// Copyright (c) 2020 Michael Fabian Dirks // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include "nvidia-vfx.hpp" #include #include #include "nvidia/cuda/nvidia-cuda-obs.hpp" #include "obs/gs/gs-helper.hpp" #include "util/util-logging.hpp" #include "util/util-platform.hpp" #ifdef _DEBUG #define ST_PREFIX "<%s> " #define D_LOG_ERROR(x, ...) P_LOG_ERROR(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__) #define D_LOG_WARNING(x, ...) P_LOG_WARN(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__) #define D_LOG_INFO(x, ...) P_LOG_INFO(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__) #define D_LOG_DEBUG(x, ...) P_LOG_DEBUG(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__) #else #define ST_PREFIX " " #define D_LOG_ERROR(...) P_LOG_ERROR(ST_PREFIX __VA_ARGS__) #define D_LOG_WARNING(...) P_LOG_WARN(ST_PREFIX __VA_ARGS__) #define D_LOG_INFO(...) P_LOG_INFO(ST_PREFIX __VA_ARGS__) #define D_LOG_DEBUG(...) P_LOG_DEBUG(ST_PREFIX __VA_ARGS__) #endif #if defined(WIN32) #include #include #include #define LIB_NAME "NVVideoEffects.dll" #else #define LIB_NAME "libNVVideoEffects.so" #endif #define ST_ENV_NVIDIA_VIDEO_EFFECTS_SDK_PATH L"NV_VIDEO_EFFECTS_PATH" #define NVVFX_LOAD_SYMBOL(NAME) \ { \ NAME = reinterpret_cast(_library->load_symbol(#NAME)); \ if (!NAME) \ throw std::runtime_error("Failed to load '" #NAME "' from '" LIB_NAME "'."); \ } streamfx::nvidia::vfx::vfx::~vfx() { D_LOG_DEBUG("Finalizing... (Addr: 0x%" PRIuPTR ")", this); auto gctx = ::streamfx::obs::gs::context(); auto cctx = ::streamfx::nvidia::cuda::obs::get()->get_context()->enter(); _library.reset(); } streamfx::nvidia::vfx::vfx::vfx() { std::filesystem::path sdk_path; auto gctx = ::streamfx::obs::gs::context(); auto cctx = ::streamfx::nvidia::cuda::obs::get()->get_context()->enter(); D_LOG_DEBUG("Initializing... (Addr: 0x%" PRIuPTR ")", this); // Figure out the location of the Video Effects SDK, if it is installed. #ifdef WIN32 { DWORD env_size; std::vector buffer; env_size = GetEnvironmentVariableW(ST_ENV_NVIDIA_VIDEO_EFFECTS_SDK_PATH, nullptr, 0); if (env_size > 0) { buffer.resize(static_cast(env_size) + 1); env_size = GetEnvironmentVariableW(ST_ENV_NVIDIA_VIDEO_EFFECTS_SDK_PATH, buffer.data(), static_cast(buffer.size())); sdk_path = std::wstring(buffer.data(), buffer.size()); } else { PWSTR str = nullptr; HRESULT res = SHGetKnownFolderPath(FOLDERID_ProgramFiles, KF_FLAG_DEFAULT, nullptr, &str); if (res == S_OK) { sdk_path = std::wstring(str); CoTaskMemFree(str); sdk_path /= "NVIDIA Corporation"; sdk_path /= "NVIDIA Video Effects"; } } } #else throw std::runtime_error("Not yet implemented."); #endif // Check if any of the found paths are valid. if (!std::filesystem::exists(sdk_path)) { D_LOG_ERROR("No supported NVIDIA SDK is installed to provide '%s'.", LIB_NAME); throw std::runtime_error("Failed to load '" LIB_NAME "'."); } #ifdef WIN32 // On platforms where it is possible, modify the linker directories. SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS); DLL_DIRECTORY_COOKIE ck = AddDllDirectory(sdk_path.wstring().c_str()); #endif // Try and load the libraries if (!_library) { // Load it by name. try { _library = ::streamfx::util::library::load(std::string_view(LIB_NAME)); } catch (...) { // Load it by path. auto lib_path = sdk_path; lib_path /= LIB_NAME; try { _library = ::streamfx::util::library::load(util::platform::native_to_utf8(lib_path)); } catch (std::exception const& ex) { D_LOG_ERROR("Failed to load '%s' from '%s' with error: %s", LIB_NAME, util::platform::native_to_utf8(lib_path).string().c_str(), ex.what()); throw std::runtime_error("Failed to load '" LIB_NAME "'."); } catch (...) { D_LOG_ERROR("Failed to load '%s' from '%s'.", LIB_NAME, util::platform::native_to_utf8(lib_path).string().c_str()); throw std::runtime_error("Failed to load '" LIB_NAME "'."); } } } // Store the model path for later use. _model_path = std::filesystem::path(sdk_path) / "models"; { // Load Symbols NVVFX_LOAD_SYMBOL(NvVFX_GetVersion); NVVFX_LOAD_SYMBOL(NvVFX_CreateEffect); NVVFX_LOAD_SYMBOL(NvVFX_DestroyEffect); NVVFX_LOAD_SYMBOL(NvVFX_SetU32); NVVFX_LOAD_SYMBOL(NvVFX_SetS32); NVVFX_LOAD_SYMBOL(NvVFX_SetF32); NVVFX_LOAD_SYMBOL(NvVFX_SetF64); NVVFX_LOAD_SYMBOL(NvVFX_SetU64); NVVFX_LOAD_SYMBOL(NvVFX_SetImage); NVVFX_LOAD_SYMBOL(NvVFX_SetObject); NVVFX_LOAD_SYMBOL(NvVFX_SetString); NVVFX_LOAD_SYMBOL(NvVFX_SetCudaStream); NVVFX_LOAD_SYMBOL(NvVFX_GetU32); NVVFX_LOAD_SYMBOL(NvVFX_GetS32); NVVFX_LOAD_SYMBOL(NvVFX_GetF32); NVVFX_LOAD_SYMBOL(NvVFX_GetF64); NVVFX_LOAD_SYMBOL(NvVFX_GetU64); NVVFX_LOAD_SYMBOL(NvVFX_GetImage); NVVFX_LOAD_SYMBOL(NvVFX_GetObject); NVVFX_LOAD_SYMBOL(NvVFX_GetString); NVVFX_LOAD_SYMBOL(NvVFX_GetCudaStream); NVVFX_LOAD_SYMBOL(NvVFX_Run); NVVFX_LOAD_SYMBOL(NvVFX_Load); } { // Assign proper GPU. auto cctx = ::streamfx::nvidia::cuda::obs::get()->get_context()->enter(); NvVFX_SetU32(nullptr, PARAMETER_GPU, 0); } } std::shared_ptr<::streamfx::nvidia::vfx::vfx> streamfx::nvidia::vfx::vfx::get() { static std::weak_ptr instance; static std::mutex lock; std::unique_lock ul(lock); if (instance.expired()) { auto hard_instance = std::make_shared(); instance = hard_instance; return hard_instance; } return instance.lock(); } std::filesystem::path streamfx::nvidia::vfx::vfx::model_path() { return _model_path; }