【问题标题】:Color conversion from DXGI_FORMAT_B8G8R8A8_UNORM to NV12 in GPU using DirectX11 pixel shaders使用 DirectX11 像素着色器在 GPU 中从 DXGI_FORMAT_B8G8R8A8_UNORM 到 NV12 的颜色转换
【发布时间】:2019-11-21 17:07:32
【问题描述】:

我正在编写代码以使用桌面复制捕获桌面并使用英特尔硬件 MFT 将其编码为 h264。编码器只接受 NV12 格式作为输入。我有一个工作正常的 DXGI_FORMAT_B8G8R8A8_UNORM 到 NV12 转换器(https://github.com/NVIDIA/video-sdk-samples/blob/master/nvEncDXGIOutputDuplicationSample/Preproc.cpp),它基于 DirectX VideoProcessor。

问题是某些英特尔图形硬件上的 VideoProcessor 仅支持从 DXGI_FORMAT_B8G8R8A8_UNORM 到 YUY2 的转换,但不支持 NV12,我通过 GetVideoProcessorOutputFormats 枚举支持的格式确认了这一点。虽然 VideoProcessor Blt 成功且没有任何错误,并且我可以看到输出视频中的帧有点像素化,但如果我仔细观察的话我会注意到它。

我猜,VideoProcessor 只是简单地故障转移到下一个支持的输出格式 (YUY2),我在不知不觉中将它提供给认为输入在 NV12 中配置的编码器。由于 NV12 和 YUY2 之间的字节顺序和二次采样等差异很小,因此没有帧的故障或严重损坏。另外,我在支持 NV12 转换的硬件上没有像素化问题。

所以我决定使用基于此代码 (https://github.com/bavulapati/DXGICaptureDXColorSpaceConversionIntelEncode/blob/master/DXGICaptureDXColorSpaceConversionIntelEncode/DuplicationManager.cpp) 的像素着色器进行颜色转换。我能够使像素着色器工作,我也在这里上传了我的代码(https://codeshare.io/5PJjxP)供参考(尽可能简化它)。

现在,我剩下两个通道,分别是色度和亮度 (ID3D11Texture2D 纹理)。我真的很困惑有效 将两个单独的通道打包成一个 ID3D11Texture2D 纹理,所以 我可以将相同的内容提供给编码器。有没有办法高效 将 Y 和 UV 通道打包到 GPU 中的单个 ID3D11Texture2D 中?我是 真的厌倦了基于 CPU 的方法,因为它很昂贵, 并且不提供最佳的帧速率。其实我是 甚至不愿意将纹理复制到 CPU。我在想办法 在 GPU 中进行,无需在 CPU 和 GPU 之间来回复制。

我已经研究了很长一段时间没有任何进展,任何帮助将不胜感激。

/**
* This method is incomplete. It's just a template of what I want to achieve.
*/

HRESULT CreateNV12TextureFromLumaAndChromaSurface(ID3D11Texture2D** pOutputTexture)
{
    HRESULT hr = S_OK;

    try
    {
        //Copying from GPU to CPU. Bad :(
        m_pD3D11DeviceContext->CopyResource(m_CPUAccessibleLuminanceSurf, m_LuminanceSurf);

        D3D11_MAPPED_SUBRESOURCE resource;
        UINT subresource = D3D11CalcSubresource(0, 0, 0);

        HRESULT hr = m_pD3D11DeviceContext->Map(m_CPUAccessibleLuminanceSurf, subresource, D3D11_MAP_READ, 0, &resource);

        BYTE* sptr = reinterpret_cast<BYTE*>(resource.pData);
        BYTE* dptrY = nullptr; // point to the address of Y channel in output surface

        //Store Image Pitch
        int m_ImagePitch = resource.RowPitch;

        int height = GetImageHeight();
        int width = GetImageWidth();

        for (int i = 0; i < height; i++)
        {
            memcpy_s(dptrY, m_ImagePitch, sptr, m_ImagePitch);

            sptr += m_ImagePitch;
            dptrY += m_ImagePitch;
        }

        m_pD3D11DeviceContext->Unmap(m_CPUAccessibleLuminanceSurf, subresource);

        //Copying from GPU to CPU. Bad :(
        m_pD3D11DeviceContext->CopyResource(m_CPUAccessibleChrominanceSurf, m_ChrominanceSurf);
        hr = m_pD3D11DeviceContext->Map(m_CPUAccessibleChrominanceSurf, subresource, D3D11_MAP_READ, 0, &resource);

        sptr = reinterpret_cast<BYTE*>(resource.pData);
        BYTE* dptrUV = nullptr; // point to the address of UV channel in output surface

        m_ImagePitch = resource.RowPitch;
        height /= 2;
        width /= 2;

        for (int i = 0; i < height; i++)
        {
            memcpy_s(dptrUV, m_ImagePitch, sptr, m_ImagePitch);

            sptr += m_ImagePitch;
            dptrUV += m_ImagePitch;
        }

        m_pD3D11DeviceContext->Unmap(m_CPUAccessibleChrominanceSurf, subresource);
    }
    catch(HRESULT){}

    return hr;
}

绘制 NV12:

 //
// Draw frame for NV12 texture
//
HRESULT DrawNV12Frame(ID3D11Texture2D* inputTexture)
{
    HRESULT hr;

    // If window was resized, resize swapchain
    if (!m_bIntialized)
    {
        HRESULT Ret = InitializeNV12Surfaces(inputTexture);
        if (!SUCCEEDED(Ret))
        {
            return Ret;
        }

        m_bIntialized = true;
    }

    m_pD3D11DeviceContext->CopyResource(m_ShaderResourceSurf, inputTexture);

    D3D11_TEXTURE2D_DESC FrameDesc;
    m_ShaderResourceSurf->GetDesc(&FrameDesc);

    D3D11_SHADER_RESOURCE_VIEW_DESC ShaderDesc;
    ShaderDesc.Format = FrameDesc.Format;
    ShaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
    ShaderDesc.Texture2D.MostDetailedMip = FrameDesc.MipLevels - 1;
    ShaderDesc.Texture2D.MipLevels = FrameDesc.MipLevels;

    // Create new shader resource view
    ID3D11ShaderResourceView* ShaderResource = nullptr;
    hr = m_pD3D11Device->CreateShaderResourceView(m_ShaderResourceSurf, &ShaderDesc, &ShaderResource);

    IF_FAILED_THROW(hr);

    m_pD3D11DeviceContext->PSSetShaderResources(0, 1, &ShaderResource);

    // Set resources
    m_pD3D11DeviceContext->OMSetRenderTargets(1, &m_pLumaRT, nullptr);
    m_pD3D11DeviceContext->PSSetShader(m_pPixelShaderLuma, nullptr, 0);
    m_pD3D11DeviceContext->RSSetViewports(1, &m_VPLuminance);

    // Draw textured quad onto render target
    m_pD3D11DeviceContext->Draw(NUMVERTICES, 0);

    m_pD3D11DeviceContext->OMSetRenderTargets(1, &m_pChromaRT, nullptr);
    m_pD3D11DeviceContext->PSSetShader(m_pPixelShaderChroma, nullptr, 0);
    m_pD3D11DeviceContext->RSSetViewports(1, &m_VPChrominance);

    // Draw textured quad onto render target
    m_pD3D11DeviceContext->Draw(NUMVERTICES, 0);

    // Release shader resource
    ShaderResource->Release();
    ShaderResource = nullptr;

    return S_OK;
}

初始化着色器:

void SetViewPort(D3D11_VIEWPORT* VP, UINT Width, UINT Height)
{
    VP->Width = static_cast<FLOAT>(Width);
    VP->Height = static_cast<FLOAT>(Height);
    VP->MinDepth = 0.0f;
    VP->MaxDepth = 1.0f;
    VP->TopLeftX = 0;
    VP->TopLeftY = 0;
}

HRESULT MakeRTV(ID3D11RenderTargetView** pRTV, ID3D11Texture2D* pSurf)
{
    if (*pRTV)
    {
        (*pRTV)->Release();
        *pRTV = nullptr;
    }
    // Create a render target view
    HRESULT hr = m_pD3D11Device->CreateRenderTargetView(pSurf, nullptr, pRTV);

    IF_FAILED_THROW(hr);

    return S_OK;
}

HRESULT InitializeNV12Surfaces(ID3D11Texture2D* inputTexture)
{
    ReleaseSurfaces();

    D3D11_TEXTURE2D_DESC lOutputDuplDesc;
    inputTexture->GetDesc(&lOutputDuplDesc);


    // Create shared texture for all duplication threads to draw into
    D3D11_TEXTURE2D_DESC DeskTexD;
    RtlZeroMemory(&DeskTexD, sizeof(D3D11_TEXTURE2D_DESC));
    DeskTexD.Width = lOutputDuplDesc.Width;
    DeskTexD.Height = lOutputDuplDesc.Height;
    DeskTexD.MipLevels = 1;
    DeskTexD.ArraySize = 1;
    DeskTexD.Format = lOutputDuplDesc.Format;
    DeskTexD.SampleDesc.Count = 1;
    DeskTexD.Usage = D3D11_USAGE_DEFAULT;
    DeskTexD.BindFlags = D3D11_BIND_SHADER_RESOURCE;

    HRESULT hr = m_pD3D11Device->CreateTexture2D(&DeskTexD, nullptr, &m_ShaderResourceSurf);
    IF_FAILED_THROW(hr);

    DeskTexD.Format = DXGI_FORMAT_R8_UNORM;
    DeskTexD.BindFlags = D3D11_BIND_RENDER_TARGET;

    hr = m_pD3D11Device->CreateTexture2D(&DeskTexD, nullptr, &m_LuminanceSurf);
    IF_FAILED_THROW(hr);

    DeskTexD.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
    DeskTexD.Usage = D3D11_USAGE_STAGING;
    DeskTexD.BindFlags = 0;

    hr = m_pD3D11Device->CreateTexture2D(&DeskTexD, NULL, &m_CPUAccessibleLuminanceSurf);
    IF_FAILED_THROW(hr);

    SetViewPort(&m_VPLuminance, DeskTexD.Width, DeskTexD.Height);

    HRESULT Ret = MakeRTV(&m_pLumaRT, m_LuminanceSurf);
    if (!SUCCEEDED(Ret))
        return Ret;

    DeskTexD.Width = lOutputDuplDesc.Width / 2;
    DeskTexD.Height = lOutputDuplDesc.Height / 2;
    DeskTexD.Format = DXGI_FORMAT_R8G8_UNORM;

    DeskTexD.Usage = D3D11_USAGE_DEFAULT;
    DeskTexD.CPUAccessFlags = 0;
    DeskTexD.BindFlags = D3D11_BIND_RENDER_TARGET;

    hr = m_pD3D11Device->CreateTexture2D(&DeskTexD, nullptr, &m_ChrominanceSurf);
    IF_FAILED_THROW(hr);

    DeskTexD.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
    DeskTexD.Usage = D3D11_USAGE_STAGING;
    DeskTexD.BindFlags = 0;

    hr = m_pD3D11Device->CreateTexture2D(&DeskTexD, NULL, &m_CPUAccessibleChrominanceSurf);
    IF_FAILED_THROW(hr);

    SetViewPort(&m_VPChrominance, DeskTexD.Width, DeskTexD.Height);
    return MakeRTV(&m_pChromaRT, m_ChrominanceSurf);
}

HRESULT InitVertexShader(ID3D11VertexShader** ppID3D11VertexShader)
{
    HRESULT hr = S_OK;
    UINT Size = ARRAYSIZE(g_VS);

    try
    {
        IF_FAILED_THROW(m_pD3D11Device->CreateVertexShader(g_VS, Size, NULL, ppID3D11VertexShader));;

        m_pD3D11DeviceContext->VSSetShader(m_pVertexShader, nullptr, 0);

        // Vertices for drawing whole texture
        VERTEX Vertices[NUMVERTICES] =
        {
            { XMFLOAT3(-1.0f, -1.0f, 0), XMFLOAT2(0.0f, 1.0f) },
            { XMFLOAT3(-1.0f, 1.0f, 0), XMFLOAT2(0.0f, 0.0f) },
            { XMFLOAT3(1.0f, -1.0f, 0), XMFLOAT2(1.0f, 1.0f) },
            { XMFLOAT3(1.0f, -1.0f, 0), XMFLOAT2(1.0f, 1.0f) },
            { XMFLOAT3(-1.0f, 1.0f, 0), XMFLOAT2(0.0f, 0.0f) },
            { XMFLOAT3(1.0f, 1.0f, 0), XMFLOAT2(1.0f, 0.0f) },
        };

        UINT Stride = sizeof(VERTEX);
        UINT Offset = 0;

        D3D11_BUFFER_DESC BufferDesc;
        RtlZeroMemory(&BufferDesc, sizeof(BufferDesc));
        BufferDesc.Usage = D3D11_USAGE_DEFAULT;
        BufferDesc.ByteWidth = sizeof(VERTEX) * NUMVERTICES;
        BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        BufferDesc.CPUAccessFlags = 0;
        D3D11_SUBRESOURCE_DATA InitData;
        RtlZeroMemory(&InitData, sizeof(InitData));
        InitData.pSysMem = Vertices;

        // Create vertex buffer
        IF_FAILED_THROW(m_pD3D11Device->CreateBuffer(&BufferDesc, &InitData, &m_VertexBuffer));

        m_pD3D11DeviceContext->IASetVertexBuffers(0, 1, &m_VertexBuffer, &Stride, &Offset);
        m_pD3D11DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

        D3D11_INPUT_ELEMENT_DESC Layout[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
        };

        UINT NumElements = ARRAYSIZE(Layout);
        hr = m_pD3D11Device->CreateInputLayout(Layout, NumElements, g_VS, Size, &m_pVertexLayout);

        m_pD3D11DeviceContext->IASetInputLayout(m_pVertexLayout);
    }
    catch (HRESULT) {}

    return hr;
}

HRESULT InitPixelShaders()
{
    HRESULT hr = S_OK;
    // Refer https://codeshare.io/5PJjxP for g_PS_Y & g_PS_UV blobs
    try
    {
        UINT Size = ARRAYSIZE(g_PS_Y);
        hr = m_pD3D11Device->CreatePixelShader(g_PS_Y, Size, nullptr, &m_pPixelShaderChroma);

        IF_FAILED_THROW(hr);

        Size = ARRAYSIZE(g_PS_UV);
        hr = m_pD3D11Device->CreatePixelShader(g_PS_UV, Size, nullptr, &m_pPixelShaderLuma);

        IF_FAILED_THROW(hr);
    }
    catch (HRESULT) {}

    return hr;
}

【问题讨论】:

  • 这个应该检查,但我认为在VideoProcessor只能输出到YUY2的硬件上,硬件编码器也会接受YUY2。因此,在这种情况下,您可以检查它并将 VideoProcessor 输出直接提供给编码器。
  • @VuVirt,我也这么认为,但是当我尝试使用 YUY2 作为输入类型枚举硬件编码器时,我没有返回任何编码器。
  • 您是否有可能在双 GPU PC 上尝试过?
  • 我确定,我没有在具有多个显卡的机器上运行它。我仍然想知道这种不兼容是如何发生的。我将尝试在此线程中更新更多详细信息。

标签: directx directx-11 yuv ms-media-foundation pixel-shader


【解决方案1】:

我正在使用 DirectX11 仅在 GPU 中试验这种 RGBA 到 NV12 的转换。

这是一个很好的挑战。我对 Directx11 不熟悉,所以这是我的第一次实验。

检查此项目以获取更新:D3D11ShaderNV12

在我当前的实现中(可能不是最后一个),这是我所做的:

  • 第 1 步:使用 DXGI_FORMAT_B8G8R8A8_UNORM 作为输入纹理
  • 第 2 步:制作 1st pass 着色器以获得 3 个纹理(Y:Luma、U:ChromaCb 和 V:ChromaCr):参见 YCbCrPS2.hlsl
  • 第 3 步:Y 是 DXGI_FORMAT_R8_UNORM,准备好最终的 NV12 纹理
  • 第 4 步:需要在第二遍着色器中对 UV 进行下采样:请参阅 ScreenPS2.hlsl(使用线性过滤)
  • 第 5 步:第三遍着色器对 Y 纹理进行采样
  • 第 6 步:第四遍着色器使用移位纹理对 UV 纹理进行采样(我认为可以使用其他技术)

我的最终纹理不是 DXGI_FORMAT_NV12,而是类似的 DXGI_FORMAT_R8_UNORM 纹理。我的电脑是Windows7,所以DXGI_FORMAT_NV12没有处理。稍后我将在另一台计算机上尝试。

有图的过程:

【讨论】:

  • 太棒了。这正是我一直在寻找的。谢谢。
  • 您可以尝试用 ID3D11DeviceContext::GenerateMips 调用替换您的第二个渲染通道。它在 GPU 驱动程序内部实现,可能比代码中的额外渲染通道更快。
  • 我不知道它是否更快,但我添加了一个变体来使用 GenerateMips,而不是着色器。这是一项有趣的技术。感谢您的提示。
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