opencv/samples/directx/d3d10_interop.cpp
Vladimir Dudnik d4774ead43 d3d11-nv12 interop
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
2015-07-29 19:52:03 +03:00

304 lines
9.6 KiB
C++

/*
// 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);
}