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/*
* Copyright 2017-2024 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.
*
*/
#pragma once
#include <iostream>
#include <mutex>
#include <thread>
#include <d3d11.h>
#include <cuda.h>
#include <cudaD3D11.h>
#include "FramePresenterD3D.h"
#include "../Utils/NvCodecUtils.h"
/**
* @brief D3D11 presenter class derived from FramePresenterD3D
*/
class FramePresenterD3D11 : public FramePresenterD3D
{
public:
/**
* @brief FramePresenterD3D11 constructor. This will launch a rendering thread which will be fed with decoded frames
* @param cuContext - CUDA context handle
* @param nWidth - Width of D3D surface
* @param nHeight - Height of D3D surface
*/
FramePresenterD3D11(CUcontext cuContext, int nWidth, int nHeight) :
FramePresenterD3D(cuContext, nWidth, nHeight)
{
pthMsgLoop = new std::thread(ThreadProc, this);
while (!bReady) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
}
hTimerQueue = CreateTimerQueue();
hPresentEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
}
/**
* @brief FramePresenterD3D11 destructor.
*/
~FramePresenterD3D11() {
if (hTimerQueue)
{
DeleteTimerQueue(hTimerQueue);
}
if (hPresentEvent)
{
CloseHandle(hPresentEvent);
}
bQuit = true;
pthMsgLoop->join();
delete pthMsgLoop;
}
/**
* @brief Presents a frame present in host memory. More specifically, it copies the host surface
* data to a d3d staging texture and then copies it to the swap chain backbuffer for presentation
* @param pData - pointer to host surface data
* @param nBytes - number of bytes to copy
* @return true on success
* @return false when the windowing thread is not ready to be served
*/
bool PresentHostFrame(BYTE *pData, int nBytes) {
mtx.lock();
if (!bReady) {
mtx.unlock();
return false;
}
D3D11_MAPPED_SUBRESOURCE mappedTexture;
ck(pContext->Map(pStagingTexture, 0, D3D11_MAP_WRITE, 0, &mappedTexture));
memcpy(mappedTexture.pData, pData, min(nWidth * nHeight * 4, nBytes));
pContext->Unmap(pStagingTexture, 0);
pContext->CopyResource(pBackBuffer, pStagingTexture);
ck(pSwapChain->Present(0, 0));
mtx.unlock();
return true;
}
bool PresentDeviceFrame(unsigned char *dpBgra, int nPitch, int64_t delay) {
mtx.lock();
if (!bReady) {
mtx.unlock();
return false;
}
CopyDeviceFrame(dpBgra, nPitch);
if (!CreateTimerQueueTimer(&hTimer, hTimerQueue,
(WAITORTIMERCALLBACK)PresentRoutine, this, (DWORD)delay, 0, 0))
{
std::cout << "Problem in createtimer" << std::endl;
}
while (WaitForSingleObject(hPresentEvent, 0) != WAIT_OBJECT_0)
{
}
if (hTimer)
{
DeleteTimerQueueTimer(hTimerQueue, hTimer, nullptr);
}
mtx.unlock();
return true;
}
private:
/**
* @brief Launches the windowing functionality
* @param This - pointer to FramePresenterD3D11 object
*/
static void ThreadProc(FramePresenterD3D11 *This) {
This->Run();
}
/**
* @brief Callback called by D3D runtime. This callback is registered during call to
* CreateTimerQueueTimer in PresentDeviceFrame. In CreateTimerQueueTimer we also
* set a timer. When this timer expires this callback is called. This functionality
* is present to facilitate timestamp based presentation.
* @param lpParam - void pointer to client data
* @param TimerOrWaitFired - TRUE for this callback as this is a Timer based callback (Refer:https://docs.microsoft.com/en-us/previous-versions/windows/desktop/legacy/ms687066(v=vs.85))
*/
static VOID CALLBACK PresentRoutine(PVOID lpParam, BOOLEAN TimerOrWaitFired)
{
if (!lpParam) return;
FramePresenterD3D11* presenter = (FramePresenterD3D11 *)lpParam;
presenter->pSwapChain->Present(1, 0);
SetEvent(presenter->hPresentEvent);
}
/**
* @brief This function is on a thread spawned during FramePresenterD3D11 construction.
* It creates the D3D window and monitors window messages in a loop. This function
* also creates swap chain for presentation and also registers the swap chain backbuffer
* with cuda.
*/
void Run() {
HWND hwndMain = CreateAndShowWindow(nWidth, nHeight);
DXGI_SWAP_CHAIN_DESC sc = { 0 };
sc.BufferCount = 1;
sc.BufferDesc.Width = nWidth;
sc.BufferDesc.Height = nHeight;
sc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
sc.BufferDesc.RefreshRate.Numerator = 0;
sc.BufferDesc.RefreshRate.Denominator = 1;
sc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sc.OutputWindow = hwndMain;
sc.SampleDesc.Count = 1;
sc.SampleDesc.Quality = 0;
sc.Windowed = TRUE;
ID3D11Device *pDevice = NULL;
ck(D3D11CreateDeviceAndSwapChain(GetAdapterByContext(cuContext), D3D_DRIVER_TYPE_UNKNOWN,
NULL, 0, NULL, 0, D3D11_SDK_VERSION, &sc, &pSwapChain, &pDevice, NULL, &pContext));
ck(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer));
D3D11_TEXTURE2D_DESC td;
pBackBuffer->GetDesc(&td);
td.BindFlags = 0;
td.Usage = D3D11_USAGE_STAGING;
td.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ck(pDevice->CreateTexture2D(&td, NULL, &pStagingTexture));
ck(cuCtxPushCurrent(cuContext));
ck(cuGraphicsD3D11RegisterResource(&cuResource, pBackBuffer, CU_GRAPHICS_REGISTER_FLAGS_NONE));
ck(cuGraphicsResourceSetMapFlags(cuResource, CU_GRAPHICS_MAP_RESOURCE_FLAGS_WRITE_DISCARD));
ck(cuCtxPopCurrent(NULL));
bReady = true;
MSG msg = { 0 };
while (!bQuit && msg.message != WM_QUIT) {
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
mtx.lock();
bReady = false;
ck(cuCtxPushCurrent(cuContext));
ck(cuGraphicsUnregisterResource(cuResource));
ck(cuCtxPopCurrent(NULL));
pStagingTexture->Release();
pBackBuffer->Release();
pContext->Release();
pDevice->Release();
pSwapChain->Release();
DestroyWindow(hwndMain);
mtx.unlock();
}
/**
* @brief Gets the DXGI adapter on which the given cuda context is current
* @param CUcontext - handle to cuda context
* @return pAdapter - pointer to DXGI adapter
* @return NULL - In case there is no adapter corresponding to the supplied cuda context
*/
static IDXGIAdapter *GetAdapterByContext(CUcontext cuContext) {
CUdevice cuDeviceTarget;
ck(cuCtxPushCurrent(cuContext));
ck(cuCtxGetDevice(&cuDeviceTarget));
ck(cuCtxPopCurrent(NULL));
IDXGIFactory1 *pFactory = NULL;
ck(CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void **)&pFactory));
IDXGIAdapter *pAdapter = NULL;
for (unsigned i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; i++) {
CUdevice cuDevice;
ck(cuD3D11GetDevice(&cuDevice, pAdapter));
if (cuDevice == cuDeviceTarget) {
pFactory->Release();
return pAdapter;
}
pAdapter->Release();
}
pFactory->Release();
return NULL;
}
private:
bool bReady = false;
bool bQuit = false;
std::mutex mtx;
std::thread *pthMsgLoop = NULL;
IDXGISwapChain *pSwapChain = NULL;
ID3D11DeviceContext *pContext = NULL;
ID3D11Texture2D *pBackBuffer = NULL, *pStagingTexture = NULL;
HANDLE hTimer;
HANDLE hTimerQueue;
HANDLE hPresentEvent;
};