/* * 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 #include #include #include #include #include #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; };