/* // A sample program demonstrating interoperability of OpenCV cv::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 cv::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 #include #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" 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 EXIT_FAILURE; } r = m_pD3D10SwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&m_pBackBuffer); if (FAILED(r)) { return EXIT_FAILURE; } r = m_pD3D10Dev->CreateRenderTargetView(m_pBackBuffer, NULL, &m_pRenderTarget); if (FAILED(r)) { return EXIT_FAILURE; } 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 EXIT_FAILURE; } // 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 EXIT_SUCCESS; } // 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 EXIT_FAILURE; cv::cvtColor(m_frame_bgr, m_frame_rgba, cv::COLOR_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 EXIT_SUCCESS; } // get_surface() // process and render media data int render() { try { if (m_shutdown) return EXIT_SUCCESS; // 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 EXIT_FAILURE; } m_timer.reset(); 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)); } m_timer.stop(); 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: %4.3f msec", m_timer.getTimeMilli()); cv::String strDevName = cv::format("OpenCL device: %s", m_oclDevName.c_str()); cv::putText(m, strMode, cv::Point(0, 20), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::putText(m, strProcessing, cv::Point(0, 40), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::putText(m, strTime, cv::Point(0, 60), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::putText(m, strDevName, cv::Point(0, 80), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); 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)); } m_timer.stop(); 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: %4.3f msec", m_timer.getTimeMilli()); cv::String strDevName = cv::format("OpenCL device: %s", m_oclDevName.c_str()); cv::putText(u, strMode, cv::Point(0, 20), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::putText(u, strProcessing, cv::Point(0, 40), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::putText(u, strTime, cv::Point(0, 60), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::putText(u, strDevName, cv::Point(0, 80), cv::FONT_HERSHEY_SIMPLEX, 0.8, cv::Scalar(0, 0, 200), 2); cv::directx::convertToD3D10Texture2D(u, pSurface); break; } } // switch // 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 EXIT_FAILURE; } } // try catch (const cv::Exception& e) { std::cerr << "Exception: " << e.what() << std::endl; return 10; } return EXIT_SUCCESS; } // 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 EXIT_SUCCESS; } // 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(argc, argv, title); }