• Vladimir Dudnik's avatar
    d3d11-nv12 interop · d4774ead
    Vladimir Dudnik authored
    fixed issues with ocl nv12 cvt kernel
    
    finisged ocl nv12-to-rgba kernel, update dx-interop samples. (ocl rgba-to-nv12 kernel will be added later)
    
    an attempt to fix build issue
    
    fix for non opencl build issue
    
    fix typo
    
    fix compilation warnings
    
    fix compile issue for Mac (OpenCL)
    
    add convertion from rgba to nv12 (still need to debug kernel)
    
    remove empty line at the EOF
    
    fixed compilation warning
    d4774ead
d3d10_interop.cpp 9.65 KB
/*
// Sample demonstrating interoperability of OpenCV UMat with Direct X surface
// At first, the data obtained from video file or camera and
// placed onto Direct X surface,
// following mapping of this Direct X surface to OpenCV UMat and call cv::Blur
// function. The result is mapped back to Direct X surface and rendered through
// Direct X API.
*/
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d10.h>

#include "opencv2/core.hpp"
#include "opencv2/core/directx.hpp"
#include "opencv2/core/ocl.hpp"
#include "opencv2/imgproc.hpp"
#include "opencv2/videoio.hpp"

#include "d3dsample.hpp"

#pragma comment (lib, "d3d10.lib")


using namespace std;
using namespace cv;

class D3D10WinApp : public D3DSample
{
public:
    D3D10WinApp(int width, int height, std::string& window_name, cv::VideoCapture& cap) :
        D3DSample(width, height, window_name, cap) {}

    ~D3D10WinApp() {}


    int create(void)
    {
        // base initialization
        D3DSample::create();

        // initialize DirectX
        HRESULT r;

        DXGI_SWAP_CHAIN_DESC scd;

        ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

        scd.BufferCount       = 1;                               // one back buffer
        scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;      // use 32-bit color
        scd.BufferDesc.Width  = m_width;                         // set the back buffer width
        scd.BufferDesc.Height = m_height;                        // set the back buffer height
        scd.BufferUsage       = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
        scd.OutputWindow      = m_hWnd;                          // the window to be used
        scd.SampleDesc.Count  = 1;                               // how many multisamples
        scd.Windowed          = TRUE;                            // windowed/full-screen mode
        scd.SwapEffect        = DXGI_SWAP_EFFECT_DISCARD;
        scd.Flags             = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching

        r = ::D3D10CreateDeviceAndSwapChain(
                NULL,
                D3D10_DRIVER_TYPE_HARDWARE,
                NULL,
                0,
                D3D10_SDK_VERSION,
                &scd,
                &m_pD3D10SwapChain,
                &m_pD3D10Dev);
        if (FAILED(r))
        {
            return -1;
        }

        r = m_pD3D10SwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&m_pBackBuffer);
        if (FAILED(r))
        {
            return -1;
        }

        r = m_pD3D10Dev->CreateRenderTargetView(m_pBackBuffer, NULL, &m_pRenderTarget);
        if (FAILED(r))
        {
            return -1;
        }

        m_pD3D10Dev->OMSetRenderTargets(1, &m_pRenderTarget, NULL);

        D3D10_VIEWPORT viewport;
        ZeroMemory(&viewport, sizeof(D3D10_VIEWPORT));

        viewport.Width    = m_width;
        viewport.Height   = m_height;
        viewport.MinDepth = 0.0f;
        viewport.MaxDepth = 0.0f;

        m_pD3D10Dev->RSSetViewports(1, &viewport);

        D3D10_TEXTURE2D_DESC desc = { 0 };

        desc.Width            = m_width;
        desc.Height           = m_height;
        desc.MipLevels        = 1;
        desc.ArraySize        = 1;
        desc.Format           = DXGI_FORMAT_R8G8B8A8_UNORM;
        desc.SampleDesc.Count = 1;
        desc.BindFlags        = D3D10_BIND_SHADER_RESOURCE;
        desc.Usage            = D3D10_USAGE_DYNAMIC;
        desc.CPUAccessFlags   = D3D10_CPU_ACCESS_WRITE;

        r = m_pD3D10Dev->CreateTexture2D(&desc, NULL, &m_pSurface);
        if (FAILED(r))
        {
            std::cerr << "Can't create texture with input image" << std::endl;
            return -1;
        }

        // initialize OpenCL context of OpenCV lib from DirectX
        if (cv::ocl::haveOpenCL())
        {
            m_oclCtx = cv::directx::ocl::initializeContextFromD3D10Device(m_pD3D10Dev);
        }

        m_oclDevName = cv::ocl::useOpenCL() ?
            cv::ocl::Context::getDefault().device(0).name() :
            "No OpenCL device";

        return 0;
    } // create()


    // get media data on DX surface for further processing
    int get_surface(ID3D10Texture2D** ppSurface)
    {
        HRESULT r;

        if (!m_cap.read(m_frame_bgr))
            return -1;

        cv::cvtColor(m_frame_bgr, m_frame_rgba, CV_BGR2RGBA);

        UINT subResource = ::D3D10CalcSubresource(0, 0, 1);

        D3D10_MAPPED_TEXTURE2D mappedTex;
        r = m_pSurface->Map(subResource, D3D10_MAP_WRITE_DISCARD, 0, &mappedTex);
        if (FAILED(r))
        {
            return r;
        }

        cv::Mat m(m_height, m_width, CV_8UC4, mappedTex.pData, (int)mappedTex.RowPitch);
        // copy video frame data to surface
        m_frame_rgba.copyTo(m);

        m_pSurface->Unmap(subResource);

        *ppSurface = m_pSurface;

        return 0;
    } // get_surface()


    // process and render media data
    int render()
    {
        try
        {
            if (m_shutdown)
                return 0;

            // capture user input once
            MODE mode = (m_mode == MODE_GPU_NV12) ? MODE_GPU_RGBA : m_mode;

            HRESULT r;
            ID3D10Texture2D* pSurface;

            r = get_surface(&pSurface);
            if (FAILED(r))
            {
                return -1;
            }

            m_timer.start();

            switch (mode)
            {
                case MODE_CPU:
                {
                    // process video frame on CPU
                    UINT subResource = ::D3D10CalcSubresource(0, 0, 1);

                    D3D10_MAPPED_TEXTURE2D mappedTex;
                    r = pSurface->Map(subResource, D3D10_MAP_WRITE_DISCARD, 0, &mappedTex);
                    if (FAILED(r))
                    {
                        return r;
                    }

                    cv::Mat m(m_height, m_width, CV_8UC4, mappedTex.pData, (int)mappedTex.RowPitch);

                    if (m_demo_processing)
                    {
                        // blur D3D10 surface with OpenCV on CPU
                        cv::blur(m, m, cv::Size(15, 15), cv::Point(-7, -7));
                    }

                    cv::String strMode = cv::format("mode: %s", m_modeStr[MODE_CPU].c_str());
                    cv::String strProcessing = m_demo_processing ? "blur frame" : "copy frame";
                    cv::String strTime = cv::format("time: %4.1f msec", m_timer.time(Timer::UNITS::MSEC));
                    cv::String strDevName = cv::format("OpenCL device: %s", m_oclDevName.c_str());

                    cv::putText(m, strMode, cv::Point(0, 16), 1, 0.8, cv::Scalar(0, 0, 0));
                    cv::putText(m, strProcessing, cv::Point(0, 32), 1, 0.8, cv::Scalar(0, 0, 0));
                    cv::putText(m, strTime, cv::Point(0, 48), 1, 0.8, cv::Scalar(0, 0, 0));
                    cv::putText(m, strDevName, cv::Point(0, 64), 1, 0.8, cv::Scalar(0, 0, 0));

                    pSurface->Unmap(subResource);

                    break;
                }

                case MODE_GPU_RGBA:
                {
                    // process video frame on GPU
                    cv::UMat u;

                    cv::directx::convertFromD3D10Texture2D(pSurface, u);

                    if (m_demo_processing)
                    {
                        // blur D3D10 surface with OpenCV on GPU with OpenCL
                        cv::blur(u, u, cv::Size(15, 15), cv::Point(-7, -7));
                    }

                    cv::String strMode = cv::format("mode: %s", m_modeStr[MODE_GPU_RGBA].c_str());
                    cv::String strProcessing = m_demo_processing ? "blur frame" : "copy frame";
                    cv::String strTime = cv::format("time: %4.1f msec", m_timer.time(Timer::UNITS::MSEC));
                    cv::String strDevName = cv::format("OpenCL device: %s", m_oclDevName.c_str());

                    cv::putText(u, strMode, cv::Point(0, 16), 1, 0.8, cv::Scalar(0, 0, 0));
                    cv::putText(u, strProcessing, cv::Point(0, 32), 1, 0.8, cv::Scalar(0, 0, 0));
                    cv::putText(u, strTime, cv::Point(0, 48), 1, 0.8, cv::Scalar(0, 0, 0));
                    cv::putText(u, strDevName, cv::Point(0, 64), 1, 0.8, cv::Scalar(0, 0, 0));

                    cv::directx::convertToD3D10Texture2D(u, pSurface);

                    break;
                }

            } // switch

            m_timer.stop();

            // traditional DX render pipeline:
            //   BitBlt surface to backBuffer and flip backBuffer to frontBuffer
            m_pD3D10Dev->CopyResource(m_pBackBuffer, pSurface);

            // present the back buffer contents to the display
            // switch the back buffer and the front buffer
            r = m_pD3D10SwapChain->Present(0, 0);
            if (FAILED(r))
            {
                return -1;
            }
        } // try

        catch (cv::Exception& e)
        {
            std::cerr << "Exception: " << e.what() << std::endl;
            return 10;
        }

        return 0;
    } // render()


    int cleanup(void)
    {
        SAFE_RELEASE(m_pSurface);
        SAFE_RELEASE(m_pBackBuffer);
        SAFE_RELEASE(m_pD3D10SwapChain);
        SAFE_RELEASE(m_pRenderTarget);
        SAFE_RELEASE(m_pD3D10Dev);
        D3DSample::cleanup();
        return 0;
    } // cleanup()

private:
    ID3D10Device*           m_pD3D10Dev;
    IDXGISwapChain*         m_pD3D10SwapChain;
    ID3D10Texture2D*        m_pBackBuffer;
    ID3D10Texture2D*        m_pSurface;
    ID3D10RenderTargetView* m_pRenderTarget;
    cv::ocl::Context        m_oclCtx;
    cv::String              m_oclPlatformName;
    cv::String              m_oclDevName;
};


// main func
int main(int argc, char** argv)
{
    std::string title = "D3D10 interop sample";
    return d3d_app<D3D10WinApp>(argc, argv, title);
}