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* Copyright 2024 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
/**
* This sample application illustrates encoding of ID3D12Resource. This feature can be used
* for H264 encode, HEVC encode and AV1 encode.
*/
#include <d3d12.h>
#include <windows.h>
#include <dxgi.h>
#include <iostream>
#include <unordered_map>
#include <memory>
#include <wrl.h>
#include "../Utils/Logger.h"
#include "../Utils/NvCodecUtils.h"
#include "../Common/AppEncUtils.h"
#include "NvEncoder/NvEncoderD3D12.h"
// Set Agility SDK parameters
// D3D12SDKVersion is the SDK version of the D3D12Core.dll from the Agility SDK you are using
// See https://devblogs.microsoft.com/directx/directx12agility/
extern "C" { __declspec(dllexport) extern const UINT D3D12SDKVersion = AGILITY_SDK_VER; }
// D3D12SDKPath is the path to the Agility SDK binaries you are using relative to the application exe
// On building AppEncD3D12, D3D12 directory containing D3D12Core.dll from the Agility SDK is generated (in the same directory as AppEncD3D12.exe)
// Make sure that you copy the generated D3D12 directory along with AppEncD3D12.exe if you move it to some other location
extern "C" { __declspec(dllexport) extern const char* D3D12SDKPath = u8".\\D3D12\\"; }
using Microsoft::WRL::ComPtr;
simplelogger::Logger* logger = simplelogger::LoggerFactory::CreateConsoleLogger();
// This class reads the input from a file.
// Input is first copied to upload buffer and then transferred to texture resource
class UploadInput
{
public:
UploadInput(ID3D12Device* pDev, unsigned int numBfrs, unsigned int uploadBfrSize, unsigned int width, unsigned int height, NV_ENC_BUFFER_FORMAT bfrFormat)
{
pDevice = pDev;
nWidth = width;
nHeight = height;
bufferFormat = bfrFormat;
nInpBfrs = numBfrs;
nCurIdx = 0;
nFrameSize = nWidth * nHeight * 4;
pHostFrame = std::unique_ptr<char[]>(new char[nFrameSize]);
AllocateUploadBuffers(uploadBfrSize, nInpBfrs);
D3D12_COMMAND_QUEUE_DESC gfxCommandQueueDesc = { D3D12_COMMAND_LIST_TYPE_DIRECT };
if (pDevice->CreateCommandQueue(&gfxCommandQueueDesc, IID_PPV_ARGS(&pGfxCommandQueue)) != S_OK)
{
NVENC_THROW_ERROR("Failed to create command queue", NV_ENC_ERR_OUT_OF_MEMORY);
}
vCmdAlloc.resize(numBfrs);
for (unsigned int i = 0; i < numBfrs; ++i)
{
if (pDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vCmdAlloc[i])) != S_OK)
{
NVENC_THROW_ERROR("Failed to create command allocator", NV_ENC_ERR_OUT_OF_MEMORY);
}
}
if (pDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vCmdAlloc[0].Get(), nullptr, IID_PPV_ARGS(&pGfxCommandList)) != S_OK)
{
NVENC_THROW_ERROR("Failed to create command list", NV_ENC_ERR_OUT_OF_MEMORY);
}
if (pGfxCommandList->Close() != S_OK)
{
NVENC_THROW_ERROR("Failed to create command queue", NV_ENC_ERR_OUT_OF_MEMORY);
}
}
~UploadInput() {}
void AllocateUploadBuffers(unsigned int uploadBfrSize, unsigned int numBfrs)
{
D3D12_HEAP_PROPERTIES heapProps{};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC resourceDesc{};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Alignment = 0;
resourceDesc.Width = uploadBfrSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
vUploadBfr.resize(numBfrs);
for (unsigned int i = 0; i < numBfrs; i++)
{
if (pDevice->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS(&vUploadBfr[i])) != S_OK)
{
NVENC_THROW_ERROR("Failed to create upload buffer", NV_ENC_ERR_OUT_OF_MEMORY);
}
}
}
void CopyToTexture(const NvEncInputFrame* encoderInputFrame, ID3D12Resource *pUploadBfr, ID3D12Fence* pInpFence, uint64_t* pInpFenceVal)
{
ID3D12Resource* pRsrc = (ID3D12Resource *)encoderInputFrame->inputPtr;
ID3D12CommandAllocator* pGfxCommandAllocator = vCmdAlloc[nCurIdx % nInpBfrs].Get();
D3D12_RESOURCE_DESC desc = pRsrc->GetDesc();
D3D12_PLACED_SUBRESOURCE_FOOTPRINT inputUploadFootprint[2];
pDevice->GetCopyableFootprints(&desc, 0, 1, 0, inputUploadFootprint, nullptr, nullptr, nullptr);
if (pGfxCommandAllocator->Reset() != S_OK)
NVENC_THROW_ERROR("Failed to reset command allocator", NV_ENC_ERR_OUT_OF_MEMORY);
if (pGfxCommandList->Reset(pGfxCommandAllocator, NULL) != S_OK)
NVENC_THROW_ERROR("Failed to reset command list", NV_ENC_ERR_OUT_OF_MEMORY);
D3D12_RESOURCE_BARRIER barrier{};
memset(&barrier, 0, sizeof(barrier));
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = pRsrc;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COMMON;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.Subresource = 0;
pGfxCommandList->ResourceBarrier(1, &barrier);
{
D3D12_TEXTURE_COPY_LOCATION copyDst{};
copyDst.pResource = pRsrc;
copyDst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
copyDst.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION copySrc{};
copySrc.pResource = pUploadBfr;
copySrc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
copySrc.PlacedFootprint = inputUploadFootprint[0];
pGfxCommandList->CopyTextureRegion(©Dst, 0, 0, 0, ©Src, nullptr);
}
memset(&barrier, 0, sizeof(barrier));
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = pRsrc;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COMMON;
barrier.Transition.Subresource = 0;
pGfxCommandList->ResourceBarrier(1, &barrier);
if (pGfxCommandList->Close() != S_OK)
NVENC_THROW_ERROR("Failed to close command list", NV_ENC_ERR_OUT_OF_MEMORY);
ID3D12CommandList* const ppCommandList[] = { pGfxCommandList.Get() };
pGfxCommandQueue->ExecuteCommandLists(1, ppCommandList);
InterlockedIncrement(pInpFenceVal);
// Signal fence from GPU side, encode will wait on this fence before reading the input
pGfxCommandQueue->Signal(pInpFence, *pInpFenceVal);
}
std::streamsize ReadInputFrame(std::ifstream& fpBgra, const NvEncInputFrame* encoderInputFrame, ID3D12Fence *pInpFence, uint64_t* pInpFenceVal)
{
std::streamsize nRead = fpBgra.read(pHostFrame.get(), nFrameSize).gcount();
if (nRead == nFrameSize)
{
ID3D12Resource* pUploadBfr = vUploadBfr[nCurIdx % nInpBfrs].Get();
void* pData = nullptr;
ck(pUploadBfr->Map(0, nullptr, &pData));
char* pDst = (char*)pData;
char* pSrc = (char*)pHostFrame.get();
unsigned int pitch = encoderInputFrame->pitch;
for (unsigned int y = 0; y < nHeight; y++)
{
memcpy(pDst + y * pitch, pSrc + y * nWidth * 4, nWidth *4);
}
pUploadBfr->Unmap(0, nullptr);
CopyToTexture(encoderInputFrame, pUploadBfr, pInpFence, pInpFenceVal);
nCurIdx++;
}
return nRead;
}
private:
ID3D12Device* pDevice;
unsigned int nWidth, nHeight, nFrameSize;
unsigned int nInpBfrs, nCurIdx;
std::unique_ptr<char[]> pHostFrame;
NV_ENC_BUFFER_FORMAT bufferFormat;
ComPtr<ID3D12GraphicsCommandList> pGfxCommandList;
ComPtr<ID3D12CommandQueue> pGfxCommandQueue;
std::vector<ComPtr<ID3D12CommandAllocator>> vCmdAlloc;
std::vector<ComPtr<ID3D12Resource>> vUploadBfr;
};
void Encode(ID3D12Device* pDevice, int nWidth, int nHeight, NvEncoderInitParam encodeCLIOptions, std::ifstream& fpBgra, std::ofstream& fpOut)
{
NV_ENC_BUFFER_FORMAT bufferFormat = NV_ENC_BUFFER_FORMAT_ARGB;
NvEncoderD3D12 enc(pDevice, nWidth, nHeight, bufferFormat);
NV_ENC_INITIALIZE_PARAMS initializeParams = { NV_ENC_INITIALIZE_PARAMS_VER };
NV_ENC_CONFIG encodeConfig = { NV_ENC_CONFIG_VER };
initializeParams.encodeConfig = &encodeConfig;
enc.CreateDefaultEncoderParams(&initializeParams, encodeCLIOptions.GetEncodeGUID(), encodeCLIOptions.GetPresetGUID(), encodeCLIOptions.GetTuningInfo());
encodeCLIOptions.SetInitParams(&initializeParams, bufferFormat);
enc.CreateEncoder(&initializeParams);
int nSize = nWidth * nHeight * 4;
std::unique_ptr<UploadInput> pUploadInput(new UploadInput(pDevice, enc.GetNumBfrs(), enc.GetInputSize(), nWidth, nHeight, bufferFormat));
int nFrame = 0;
while (true)
{
std::vector<NvEncOutputFrame> vPacket;
const NvEncInputFrame* encoderInputFrame = enc.GetNextInputFrame();
std::streamsize nRead = pUploadInput->ReadInputFrame(fpBgra, encoderInputFrame, enc.GetInpFence(), enc.GetInpFenceValPtr());
if (nRead == nSize)
{
enc.EncodeFrame(vPacket);
}
else
{
enc.EndEncode(vPacket);
}
nFrame += (int)vPacket.size();
for (NvEncOutputFrame &packet : vPacket)
{
fpOut.write(reinterpret_cast<char*>(packet.frame.data()), packet.frame.size());
}
if (nRead != nSize) {
break;
}
}
enc.DestroyEncoder();
fpOut.close();
fpBgra.close();
std::cout << "Total frames encoded: " << nFrame << std::endl;
}
int main(int argc, char **argv)
{
char szInFilePath[256] = "";
char szOutFilePath[256] = "";
int nWidth = 0, nHeight = 0;
try
{
NvEncoderInitParam encodeCLIOptions;
int iGpu = 0;
bool bForceNV12 = false;
ParseCommandLine_AppEncD3D(argc, argv, szInFilePath, nWidth, nHeight, szOutFilePath, encodeCLIOptions, iGpu, bForceNV12, nullptr, false, true);
CheckInputFile(szInFilePath);
if (!*szOutFilePath) {
sprintf(szOutFilePath, encodeCLIOptions.IsCodecH264() ? "out.h264" : encodeCLIOptions.IsCodecHEVC() ? "out.hevc" : "out.av1");
}
std::ifstream fpBgra(szInFilePath, std::ifstream::in | std::ifstream::binary);
if (!fpBgra)
{
std::ostringstream err;
err << "Unable to open input file: " << szInFilePath << std::endl;
throw std::invalid_argument(err.str());
}
std::ofstream fpOut(szOutFilePath, std::ios::out | std::ios::binary);
if (!fpOut)
{
std::ostringstream err;
err << "Unable to open output file: " << szOutFilePath << std::endl;
throw std::invalid_argument(err.str());
}
ValidateResolution(nWidth, nHeight);
ComPtr<ID3D12Device> pDevice;
ComPtr<IDXGIFactory1> pFactory;
ComPtr<IDXGIAdapter> pAdapter;
ComPtr<ID3D12Debug> debugController;
ck(CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void **)pFactory.GetAddressOf()));
ck(pFactory->EnumAdapters(iGpu, pAdapter.GetAddressOf()));
#if defined(_DEBUG)
// Enable the debug layer (requires the Graphics Tools "optional feature").
// NOTE: Enabling the debug layer after device creation will invalidate the active device.
{
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
}
}
#endif
ck(D3D12CreateDevice(pAdapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(pDevice.GetAddressOf())));
DXGI_ADAPTER_DESC adapterDesc;
pAdapter->GetDesc(&adapterDesc);
char szDesc[80];
wcstombs(szDesc, adapterDesc.Description, sizeof(szDesc));
std::cout << "GPU in use: " << szDesc << std::endl;
Encode(pDevice.Get(), nWidth, nHeight, encodeCLIOptions, fpBgra, fpOut);
std::cout << "Saved in file " << szOutFilePath << std::endl;
}
catch (const std::exception &ex)
{
std::cout << ex.what();
exit(1);
}
return 0;
}
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