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d3d10_interop.cpp
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/*
// 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);
}