GST_PAD_SINK,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
- (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS))
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS))
);
static GstStaticPadTemplate src_template = GST_STATIC_PAD_TEMPLATE ("src",
GST_PAD_SRC,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
- (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS))
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS))
);
#define gst_d3d11_color_convert_parent_class parent_class
goto config_failed;
gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
+ gst_query_add_allocation_meta (query,
+ GST_VIDEO_OVERLAY_COMPOSITION_META_API_TYPE, NULL);
size = GST_D3D11_BUFFER_POOL (pool)->buffer_size;
gst_query_add_allocation_pool (query, pool, size, 0, 0);
gst_d3d11_device_unlock (device);
self->quad = gst_d3d11_quad_new (device,
- ps, vs, layout, sampler, const_buffer, vertex_buffer, sizeof (VertexData),
- index_buffer, DXGI_FORMAT_R16_UINT, index_count);
+ ps, vs, layout, sampler, NULL, NULL, const_buffer, vertex_buffer,
+ sizeof (VertexData), index_buffer, DXGI_FORMAT_R16_UINT, index_count);
self->num_input_view = GST_VIDEO_INFO_N_PLANES (data->in_info);
self->num_output_view = GST_VIDEO_INFO_N_PLANES (data->out_info);
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
{
+ gboolean ret;
+
+ g_return_val_if_fail (converter != NULL, FALSE);
+ g_return_val_if_fail (srv != NULL, FALSE);
+ g_return_val_if_fail (rtv != NULL, FALSE);
+
+ gst_d3d11_device_lock (converter->device);
+ ret = gst_d3d11_color_converter_convert_unlocked (converter, srv, rtv);
+ gst_d3d11_device_lock (converter->device);
+
+ return ret;
+}
+
+gboolean
+gst_d3d11_color_converter_convert_unlocked (GstD3D11ColorConverter * converter,
+ ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES],
+ ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
+{
g_return_val_if_fail (converter != NULL, FALSE);
g_return_val_if_fail (srv != NULL, FALSE);
g_return_val_if_fail (rtv != NULL, FALSE);
- return gst_d3d11_draw_quad (converter->quad, &converter->viewport, 1,
- srv, converter->num_input_view, rtv, converter->num_output_view);
+ return gst_d3d11_draw_quad_unlocked (converter->quad, &converter->viewport, 1,
+ srv, converter->num_input_view, rtv, converter->num_output_view, NULL);
}
gboolean
RECT * rect)
{
g_return_val_if_fail (converter != NULL, FALSE);
+ g_return_val_if_fail (rect != NULL, FALSE);
converter->viewport.TopLeftX = rect->left;
converter->viewport.TopLeftY = rect->top;
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]);
+gboolean gst_d3d11_color_converter_convert_unlocked (GstD3D11ColorConverter * converter,
+ ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
+ ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]);
+
gboolean gst_d3d11_color_converter_update_rect (GstD3D11ColorConverter * converter,
RECT *rect);
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
(GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS) "; "
- GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS)
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS)
));
static GstStaticPadTemplate src_template = GST_STATIC_PAD_TEMPLATE ("src",
GST_PAD_SRC,
GST_PAD_ALWAYS,
- GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS)
+ GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS) ";"
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS)
));
#define gst_d3d11_download_parent_class parent_class
--- /dev/null
+/* GStreamer
+ * Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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 "gstd3d11overlaycompositor.h"
+#include "gstd3d11utils.h"
+#include "gstd3d11device.h"
+#include "gstd3d11shader.h"
+#include "gstd3d11format.h"
+
+GST_DEBUG_CATEGORY_EXTERN (gst_d3d11_overlay_compositor_debug);
+#define GST_CAT_DEFAULT gst_d3d11_overlay_compositor_debug
+
+/* *INDENT-OFF* */
+typedef struct
+{
+ struct {
+ FLOAT x;
+ FLOAT y;
+ FLOAT z;
+ } position;
+ struct {
+ FLOAT x;
+ FLOAT y;
+ } texture;
+} VertexData;
+
+static const gchar templ_pixel_shader[] =
+ "Texture2D shaderTexture;\n"
+ "SamplerState samplerState;\n"
+ "\n"
+ "struct PS_INPUT\n"
+ "{\n"
+ " float4 Position: SV_POSITION;\n"
+ " float3 Texture: TEXCOORD0;\n"
+ "};\n"
+ "\n"
+ "float4 main(PS_INPUT input): SV_TARGET\n"
+ "{\n"
+ " return shaderTexture.Sample(samplerState, input.Texture);\n"
+ "}\n";
+
+static const gchar templ_vertex_shader[] =
+ "struct VS_INPUT\n"
+ "{\n"
+ " float4 Position : POSITION;\n"
+ " float4 Texture : TEXCOORD0;\n"
+ "};\n"
+ "\n"
+ "struct VS_OUTPUT\n"
+ "{\n"
+ " float4 Position: SV_POSITION;\n"
+ " float4 Texture: TEXCOORD0;\n"
+ "};\n"
+ "\n"
+ "VS_OUTPUT main(VS_INPUT input)\n"
+ "{\n"
+ " return input;\n"
+ "}\n";
+/* *INDENT-ON* */
+
+struct _GstD3D11OverlayCompositor
+{
+ GstD3D11Device *device;
+ GstVideoInfo out_info;
+
+ D3D11_VIEWPORT viewport;
+
+ ID3D11PixelShader *ps;
+ ID3D11VertexShader *vs;
+ ID3D11InputLayout *layout;
+ ID3D11SamplerState *sampler;
+ ID3D11BlendState *blend;
+ ID3D11Buffer *index_buffer;
+
+ /* GstD3D11CompositionOverlay */
+ GList *overlays;
+};
+
+typedef struct
+{
+ GstVideoOverlayRectangle *overlay_rect;
+ ID3D11Texture2D *texture;
+ ID3D11ShaderResourceView *srv;
+ GstD3D11Quad *quad;
+} GstD3D11CompositionOverlay;
+
+static GstD3D11CompositionOverlay *
+gst_d3d11_composition_overlay_new (GstD3D11OverlayCompositor * self,
+ GstVideoOverlayRectangle * overlay_rect)
+{
+ GstD3D11CompositionOverlay *overlay = NULL;
+ gint x, y;
+ guint width, height;
+ D3D11_SUBRESOURCE_DATA subresource_data = { 0, };
+ D3D11_TEXTURE2D_DESC texture_desc = { 0, };
+ D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { 0, };
+ D3D11_BUFFER_DESC buffer_desc = { 0, };
+ ID3D11Buffer *vertex_buffer = NULL;
+ D3D11_MAPPED_SUBRESOURCE map;
+ VertexData *vertex_data;
+ GstBuffer *buf;
+ GstVideoMeta *vmeta;
+ GstMapInfo info;
+ guint8 *data;
+ gint stride;
+ ID3D11Texture2D *texture = NULL;
+ ID3D11ShaderResourceView *srv = NULL;
+ HRESULT hr;
+ ID3D11Device *device_handle;
+ ID3D11DeviceContext *context_handle;
+ GstD3D11Device *device = self->device;
+ const guint index_count = 2 * 3;
+ FLOAT x1, y1, x2, y2;
+
+ g_return_val_if_fail (overlay_rect != NULL, NULL);
+
+ device_handle = gst_d3d11_device_get_device_handle (device);
+ context_handle = gst_d3d11_device_get_device_context_handle (device);
+
+ if (!gst_video_overlay_rectangle_get_render_rectangle (overlay_rect, &x, &y,
+ &width, &height)) {
+ GST_ERROR ("Failed to get render rectangle");
+ return NULL;
+ }
+
+ buf = gst_video_overlay_rectangle_get_pixels_unscaled_argb (overlay_rect,
+ GST_VIDEO_OVERLAY_FORMAT_FLAG_NONE);
+ if (!buf) {
+ GST_ERROR ("Failed to get overlay buffer");
+ return NULL;
+ }
+
+ vmeta = gst_buffer_get_video_meta (buf);
+ if (!vmeta) {
+ GST_ERROR ("Failed to get video meta");
+ return NULL;
+ }
+
+ if (!gst_video_meta_map (vmeta,
+ 0, &info, (gpointer *) & data, &stride, GST_MAP_READ)) {
+ GST_ERROR ("Failed to map");
+ return NULL;
+ }
+
+ /* Do create texture and upload data at once, for create immutable texture */
+ subresource_data.pSysMem = data;
+ subresource_data.SysMemPitch = stride;
+ subresource_data.SysMemSlicePitch = 0;
+
+ texture_desc.Width = width;
+ texture_desc.Height = height;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ /* FIXME: need to consider non-BGRA ? */
+ texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_IMMUTABLE;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+
+ texture = gst_d3d11_device_create_texture (device,
+ &texture_desc, &subresource_data);
+ gst_video_meta_unmap (vmeta, 0, &info);
+
+ if (!texture) {
+ GST_ERROR ("Failed to create texture");
+ return NULL;
+ }
+
+ srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srv_desc.Texture2D.MipLevels = 1;
+
+ hr = ID3D11Device_CreateShaderResourceView (device_handle,
+ (ID3D11Resource *) texture, &srv_desc, &srv);
+ if (!gst_d3d11_result (hr, device) || !srv) {
+ GST_ERROR ("Failed to create shader resource view");
+ goto clear;
+ }
+
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.ByteWidth = sizeof (VertexData) * 4;
+ buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
+ &vertex_buffer);
+ if (!gst_d3d11_result (hr, device)) {
+ GST_ERROR ("Couldn't create vertex buffer, hr: 0x%x", (guint) hr);
+ goto clear;
+ }
+
+ gst_d3d11_device_lock (device);
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+
+ if (!gst_d3d11_result (hr, device)) {
+ GST_ERROR ("Couldn't map vertex buffer, hr: 0x%x", (guint) hr);
+ gst_d3d11_device_unlock (device);
+ goto clear;
+ }
+
+ vertex_data = (VertexData *) map.pData;
+ x1 = (x / (gfloat) GST_VIDEO_INFO_WIDTH (&self->out_info)) * 2.0f - 1.0f;
+ y1 = (y / (gfloat) GST_VIDEO_INFO_HEIGHT (&self->out_info)) * 2.0f - 1.0f;
+
+ x2 = ((x + width) /
+ (gfloat) GST_VIDEO_INFO_WIDTH (&self->out_info)) * 2.0f - 1.0f;
+ y2 = ((y + height) /
+ (gfloat) GST_VIDEO_INFO_HEIGHT (&self->out_info)) * 2.0f - 1.0f;
+
+ vertex_data[0].position.x = x1;
+ vertex_data[0].position.y = y1;
+ vertex_data[0].position.z = 0.0f;
+ vertex_data[0].texture.x = 0.0f;
+ vertex_data[0].texture.y = 1.0f;
+
+ vertex_data[1].position.x = x1;
+ vertex_data[1].position.y = y2;
+ vertex_data[1].position.z = 0.0f;
+ vertex_data[1].texture.x = 0.0f;
+ vertex_data[1].texture.y = 0.0f;
+
+ vertex_data[2].position.x = x2;
+ vertex_data[2].position.y = y2;
+ vertex_data[2].position.z = 0.0f;
+ vertex_data[2].texture.x = 1.0f;
+ vertex_data[2].texture.y = 0.0f;
+
+ vertex_data[3].position.x = x2;
+ vertex_data[3].position.y = y1;
+ vertex_data[3].position.z = 0.0f;
+ vertex_data[3].texture.x = 1.0f;
+ vertex_data[3].texture.y = 1.0f;
+
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) vertex_buffer, 0);
+ gst_d3d11_device_unlock (device);
+
+ overlay = g_new0 (GstD3D11CompositionOverlay, 1);
+ overlay->overlay_rect = gst_video_overlay_rectangle_ref (overlay_rect);
+ overlay->texture = texture;
+ overlay->srv = srv;
+ overlay->quad = gst_d3d11_quad_new (device,
+ self->ps, self->vs, self->layout, self->sampler, self->blend, NULL, NULL,
+ vertex_buffer, sizeof (VertexData),
+ self->index_buffer, DXGI_FORMAT_R16_UINT, index_count);
+
+clear:
+ if (!overlay) {
+ if (srv)
+ ID3D11ShaderResourceView_Release (srv);
+ if (texture)
+ ID3D11Texture2D_Release (texture);
+ }
+
+ if (vertex_buffer)
+ ID3D11Buffer_Release (vertex_buffer);
+
+ return overlay;
+}
+
+static void
+gst_d3d11_composition_overlay_free (GstD3D11CompositionOverlay * overlay)
+{
+ if (!overlay)
+ return;
+
+ if (overlay->overlay_rect)
+ gst_video_overlay_rectangle_unref (overlay->overlay_rect);
+
+ if (overlay->srv)
+ ID3D11ShaderResourceView_Release (overlay->srv);
+
+ if (overlay->texture)
+ ID3D11Texture2D_Release (overlay->texture);
+
+ if (overlay->quad)
+ gst_d3d11_quad_free (overlay->quad);
+
+ g_free (overlay);
+}
+
+static gboolean
+gst_d3d11_overlay_compositor_setup_shader (GstD3D11OverlayCompositor * self,
+ GstD3D11Device * device)
+{
+ HRESULT hr;
+ D3D11_SAMPLER_DESC sampler_desc = { 0, };
+ D3D11_INPUT_ELEMENT_DESC input_desc[2] = { 0, };
+ D3D11_BUFFER_DESC buffer_desc = { 0, };
+ D3D11_BLEND_DESC blend_desc = { 0, };
+ D3D11_MAPPED_SUBRESOURCE map;
+ WORD *indices;
+ ID3D11Device *device_handle;
+ ID3D11DeviceContext *context_handle;
+ ID3D11PixelShader *ps = NULL;
+ ID3D11VertexShader *vs = NULL;
+ ID3D11InputLayout *layout = NULL;
+ ID3D11SamplerState *sampler = NULL;
+ ID3D11BlendState *blend = NULL;
+ ID3D11Buffer *index_buffer = NULL;
+ const guint index_count = 2 * 3;
+ gboolean ret = TRUE;
+
+ device_handle = gst_d3d11_device_get_device_handle (device);
+ context_handle = gst_d3d11_device_get_device_context_handle (device);
+
+ /* bilinear filtering */
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
+ sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ sampler_desc.MinLOD = 0;
+ sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ hr = ID3D11Device_CreateSamplerState (device_handle, &sampler_desc, &sampler);
+ if (!gst_d3d11_result (hr, device)) {
+ GST_ERROR ("Couldn't create sampler state, hr: 0x%x", (guint) hr);
+ ret = FALSE;
+ goto clear;
+ }
+
+ GST_LOG ("Create Pixel Shader \n%s", templ_pixel_shader);
+
+ if (!gst_d3d11_create_pixel_shader (device, templ_pixel_shader, &ps)) {
+ GST_ERROR ("Couldn't create pixel shader");
+ ret = FALSE;
+ goto clear;
+ }
+
+ input_desc[0].SemanticName = "POSITION";
+ input_desc[0].SemanticIndex = 0;
+ input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
+ input_desc[0].InputSlot = 0;
+ input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
+ input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ input_desc[0].InstanceDataStepRate = 0;
+
+ input_desc[1].SemanticName = "TEXCOORD";
+ input_desc[1].SemanticIndex = 0;
+ input_desc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
+ input_desc[1].InputSlot = 0;
+ input_desc[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
+ input_desc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
+ input_desc[1].InstanceDataStepRate = 0;
+
+ if (!gst_d3d11_create_vertex_shader (device, templ_vertex_shader,
+ input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) {
+ GST_ERROR ("Couldn't vertex pixel shader");
+ ret = FALSE;
+ goto clear;
+ }
+
+ blend_desc.AlphaToCoverageEnable = FALSE;
+ blend_desc.IndependentBlendEnable = FALSE;
+ blend_desc.RenderTarget[0].BlendEnable = TRUE;
+ blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+ blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ blend_desc.RenderTarget[0].RenderTargetWriteMask =
+ D3D11_COLOR_WRITE_ENABLE_ALL;
+
+ hr = ID3D11Device_CreateBlendState (device_handle, &blend_desc, &blend);
+ if (!gst_d3d11_result (hr, device)) {
+ GST_ERROR ("Couldn't create blend staten, hr: 0x%x", (guint) hr);
+ ret = FALSE;
+ goto clear;
+ }
+
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.ByteWidth = sizeof (WORD) * index_count;
+ buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+
+ hr = ID3D11Device_CreateBuffer (device_handle, &buffer_desc, NULL,
+ &index_buffer);
+ if (!gst_d3d11_result (hr, device)) {
+ GST_ERROR ("Couldn't create index buffer, hr: 0x%x", (guint) hr);
+ ret = FALSE;
+ goto clear;
+ }
+
+ gst_d3d11_device_lock (device);
+ hr = ID3D11DeviceContext_Map (context_handle,
+ (ID3D11Resource *) index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
+
+ if (!gst_d3d11_result (hr, device)) {
+ GST_ERROR ("Couldn't map index buffer, hr: 0x%x", (guint) hr);
+ gst_d3d11_device_unlock (device);
+ ret = FALSE;
+ goto clear;
+ }
+
+ indices = (WORD *) map.pData;
+
+ /* clockwise indexing */
+ indices[0] = 0; /* bottom left */
+ indices[1] = 1; /* top left */
+ indices[2] = 2; /* top right */
+
+ indices[3] = 3; /* bottom right */
+ indices[4] = 0; /* bottom left */
+ indices[5] = 2; /* top right */
+
+ ID3D11DeviceContext_Unmap (context_handle,
+ (ID3D11Resource *) index_buffer, 0);
+ gst_d3d11_device_unlock (device);
+
+ self->ps = ps;
+ self->vs = vs;
+ self->layout = layout;
+ self->sampler = sampler;
+ self->blend = blend;
+ self->index_buffer = index_buffer;
+
+clear:
+ if (ret)
+ return TRUE;
+
+ if (ps)
+ ID3D11PixelShader_Release (ps);
+ if (vs)
+ ID3D11VertexShader_Release (vs);
+ if (layout)
+ ID3D11InputLayout_Release (layout);
+ if (sampler)
+ ID3D11SamplerState_Release (sampler);
+ if (blend)
+ ID3D11BlendState_Release (blend);
+ if (index_buffer)
+ ID3D11Buffer_Release (index_buffer);
+
+ return FALSE;
+}
+
+
+GstD3D11OverlayCompositor *
+gst_d3d11_overlay_compositor_new (GstD3D11Device * device,
+ GstVideoInfo * out_info)
+{
+ GstD3D11OverlayCompositor *compositor = NULL;
+
+ g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
+ g_return_val_if_fail (out_info != NULL, NULL);
+
+ compositor = g_new0 (GstD3D11OverlayCompositor, 1);
+
+ if (!gst_d3d11_overlay_compositor_setup_shader (compositor, device)) {
+ gst_d3d11_overlay_compositor_free (compositor);
+ return NULL;
+ }
+
+ compositor->device = gst_object_ref (device);
+ compositor->out_info = *out_info;
+
+ compositor->viewport.TopLeftX = 0;
+ compositor->viewport.TopLeftY = 0;
+ compositor->viewport.Width = GST_VIDEO_INFO_WIDTH (out_info);
+ compositor->viewport.Height = GST_VIDEO_INFO_HEIGHT (out_info);
+ compositor->viewport.MinDepth = 0.0f;
+ compositor->viewport.MaxDepth = 1.0f;
+
+ return compositor;
+}
+
+void
+gst_d3d11_overlay_compositor_free (GstD3D11OverlayCompositor * compositor)
+{
+ g_return_if_fail (compositor != NULL);
+
+ gst_d3d11_overlay_compositor_free_overlays (compositor);
+
+ if (compositor->ps)
+ ID3D11PixelShader_Release (compositor->ps);
+ if (compositor->vs)
+ ID3D11VertexShader_Release (compositor->vs);
+ if (compositor->layout)
+ ID3D11InputLayout_Release (compositor->layout);
+ if (compositor->sampler)
+ ID3D11SamplerState_Release (compositor->sampler);
+ if (compositor->blend)
+ ID3D11BlendState_Release (compositor->blend);
+ if (compositor->index_buffer)
+ ID3D11Buffer_Release (compositor->index_buffer);
+
+ gst_clear_object (&compositor->device);
+ g_free (compositor);
+}
+
+static gint
+find_in_compositor (const GstD3D11CompositionOverlay * overlay,
+ const GstVideoOverlayRectangle * rect)
+{
+ return !(overlay->overlay_rect == rect);
+}
+
+static gboolean
+is_in_video_overlay_composition (GstVideoOverlayComposition * voc,
+ GstD3D11CompositionOverlay * overlay)
+{
+ guint i;
+
+ for (i = 0; i < gst_video_overlay_composition_n_rectangles (voc); i++) {
+ GstVideoOverlayRectangle *rectangle =
+ gst_video_overlay_composition_get_rectangle (voc, i);
+ if (overlay->overlay_rect == rectangle)
+ return TRUE;
+ }
+ return FALSE;
+}
+
+gboolean
+gst_d3d11_overlay_compositor_upload (GstD3D11OverlayCompositor * compositor,
+ GstBuffer * buf)
+{
+ GstVideoOverlayCompositionMeta *meta;
+ gint i, num_overlays;
+ GList *iter;
+
+ g_return_val_if_fail (compositor != NULL, FALSE);
+ g_return_val_if_fail (GST_IS_BUFFER (buf), FALSE);
+
+ meta = gst_buffer_get_video_overlay_composition_meta (buf);
+
+ if (!meta) {
+ gst_d3d11_overlay_compositor_free_overlays (compositor);
+ return TRUE;
+ }
+
+ num_overlays = gst_video_overlay_composition_n_rectangles (meta->overlay);
+ if (!num_overlays) {
+ gst_d3d11_overlay_compositor_free_overlays (compositor);
+ return TRUE;
+ }
+
+ GST_LOG ("Upload %d overlay rectangles", num_overlays);
+
+ /* Upload new overlay */
+ for (i = 0; i < num_overlays; i++) {
+ GstVideoOverlayRectangle *rectangle =
+ gst_video_overlay_composition_get_rectangle (meta->overlay, i);
+
+ if (!g_list_find_custom (compositor->overlays,
+ rectangle, (GCompareFunc) find_in_compositor)) {
+ GstD3D11CompositionOverlay *overlay = NULL;
+
+ overlay = gst_d3d11_composition_overlay_new (compositor, rectangle);
+
+ if (!overlay)
+ return FALSE;
+
+ compositor->overlays = g_list_append (compositor->overlays, overlay);
+ }
+ }
+
+ /* Remove old overlay */
+ iter = compositor->overlays;
+ while (iter) {
+ GstD3D11CompositionOverlay *overlay =
+ (GstD3D11CompositionOverlay *) iter->data;
+ GList *next = iter->next;
+
+ if (!is_in_video_overlay_composition (meta->overlay, overlay)) {
+ compositor->overlays = g_list_delete_link (compositor->overlays, iter);
+ gst_d3d11_composition_overlay_free (overlay);
+ }
+
+ iter = next;
+ }
+
+ return TRUE;
+}
+
+void
+gst_d3d11_overlay_compositor_free_overlays (GstD3D11OverlayCompositor *
+ compositor)
+{
+ g_return_if_fail (compositor != NULL);
+
+ if (compositor->overlays) {
+ g_list_free_full (compositor->overlays,
+ (GDestroyNotify) gst_d3d11_composition_overlay_free);
+
+ compositor->overlays = NULL;
+ }
+}
+
+gboolean
+gst_d3d11_overlay_compositor_update_rect (GstD3D11OverlayCompositor *
+ compositor, RECT * rect)
+{
+ g_return_val_if_fail (compositor != NULL, FALSE);
+ g_return_val_if_fail (rect != NULL, FALSE);
+
+ compositor->viewport.TopLeftX = rect->left;
+ compositor->viewport.TopLeftY = rect->top;
+ compositor->viewport.Width = rect->right - rect->left;
+ compositor->viewport.Height = rect->bottom - rect->top;
+
+ return TRUE;
+}
+
+gboolean
+gst_d3d11_overlay_compositor_draw (GstD3D11OverlayCompositor * compositor,
+ ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
+{
+ gboolean ret = TRUE;
+
+ g_return_val_if_fail (compositor != NULL, FALSE);
+ g_return_val_if_fail (rtv != NULL, FALSE);
+
+ gst_d3d11_device_lock (compositor->device);
+ ret = gst_d3d11_overlay_compositor_draw_unlocked (compositor, rtv);
+ gst_d3d11_device_unlock (compositor->device);
+
+ return ret;
+}
+
+gboolean
+gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor *
+ compositor, ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES])
+{
+ gboolean ret = TRUE;
+ GList *iter;
+
+ g_return_val_if_fail (compositor != NULL, FALSE);
+ g_return_val_if_fail (rtv != NULL, FALSE);
+
+ for (iter = compositor->overlays; iter; iter = g_list_next (iter)) {
+ GstD3D11CompositionOverlay *overlay =
+ (GstD3D11CompositionOverlay *) iter->data;
+
+ ret = gst_d3d11_draw_quad_unlocked (overlay->quad,
+ &compositor->viewport, 1, &overlay->srv, 1, rtv, 1, NULL);
+
+ if (!ret)
+ break;
+ }
+
+ return ret;
+}
--- /dev/null
+/* GStreamer
+ * Copyright (C) <2019> Seungha Yang <seungha.yang@navercorp.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.
+ */
+
+#ifndef __GST_D3D11_OVERLAY_COMPOSITOR_H__
+#define __GST_D3D11_OVERLAY_COMPOSITOR_H__
+
+#include <gst/gst.h>
+#include <gst/video/video.h>
+#include "gstd3d11_fwd.h"
+
+G_BEGIN_DECLS
+
+typedef struct _GstD3D11OverlayCompositor GstD3D11OverlayCompositor;
+
+GstD3D11OverlayCompositor * gst_d3d11_overlay_compositor_new (GstD3D11Device * device,
+ GstVideoInfo * out_info);
+
+void gst_d3d11_overlay_compositor_free (GstD3D11OverlayCompositor * compositor);
+
+gboolean gst_d3d11_overlay_compositor_upload (GstD3D11OverlayCompositor * compositor,
+ GstBuffer * buf);
+
+void gst_d3d11_overlay_compositor_free_overlays (GstD3D11OverlayCompositor * compositor);
+
+gboolean gst_d3d11_overlay_compositor_update_rect (GstD3D11OverlayCompositor * compositor,
+ RECT *rect);
+
+gboolean gst_d3d11_overlay_compositor_draw (GstD3D11OverlayCompositor * compositor,
+ ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]);
+
+gboolean gst_d3d11_overlay_compositor_draw_unlocked (GstD3D11OverlayCompositor * compositor,
+ ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES]);
+
+G_END_DECLS
+
+#endif /* __GST_D3D11_OVERLAY_COMPOSITOR_H__ */
ID3D11VertexShader *vs;
ID3D11InputLayout *layout;
ID3D11SamplerState *sampler;
+ ID3D11BlendState *blend;
+ ID3D11DepthStencilState *depth_stencil;
ID3D11Buffer *const_buffer;
ID3D11Buffer *vertex_buffer;
guint vertex_stride;
GstD3D11Quad *
gst_d3d11_quad_new (GstD3D11Device * device, ID3D11PixelShader * pixel_shader,
ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout,
- ID3D11SamplerState * sampler, ID3D11Buffer * const_buffer,
+ ID3D11SamplerState * sampler, ID3D11BlendState * blend,
+ ID3D11DepthStencilState * depth_stencil,
+ ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer, guint vertex_stride,
ID3D11Buffer * index_buffer, DXGI_FORMAT index_format, guint index_count)
{
quad->vs = vertex_shader;
quad->layout = layout;
quad->sampler = sampler;
+ quad->blend = blend;
+ quad->depth_stencil = depth_stencil;
quad->vertex_buffer = vertex_buffer;
quad->vertex_stride = vertex_stride;
quad->index_buffer = index_buffer;
ID3D11InputLayout_AddRef (layout);
ID3D11SamplerState_AddRef (sampler);
+ if (blend)
+ ID3D11BlendState_AddRef (blend);
+
+ if (depth_stencil)
+ ID3D11DepthStencilState_AddRef (depth_stencil);
+
if (const_buffer) {
quad->const_buffer = const_buffer;
ID3D11Buffer_AddRef (const_buffer);
ID3D11InputLayout_Release (quad->layout);
if (quad->sampler)
ID3D11SamplerState_Release (quad->sampler);
+ if (quad->blend)
+ ID3D11BlendState_Release (quad->blend);
+ if (quad->depth_stencil)
+ ID3D11DepthStencilState_Release (quad->depth_stencil);
if (quad->const_buffer)
ID3D11Buffer_Release (quad->const_buffer);
if (quad->vertex_buffer)
gst_d3d11_draw_quad (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
- ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv)
+ ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
+ ID3D11DepthStencilView * dsv)
{
gboolean ret;
gst_d3d11_device_lock (quad->device);
ret = gst_d3d11_draw_quad_unlocked (quad, viewport, num_viewport,
- srv, num_srv, rtv, num_viewport);
+ srv, num_srv, rtv, num_viewport, dsv);
gst_d3d11_device_unlock (quad->device);
return ret;
gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES], guint num_viewport,
ID3D11ShaderResourceView * srv[GST_VIDEO_MAX_PLANES], guint num_srv,
- ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv)
+ ID3D11RenderTargetView * rtv[GST_VIDEO_MAX_PLANES], guint num_rtv,
+ ID3D11DepthStencilView * dsv)
{
ID3D11DeviceContext *context_handle;
UINT offsets = 0;
0, 1, &quad->const_buffer);
ID3D11DeviceContext_PSSetShaderResources (context_handle, 0, num_srv, srv);
- ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, NULL);
+ ID3D11DeviceContext_OMSetRenderTargets (context_handle, num_rtv, rtv, dsv);
+ ID3D11DeviceContext_OMSetBlendState (context_handle,
+ quad->blend, NULL, 0xffffffff);
+ ID3D11DeviceContext_OMSetDepthStencilState (context_handle,
+ quad->depth_stencil, 1);
ID3D11DeviceContext_DrawIndexed (context_handle, quad->index_count, 0, 0);
ID3D11VertexShader * vertex_shader,
ID3D11InputLayout * layout,
ID3D11SamplerState * sampler,
+ ID3D11BlendState * blend,
+ ID3D11DepthStencilState *depth_stencil,
ID3D11Buffer * const_buffer,
ID3D11Buffer * vertex_buffer,
guint vertex_stride,
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
guint num_srv,
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
- guint num_rtv);
+ guint num_rtv,
+ ID3D11DepthStencilView *dsv);
gboolean gst_d3d11_draw_quad_unlocked (GstD3D11Quad * quad,
D3D11_VIEWPORT viewport[GST_VIDEO_MAX_PLANES],
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES],
guint num_srv,
ID3D11RenderTargetView *rtv[GST_VIDEO_MAX_PLANES],
- guint num_rtv);
+ guint num_rtv,
+ ID3D11DepthStencilView *dsv);
G_END_DECLS
GST_PAD_SINK,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS) "; "
GST_VIDEO_CAPS_MAKE_WITH_FEATURES (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY,
+ GST_D3D11_FORMATS) ";"
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY
+ "," GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
GST_D3D11_FORMATS))
);
GST_PAD_SRC,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
- (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS)));
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS)));
#define gst_d3d11_upload_parent_class parent_class
G_DEFINE_TYPE (GstD3D11Upload, gst_d3d11_upload, GST_TYPE_D3D11_BASE_FILTER);
static GstCaps *
_set_caps_features (const GstCaps * caps, const gchar * feature_name)
{
- GstCaps *tmp = gst_caps_copy (caps);
- guint n = gst_caps_get_size (tmp);
- guint i = 0;
+ guint i, j, m, n;
+ GstCaps *tmp;
+ GstCapsFeatures *overlay_feature =
+ gst_caps_features_from_string
+ (GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION);
+
+ tmp = gst_caps_new_empty ();
+
+ n = gst_caps_get_size (caps);
+ for (i = 0; i < n; i++) {
+ GstCapsFeatures *features, *orig_features;
+ GstStructure *s = gst_caps_get_structure (caps, i);
+
+ orig_features = gst_caps_get_features (caps, i);
+ features = gst_caps_features_new (feature_name, NULL);
+
+ if (gst_caps_features_is_any (orig_features)) {
+ gst_caps_append_structure_full (tmp, gst_structure_copy (s),
+ gst_caps_features_copy (features));
+
+ if (!gst_caps_features_contains (features,
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION))
+ gst_caps_features_add (features,
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION);
+ } else {
+ m = gst_caps_features_get_size (orig_features);
+ for (j = 0; j < m; j++) {
+ const gchar *feature = gst_caps_features_get_nth (orig_features, j);
+
+ /* if we already have the features */
+ if (gst_caps_features_contains (features, feature))
+ continue;
+
+ if (g_strcmp0 (feature, GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY) == 0)
+ continue;
+
+ if (gst_caps_features_contains (overlay_feature, feature)) {
+ gst_caps_features_add (features, feature);
+ }
+ }
+ }
+
+ gst_caps_append_structure_full (tmp, gst_structure_copy (s), features);
+ }
- for (i = 0; i < n; i++)
- gst_caps_set_features (tmp, i,
- gst_caps_features_from_string (feature_name));
+ gst_caps_features_free (overlay_feature);
return tmp;
}
if (direction == GST_PAD_SINK) {
tmp = _set_caps_features (caps, GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY);
- tmp = gst_caps_merge (gst_caps_ref (caps), tmp);
} else {
- GstCaps *newcaps;
- tmp = gst_caps_ref (caps);
-
- newcaps = _set_caps_features (caps, GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY);
- tmp = gst_caps_merge (tmp, newcaps);
+ tmp = _set_caps_features (caps, GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY);
}
if (filter) {
if (!gst_buffer_pool_set_config (pool, config))
goto config_failed;
- gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
-
/* d3d11 buffer pool might update buffer size by self */
if (is_d3d11)
size = GST_D3D11_BUFFER_POOL (pool)->buffer_size;
gst_object_unref (pool);
}
+ gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
+ gst_query_add_allocation_meta (query,
+ GST_VIDEO_OVERLAY_COMPOSITION_META_API_TYPE, NULL);
+
return TRUE;
/* ERRORS */
GST_PAD_SINK,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
- (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS)
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS)
));
GST_DEBUG_CATEGORY (d3d11_video_sink_debug);
GstD3D11VideoSink *self = GST_D3D11_VIDEO_SINK (sink);
GstCaps *caps = NULL;
- if (self->device && !self->can_convert)
+ if (self->device && !self->can_convert) {
+ GstCaps *overlaycaps;
+ GstCapsFeatures *features;
+
caps = gst_d3d11_device_get_supported_caps (self->device,
D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_DISPLAY);
+ overlaycaps = gst_caps_copy (caps);
+ features = gst_caps_features_new (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY,
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION);
+ gst_caps_set_features_simple (overlaycaps, features);
+ gst_caps_append (caps, overlaycaps);
+ }
if (!caps)
caps = gst_pad_get_pad_template_caps (GST_VIDEO_SINK_PAD (sink));
g_object_unref (pool);
gst_query_add_allocation_meta (query, GST_VIDEO_META_API_TYPE, NULL);
+ gst_query_add_allocation_meta (query,
+ GST_VIDEO_OVERLAY_COMPOSITION_META_API_TYPE, NULL);
return TRUE;
done:
gst_video_frame_unmap (&in_frame);
+ if (ret) {
+ GstVideoOverlayCompositionMeta *overlay_meta;
+
+ overlay_meta = gst_buffer_get_video_overlay_composition_meta (inbuf);
+ if (overlay_meta) {
+ gst_buffer_add_video_overlay_composition_meta (outbuf,
+ overlay_meta->overlay);
+ }
+ }
+
return ret;
/* ERRORS */
GST_PAD_SINK,
GST_PAD_ALWAYS,
GST_STATIC_CAPS (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
- (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS)
- "; " GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS)
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY, GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS) ";"
+ GST_VIDEO_CAPS_MAKE (GST_D3D11_FORMATS) "; "
+ GST_VIDEO_CAPS_MAKE_WITH_FEATURES
+ (GST_CAPS_FEATURE_MEMORY_SYSTEM_MEMORY ","
+ GST_CAPS_FEATURE_META_GST_VIDEO_OVERLAY_COMPOSITION,
+ GST_D3D11_FORMATS)
));
GST_DEBUG_CATEGORY (d3d11_video_sink_bin_debug);
self->converter = NULL;
}
+ if (self->compositor) {
+ gst_d3d11_overlay_compositor_free (self->compositor);
+ self->compositor = NULL;
+ }
+
gst_clear_buffer (&self->cached_buffer);
gst_clear_object (&self->device);
goto done;
}
+ window->first_present = TRUE;
+
if (redraw)
gst_d3d111_window_present (window, NULL);
gst_d3d11_color_converter_free (window->converter);
window->converter = NULL;
+ if (window->compositor)
+ gst_d3d11_overlay_compositor_free (window->compositor);
+ window->compositor = NULL;
+
/* preserve upstream colorimetry */
+ window->render_info.width = width;
+ window->render_info.height = height;
+
window->render_info.colorimetry.primaries =
window->info.colorimetry.primaries;
window->render_info.colorimetry.transfer = window->info.colorimetry.transfer;
return FALSE;
}
+ 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");
+
+ return FALSE;
+ }
+
window->allow_tearing = FALSE;
#if (DXGI_HEADER_VERSION >= 5)
if (!gst_video_content_light_level_from_caps (&window->content_light_level,
if (self->cached_buffer) {
ID3D11ShaderResourceView *srv[GST_VIDEO_MAX_PLANES];
gint i, j, k;
- RECT rect;
for (i = 0, j = 0; i < gst_buffer_n_memory (self->cached_buffer); i++) {
GstD3D11Memory *mem =
}
}
- rect.left = self->render_rect.x;
- rect.right = self->render_rect.x + self->render_rect.w;
- rect.top = self->render_rect.y;
- rect.bottom = self->render_rect.y + self->render_rect.h;
+ if (self->first_present) {
+ RECT rect;
+
+ rect.left = self->render_rect.x;
+ rect.right = self->render_rect.x + self->render_rect.w;
+ rect.top = self->render_rect.y;
+ rect.bottom = self->render_rect.y + self->render_rect.h;
+
+ gst_d3d11_color_converter_update_rect (self->converter, &rect);
+ gst_d3d11_overlay_compositor_update_rect (self->compositor, &rect);
+ }
+
+ gst_d3d11_color_converter_convert_unlocked (self->converter,
+ srv, &self->rtv);
- gst_d3d11_color_converter_update_rect (self->converter, &rect);
- gst_d3d11_color_converter_convert (self->converter, srv, &self->rtv);
+ gst_d3d11_overlay_compositor_upload (self->compositor, self->cached_buffer);
+ gst_d3d11_overlay_compositor_draw_unlocked (self->compositor, &self->rtv);
#if (DXGI_HEADER_VERSION >= 5)
if (self->allow_tearing) {
#endif
hr = IDXGISwapChain_Present (self->swap_chain, 0, present_flags);
+ self->first_present = FALSE;
if (!gst_d3d11_result (hr, self->device)) {
GST_WARNING_OBJECT (self, "Direct3D cannot present texture, hr: 0x%x",
#include <gst/video/video.h>
#include "gstd3d11_fwd.h"
#include "gstd3d11colorconverter.h"
+#include "gstd3d11overlaycompositor.h"
G_BEGIN_DECLS
GstVideoInfo render_info;
const GstD3D11Format *render_format;
GstD3D11ColorConverter *converter;
+ GstD3D11OverlayCompositor *compositor;
GstVideoMasteringDisplayInfo mastering_display_info;
GstVideoContentLightLevel content_light_level;
IDXGISwapChain *swap_chain;
ID3D11RenderTargetView *rtv;
DXGI_FORMAT format;
+ gboolean first_present;
GstD3D11Device *device;
'gstd3d11videosinkbin.c',
'gstd3d11shader.c',
'gstd3d11colorconverter.c',
+ 'gstd3d11overlaycompositor.c',
]
dxgi_headers = [
GST_DEBUG_CATEGORY (gst_d3d11_utils_debug);
GST_DEBUG_CATEGORY (gst_d3d11_format_debug);
GST_DEBUG_CATEGORY (gst_d3d11_device_debug);
+GST_DEBUG_CATEGORY (gst_d3d11_overlay_compositor_debug);
#if (HAVE_D3D11SDKLAYERS_H || HAVE_DXGIDEBUG_H)
GST_DEBUG_CATEGORY (gst_d3d11_debug_layer_debug);
"d3d11format", 0, "d3d11 specific formats");
GST_DEBUG_CATEGORY_INIT (gst_d3d11_device_debug,
"d3d11device", 0, "d3d11 device object");
+ GST_DEBUG_CATEGORY_INIT (gst_d3d11_overlay_compositor_debug,
+ "d3d11overlaycompositor", 0, "d3d11overlaycompositor");
+
#if (HAVE_D3D11SDKLAYERS_H || HAVE_DXGIDEBUG_H)
/* NOTE: enabled only for debug build */
GST_DEBUG_CATEGORY_INIT (gst_d3d11_debug_layer_debug,