mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-30 23:33:02 +00:00
c03fc933bb
This should ideally prevent textures from being removed from the GPU while the encoder is actively using them.
264 lines
8.8 KiB
C++
264 lines
8.8 KiB
C++
// FFMPEG Video Encoder Integration for OBS Studio
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// Copyright (c) 2019 Michael Fabian Dirks <info@xaymar.com>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#ifdef WIN32
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#include "d3d11.hpp"
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#include <sstream>
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#include <vector>
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#include "obs/gs/gs-helper.hpp"
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#include "utility.hpp"
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extern "C" {
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#pragma warning(push)
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#pragma warning(disable : 4191)
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#pragma warning(disable : 4242)
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#pragma warning(disable : 4244)
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#pragma warning(disable : 4365)
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#pragma warning(disable : 4986)
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#include <libavutil/hwcontext_d3d11va.h>
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#pragma warning(pop)
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}
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using namespace ffmpeg::hwapi;
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d3d11::d3d11() : _dxgi_module(0), _d3d11_module(0)
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{
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_dxgi_module = LoadLibraryW(L"dxgi.dll");
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if (!_dxgi_module)
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throw std::runtime_error("Unable to load DXGI");
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_d3d11_module = LoadLibraryW(L"d3d11.dll");
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if (!_d3d11_module)
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throw std::runtime_error("Unable to load D3D11");
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#pragma warning(push)
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#pragma warning(disable : 4191)
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_CreateDXGIFactory = reinterpret_cast<CreateDXGIFactory_t>(GetProcAddress(_dxgi_module, "CreateDXGIFactory"));
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_CreateDXGIFactory1 = reinterpret_cast<CreateDXGIFactory1_t>(GetProcAddress(_dxgi_module, "CreateDXGIFactory1"));
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_D3D11CreateDevice = reinterpret_cast<D3D11CreateDevice_t>(GetProcAddress(_d3d11_module, "D3D11CreateDevice"));
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#pragma warning(pop)
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if (!_CreateDXGIFactory && !_CreateDXGIFactory1)
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throw std::runtime_error("DXGI not supported");
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if (!_D3D11CreateDevice)
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throw std::runtime_error("D3D11 not supported");
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HRESULT hr = _CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&_dxgifactory);
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if (FAILED(hr)) {
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std::stringstream sstr;
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sstr << "Failed to create DXGI Factory (" << hr << ")";
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throw std::runtime_error(sstr.str());
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}
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}
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d3d11::~d3d11()
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{
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FreeLibrary(_dxgi_module);
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FreeLibrary(_d3d11_module);
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}
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std::list<device> d3d11::enumerate_adapters()
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{
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std::list<device> adapters;
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// Enumerate Adapters
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IDXGIAdapter1* dxgi_adapter = nullptr;
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for (UINT idx = 0; !FAILED(_dxgifactory->EnumAdapters1(idx, &dxgi_adapter)); idx++) {
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DXGI_ADAPTER_DESC1 desc = DXGI_ADAPTER_DESC1();
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dxgi_adapter->GetDesc1(&desc);
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std::vector<char> buf(1024);
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std::size_t len = snprintf(buf.data(), buf.size(), "%ls (VEN_%04x/DEV_%04x/SUB_%04x/REV_%04x)",
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desc.Description, desc.VendorId, desc.DeviceId, desc.SubSysId, desc.Revision);
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device dev;
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dev.name = std::string(buf.data(), buf.data() + len);
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dev.id.first = desc.AdapterLuid.HighPart;
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dev.id.second = desc.AdapterLuid.LowPart;
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adapters.push_back(dev);
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}
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return std::move(adapters);
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}
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std::shared_ptr<instance> d3d11::create(device target)
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{
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std::shared_ptr<d3d11_instance> inst;
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ATL::CComPtr<ID3D11Device> device;
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ATL::CComPtr<ID3D11DeviceContext> context;
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IDXGIAdapter1* adapter = nullptr;
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// Find the correct "Adapter" (device).
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IDXGIAdapter1* dxgi_adapter = nullptr;
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for (UINT idx = 0; !FAILED(_dxgifactory->EnumAdapters1(idx, &dxgi_adapter)); idx++) {
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DXGI_ADAPTER_DESC1 desc = DXGI_ADAPTER_DESC1();
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dxgi_adapter->GetDesc1(&desc);
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if ((desc.AdapterLuid.LowPart == target.id.second) && (desc.AdapterLuid.HighPart == target.id.first)) {
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adapter = dxgi_adapter;
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break;
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}
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}
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// Create a D3D11 Device
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UINT device_flags = D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
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std::vector<D3D_FEATURE_LEVEL> feature_levels = {D3D_FEATURE_LEVEL_12_1, D3D_FEATURE_LEVEL_12_0,
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D3D_FEATURE_LEVEL_11_1};
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if (FAILED(_D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_HARDWARE, NULL, device_flags, feature_levels.data(),
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static_cast<UINT>(feature_levels.size()), D3D11_SDK_VERSION, &device, NULL,
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&context))) {
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throw std::runtime_error("Failed to create D3D11 device for target.");
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}
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return std::make_shared<d3d11_instance>(device, context);
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}
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std::shared_ptr<instance> d3d11::create_from_obs()
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{
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auto gctx = gs::context();
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if (GS_DEVICE_DIRECT3D_11 != gs_get_device_type()) {
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throw std::runtime_error("OBS Device is not a D3D11 Device.");
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}
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ATL::CComPtr<ID3D11Device> device =
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ATL::CComPtr<ID3D11Device>(reinterpret_cast<ID3D11Device*>(gs_get_device_obj()));
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ATL::CComPtr<ID3D11DeviceContext> context;
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device->GetImmediateContext(&context);
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return std::make_shared<d3d11_instance>(device, context);
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}
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struct D3D11AVFrame {
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ATL::CComPtr<ID3D11Texture2D> handle;
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};
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d3d11_instance::d3d11_instance(ATL::CComPtr<ID3D11Device> device, ATL::CComPtr<ID3D11DeviceContext> context)
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{
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_device = device;
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_context = context;
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}
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d3d11_instance::~d3d11_instance() {}
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AVBufferRef* d3d11_instance::create_device_context()
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{
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AVBufferRef* dctx_ref = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_D3D11VA);
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if (!dctx_ref)
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throw std::runtime_error("Failed to allocate AVHWDeviceContext.");
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AVHWDeviceContext* dctx = reinterpret_cast<AVHWDeviceContext*>(dctx_ref->data);
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AVD3D11VADeviceContext* d3d11va = reinterpret_cast<AVD3D11VADeviceContext*>(dctx->hwctx);
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// TODO: Determine if these need an additional reference.
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d3d11va->device = _device;
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d3d11va->device->AddRef();
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d3d11va->device_context = _context;
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d3d11va->device_context->AddRef();
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d3d11va->lock = [](void*) { obs_enter_graphics(); };
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d3d11va->unlock = [](void*) { obs_leave_graphics(); };
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int ret = av_hwdevice_ctx_init(dctx_ref);
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if (ret < 0)
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throw std::runtime_error("Failed to initialize AVHWDeviceContext.");
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return dctx_ref;
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}
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std::shared_ptr<AVFrame> d3d11_instance::allocate_frame(AVBufferRef* frames)
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{
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auto gctx = gs::context();
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// Allocate a frame.
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auto frame = std::shared_ptr<AVFrame>(av_frame_alloc(), [](AVFrame* frame) {
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av_frame_unref(frame);
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av_frame_free(&frame);
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});
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// Create the necessary buffers.
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if (av_hwframe_get_buffer(frames, frame.get(), 0) < 0) {
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throw std::runtime_error("Failed to create AVFrame.");
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}
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// Try to prevent this resource from ever leaving the GPU unless absolutely necessary.
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reinterpret_cast<ID3D11Texture2D*>(frame->data[0])->SetEvictionPriority(DXGI_RESOURCE_PRIORITY_MAXIMUM);
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return frame;
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}
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void d3d11_instance::copy_from_obs(AVBufferRef*, std::uint32_t handle, uint64_t lock_key, uint64_t* next_lock_key,
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std::shared_ptr<AVFrame> frame)
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{
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auto gctx = gs::context();
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// Attempt to acquire shared texture.
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ATL::CComPtr<ID3D11Texture2D> input;
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if (FAILED(_device->OpenSharedResource(reinterpret_cast<HANDLE>(static_cast<uintptr_t>(handle)),
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__uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&input)))) {
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throw std::runtime_error("Failed to open shared texture resource.");
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}
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// Attempt to acquire texture mutex.
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ATL::CComPtr<IDXGIKeyedMutex> mutex;
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if (FAILED(input->QueryInterface(__uuidof(IDXGIKeyedMutex), reinterpret_cast<void**>(&mutex)))) {
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throw std::runtime_error("Failed to retrieve mutex for texture resource.");
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}
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// Attempt to acquire texture lock.
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if (FAILED(mutex->AcquireSync(lock_key, 1000))) {
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throw std::runtime_error("Failed to acquire lock on input texture.");
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}
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// Set some parameters on the input texture, and get its description.
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UINT evict = input->GetEvictionPriority();
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input->SetEvictionPriority(DXGI_RESOURCE_PRIORITY_MAXIMUM);
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// Clone the content of the input texture.
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_context->CopyResource(reinterpret_cast<ID3D11Texture2D*>(frame->data[0]), input);
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// Restore original parameters on input.
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input->SetEvictionPriority(evict);
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// Release the acquired lock.
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if (FAILED(mutex->ReleaseSync(lock_key))) {
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throw std::runtime_error("Failed to release lock on input texture.");
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}
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// Release the lock on the next texture.
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// TODO: Determine if this is necessary.
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mutex->ReleaseSync(*next_lock_key);
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}
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std::shared_ptr<AVFrame> d3d11_instance::avframe_from_obs(AVBufferRef* frames, std::uint32_t handle, uint64_t lock_key,
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uint64_t* next_lock_key)
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{
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auto gctx = gs::context();
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auto frame = this->allocate_frame(frames);
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this->copy_from_obs(frames, handle, lock_key, next_lock_key, frame);
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return frame;
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}
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#endif
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