] = {
+ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ };
+
+ hr = CreateDXGIFactory1 (IID_PPV_ARGS (&factory));
+ if (FAILED (hr))
+ return false;
+
+ /* Find hardware adapter */
+ for (guint i = 0; SUCCEEDED (hr); i++) {
+
+ hr = factory->EnumAdapters1 (i, &adapter);
+ if (FAILED (hr))
+ return false;
+
+ hr = adapter->GetDesc1 (&desc);
+ if (FAILED (hr))
+ return false;
+
+ /* DXGI_ADAPTER_FLAG_SOFTWARE, old mingw does not define this enum */
+ if ((desc.Flags & 0x2) == 0)
+ break;
+
+ adapter = nullptr;
+ }
+
+ if (!adapter)
+ return false;
+
+ hr = D3D11CreateDevice (adapter.Get (), D3D_DRIVER_TYPE_UNKNOWN,
+ nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT,
+ feature_levels,
+ G_N_ELEMENTS (feature_levels), D3D11_SDK_VERSION, &device, nullptr,
+ &context);
+
+ if (FAILED (hr))
+ return false;
+
+ data->device = device.Detach ();
+ data->context = context.Detach ();
+
+ return true;
+}
+
+static gboolean
+bus_handler (GstBus * bus, GstMessage * msg, AppData * app_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 (app_data->loop);
+ break;
+ }
+ case GST_MESSAGE_EOS:
+ gst_println ("Got EOS");
+ g_main_loop_quit (app_data->loop);
+ break;
+ default:
+ break;
+ }
+
+ return TRUE;
+}
+
+static GstBusSyncReply
+bus_sync_handler (GstBus * bus, GstMessage * msg, AppData * data)
+{
+ const gchar *context_type;
+ GstContext *context;
+ gchar *context_str;
+
+ switch (GST_MESSAGE_TYPE (msg)) {
+ case GST_MESSAGE_HAVE_CONTEXT:{
+ gchar *context_str;
+
+ gst_message_parse_have_context (msg, &context);
+
+ context_type = gst_context_get_context_type (context);
+ context_str =
+ gst_structure_to_string (gst_context_get_structure (context));
+ gst_println ("Got context from element '%s': %s=%s",
+ GST_ELEMENT_NAME (GST_MESSAGE_SRC (msg)), context_type, context_str);
+ g_free (context_str);
+ gst_context_unref (context);
+ break;
+ }
+ case GST_MESSAGE_NEED_CONTEXT:{
+ gst_message_parse_context_type (msg, &context_type);
+ if (g_strcmp0 (context_type, GST_D3D11_DEVICE_HANDLE_CONTEXT_TYPE) != 0)
+ return GST_BUS_PASS;
+
+ context = gst_d3d11_context_new (data->d3d11_device);
+ context_str =
+ gst_structure_to_string (gst_context_get_structure (context));
+ gst_println ("Setting context '%s': %s=%s",
+ GST_ELEMENT_NAME (GST_MESSAGE_SRC (msg)), context_type, context_str);
+ g_free (context_str);
+ gst_element_set_context (GST_ELEMENT (msg->src), context);
+ gst_context_unref (context);
+ break;
+ }
+ default:
+ break;
+ }
+
+ return GST_BUS_PASS;
+}
+
+typedef struct
+{
+ AppData *app_data;
+ ID3D11Texture2D *texture;
+} MemoryUserData;
+
+static void
+on_memory_freed (MemoryUserData * data)
+{
+ g_rec_mutex_lock (&data->app_data->lock);
+ g_queue_push_tail (&data->app_data->unused_textures, data->texture);
+ g_rec_mutex_unlock (&data->app_data->lock);
+
+ g_free (data);
+}
+
+static gdouble
+get_clear_value (guint64 num_frames, guint scale)
+{
+ gdouble val = (gdouble) num_frames / scale;
+
+ val = sin (val);
+ val = ABS (val);
+
+ return val;
+}
+
+static void
+on_need_data (GstAppSrc * appsrc, guint length, gpointer user_data)
+{
+ AppData *app_data = (AppData *) user_data;
+ ID3D11Texture2D *texture = nullptr;
+ HRESULT hr;
+ ComPtr < ID3D11RenderTargetView > rtv;
+ FLOAT clear_color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GstMemory *mem;
+ GstD3D11Allocator *allocator;
+ GstD3D11Memory *dmem;
+ MemoryUserData *memory_data;
+ GstBuffer *buffer;
+ gsize offset[GST_VIDEO_MAX_PLANES];
+ gint stride[GST_VIDEO_MAX_PLANES];
+ guint pitch;
+ gsize dummy;
+
+ if (app_data->remaining == 0) {
+ gst_app_src_end_of_stream (appsrc);
+ return;
+ }
+
+ clear_color[0] = get_clear_value (app_data->num_frames, 50);
+ clear_color[1] = get_clear_value (app_data->num_frames, 100);
+ clear_color[2] = get_clear_value (app_data->num_frames, 200);
+ app_data->num_frames++;
+
+ g_rec_mutex_lock (&app_data->lock);
+ texture = (ID3D11Texture2D *) g_queue_pop_head (&app_data->unused_textures);
+ g_rec_mutex_unlock (&app_data->lock);
+
+ if (!texture) {
+ hr = app_data->device->CreateTexture2D (&app_data->desc, nullptr, &texture);
+ if (FAILED (hr)) {
+ gst_printerrln ("Failed to create texture");
+ exit (1);
+ }
+ }
+
+ hr = app_data->device->CreateRenderTargetView (texture, nullptr, &rtv);
+ if (FAILED (hr)) {
+ gst_printerrln ("Failed to create RTV");
+ exit (1);
+ }
+
+ /* ID3D11DeviceContext API is not thread safe, application should takes lock
+ * when it's shared with GStreamer */
+ gst_d3d11_device_lock (app_data->d3d11_device);
+ /* Clear with white */
+ app_data->context->ClearRenderTargetView (rtv.Get (), clear_color);
+ gst_d3d11_device_unlock (app_data->d3d11_device);
+
+ /* Find global default D3D11 allocator */
+ allocator = (GstD3D11Allocator *) gst_allocator_find (GST_D3D11_MEMORY_NAME);
+ if (!allocator) {
+ gst_printerrln ("D3D11 allocator is unavailable");
+ exit (1);
+ }
+
+ /* Demonstrating application-side texture pool.
+ * GstD3D11BufferPool can be used instead */
+ memory_data = g_new0 (MemoryUserData, 1);
+ memory_data->app_data = app_data;
+ /* Transfer ownership of this texture to this user data */
+ memory_data->texture = texture;
+
+ /* gst_d3d11_allocator_alloc_wrapped() method does not take ownership of
+ * ID3D11Texture2D object, but in this example, we pass ownership via
+ * user data */
+ mem = gst_d3d11_allocator_alloc_wrapped (allocator, app_data->d3d11_device,
+ texture, memory_data, (GDestroyNotify) on_memory_freed);
+ gst_object_unref (allocator);
+
+ if (!mem) {
+ gst_printerrln ("Couldn't allocate memory");
+ exit (1);
+ }
+
+ /* Calculates CPU accessible (via staging texture) memory layout.
+ * GstD3D11Memory allows CPU access but application must calculate the layout
+ * pitch would be likely different from width */
+ dmem = GST_D3D11_MEMORY_CAST (mem);
+ if (!gst_d3d11_memory_get_resource_stride (dmem, &pitch)) {
+ gst_printerrln ("Couldn't get resource stride");
+ exit (1);
+ }
+
+ if (!gst_d3d11_dxgi_format_get_size (app_data->desc.Format,
+ app_data->desc.Width, app_data->desc.Height, pitch, offset, stride,
+ &dummy)) {
+ gst_printerrln ("Couldn't get memory layout");
+ exit (1);
+ }
+
+ buffer = gst_buffer_new ();
+ gst_buffer_append_memory (buffer, mem);
+
+ /* Then attach video-meta to signal CPU accessible memory layout information */
+ gst_buffer_add_video_meta_full (buffer, GST_VIDEO_FRAME_FLAG_NONE,
+ GST_VIDEO_INFO_FORMAT (&app_data->video_info),
+ GST_VIDEO_INFO_WIDTH (&app_data->video_info),
+ GST_VIDEO_INFO_HEIGHT (&app_data->video_info),
+ GST_VIDEO_INFO_N_PLANES (&app_data->video_info), offset, stride);
+
+ GST_BUFFER_PTS (buffer) = app_data->next_pts;
+ GST_BUFFER_DTS (buffer) = GST_CLOCK_TIME_NONE;
+ GST_BUFFER_DURATION (buffer) = app_data->duration;
+
+ app_data->next_pts += app_data->duration;
+
+ if (gst_app_src_push_buffer (appsrc, buffer) != GST_FLOW_OK) {
+ gst_printerrln ("Couldn't push buffer to appsrc");
+ exit (1);
+ }
+
+ if (app_data->remaining > 0)
+ app_data->remaining--;
+}
+
+static void
+on_need_data_buffer_pool (GstAppSrc * appsrc, guint length, gpointer user_data)
+{
+ AppData *app_data = (AppData *) user_data;
+ ID3D11Texture2D *texture = nullptr;
+ HRESULT hr;
+ ComPtr < ID3D11RenderTargetView > rtv;
+ FLOAT clear_color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ GstBuffer *buffer;
+ GstMemory *mem;
+ GstFlowReturn ret;
+ GstMapInfo info;
+ GstMapFlags map_flags;
+
+ if (app_data->remaining == 0) {
+ gst_app_src_end_of_stream (appsrc);
+ return;
+ }
+
+ clear_color[0] = get_clear_value (app_data->num_frames, 50);
+ clear_color[1] = get_clear_value (app_data->num_frames, 100);
+ clear_color[2] = get_clear_value (app_data->num_frames, 200);
+ app_data->num_frames++;
+
+ ret = gst_buffer_pool_acquire_buffer (app_data->pool, &buffer, nullptr);
+ if (ret != GST_FLOW_OK) {
+ gst_printerrln ("Failed to acquire buffer");
+ exit (1);
+ }
+
+ /* buffer acquired from d3d11 buffer pool will hold video meta already.
+ * Application can just update already allocated texture */
+ mem = gst_buffer_peek_memory (buffer, 0);
+
+ /* Use GST_MAP_D3D11 flag to indicate that direct Direct3D11 resource
+ * is required instead of system memory access */
+ map_flags = (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11);
+ if (!gst_memory_map (mem, &info, map_flags)) {
+ gst_printerrln ("Failed to map memory");
+ exit (1);
+ }
+
+ texture = (ID3D11Texture2D *) info.data;
+ hr = app_data->device->CreateRenderTargetView (texture, nullptr, &rtv);
+ if (FAILED (hr)) {
+ gst_printerrln ("Failed to create RTV");
+ exit (1);
+ }
+
+ /* ID3D11DeviceContext API is not thread safe, application should takes lock
+ * when it's shared with GStreamer */
+ gst_d3d11_device_lock (app_data->d3d11_device);
+ /* Clear with white */
+ app_data->context->ClearRenderTargetView (rtv.Get (), clear_color);
+ gst_d3d11_device_unlock (app_data->d3d11_device);
+
+ gst_memory_unmap (mem, &info);
+
+ GST_BUFFER_PTS (buffer) = app_data->next_pts;
+ GST_BUFFER_DTS (buffer) = GST_CLOCK_TIME_NONE;
+ GST_BUFFER_DURATION (buffer) = app_data->duration;
+
+ app_data->next_pts += app_data->duration;
+
+ if (gst_app_src_push_buffer (appsrc, buffer) != GST_FLOW_OK) {
+ gst_printerrln ("Couldn't push buffer to appsrc");
+ exit (1);
+ }
+
+ if (app_data->remaining > 0)
+ app_data->remaining--;
+}
+
+static bool
+create_pipelne (AppData * app_data, gboolean use_pool)
+{
+ GstElement *pipeline;
+ GstAppSrc *src;
+ GError *error = nullptr;
+ GstCaps *caps;
+ GstBus *bus;
+ GstAppSrcCallbacks callbacks = { nullptr };
+ D3D11_TEXTURE2D_DESC desc = { 0, };
+
+ /* 640x480 RGBA format will be used in this example */
+ desc.Width = 640;
+ desc.Height = 480;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ /* Bind shader resource for this texture can be used in shader and also
+ * RTV is used in this example */
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ app_data->desc = desc;
+
+ app_data->next_pts = 0;
+ app_data->duration = GST_SECOND / 30;
+
+ pipeline = gst_parse_launch ("appsrc name=src ! queue ! d3d11videosink",
+ &error);
+ if (error) {
+ gst_printerrln ("Couldn't create pipeline: %s", error->message);
+ g_clear_error (&error);
+ return false;
+ }
+
+ src = GST_APP_SRC (gst_bin_get_by_name (GST_BIN (pipeline), "src"));
+
+ if (use_pool)
+ callbacks.need_data = on_need_data_buffer_pool;
+ else
+ callbacks.need_data = on_need_data;
+ gst_app_src_set_callbacks (src, &callbacks, app_data, nullptr);
+
+ caps =
+ gst_caps_from_string
+ ("video/x-raw(memory:D3D11Memory),format=RGBA,width=640,height=480,framerate=30/1");
+ gst_app_src_set_caps (src, caps);
+ gst_video_info_from_caps (&app_data->video_info, caps);
+
+ gst_app_src_set_stream_type (src, GST_APP_STREAM_TYPE_STREAM);
+ g_object_set (src, "format", GST_FORMAT_TIME, nullptr);
+ g_object_unref (src);
+
+ app_data->pipeline = pipeline;
+
+ bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
+
+ /* Listen need-context message from sync handler in case that application
+ * wants to share application's d3d11 device with pipeline */
+ gst_bus_set_sync_handler (bus, (GstBusSyncHandler) bus_sync_handler, app_data,
+ nullptr);
+ gst_bus_add_watch (bus, (GstBusFunc) bus_handler, app_data);
+ gst_object_unref (bus);
+
+ if (use_pool) {
+ GstBufferPool *pool;
+ GstStructure *config;
+ GstD3D11AllocationParams *params;
+
+ pool = gst_d3d11_buffer_pool_new (app_data->d3d11_device);
+ config = gst_buffer_pool_get_config (pool);
+
+ gst_buffer_pool_config_set_params (config, caps,
+ GST_VIDEO_INFO_SIZE (&app_data->video_info), 0, 0);
+
+ /* default allocation param doesn't use any binding flag.
+ * If binding flag is required, application should create
+ * allocation param struct and specify options */
+ params = gst_d3d11_allocation_params_new (app_data->d3d11_device,
+ &app_data->video_info, GST_D3D11_ALLOCATION_FLAG_DEFAULT,
+ D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, 0);
+
+ gst_buffer_pool_config_set_d3d11_allocation_params (config, params);
+ gst_d3d11_allocation_params_free (params);
+
+ if (!gst_buffer_pool_set_config (pool, config)) {
+ gst_printerrln ("Couldn't set config to pool");
+ gst_object_unref (pool);
+ gst_caps_unref (caps);
+ return false;
+ }
+
+ if (!gst_buffer_pool_set_active (pool, TRUE)) {
+ gst_printerrln ("Couldn't set active");
+ gst_object_unref (pool);
+ gst_caps_unref (caps);
+ return false;
+ }
+
+ app_data->pool = pool;
+ }
+
+ gst_caps_unref (caps);
+
+ return true;
+}
+
+static void
+clear_texture (ID3D11Texture2D * texture)
+{
+ texture->Release ();
+}
+
+gint
+main (gint argc, gchar ** argv)
+{
+ GOptionContext *option_ctx;
+ GError *error = nullptr;
+ gboolean ret;
+ gboolean use_pool = FALSE;
+ gint num_buffers = -1;
+ GOptionEntry options[] = {
+ {"use-bufferpool", 0, 0, G_OPTION_ARG_NONE, &use_pool,
+ "Use buffer pool", nullptr},
+ {"num-buffers", 0, 0, G_OPTION_ARG_INT, &num_buffers,
+ "The number of buffers to run", nullptr},
+ {nullptr,}
+ };
+ AppData app_data = { nullptr, };
+
+ option_ctx = g_option_context_new ("Direct3D11 appsrc 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);
+ }
+
+ app_data.remaining = num_buffers;
+ g_rec_mutex_init (&app_data.lock);
+ g_queue_init (&app_data.unused_textures);
+
+ app_data.loop = g_main_loop_new (nullptr, FALSE);
+
+ /* Create D3D11 device */
+ if (!create_device (&app_data)) {
+ gst_printerrln ("No available hardware device");
+ exit (1);
+ }
+
+ /* Creates GstD3D11Device using our device handle.
+ * Note that gst_d3d11_device_new_wrapped() method does not take ownership of
+ * ID3D11Device handle, instead refcount of ID3D11Device handle will be
+ * increased by one */
+ app_data.d3d11_device = gst_d3d11_device_new_wrapped (app_data.device);
+ if (!app_data.d3d11_device) {
+ gst_printerrln ("Couldn't create GstD3D11Device object");
+ exit (1);
+ }
+
+ if (!create_pipelne (&app_data, use_pool))
+ exit (1);
+
+ /* All done! */
+ gst_element_set_state (app_data.pipeline, GST_STATE_PLAYING);
+ g_main_loop_run (app_data.loop);
+
+ gst_element_set_state (app_data.pipeline, GST_STATE_NULL);
+ gst_bus_remove_watch (GST_ELEMENT_BUS (app_data.pipeline));
+
+#define CLEAR_COM(obj) G_STMT_START { \
+ if (obj) { \
+ (obj)->Release (); \
+ } \
+ } G_STMT_END
+
+ g_queue_clear_full (&app_data.unused_textures,
+ (GDestroyNotify) clear_texture);
+ g_rec_mutex_clear (&app_data.lock);
+
+ CLEAR_COM (app_data.context);
+ CLEAR_COM (app_data.device);
+
+ gst_clear_object (&app_data.d3d11_device);
+ gst_clear_object (&app_data.pipeline);
+ g_main_loop_unref (app_data.loop);
+
+ return 0;
+}