如何使用nvdia硬解视频帧后直接显存零拷贝d3d上屏,请给出实例代码
时间: 2024-04-05 20:29:19 浏览: 20
要实现使用 NVIDIA 硬解视频帧后直接显存零拷贝 D3D 上屏,可以使用 NVIDIA 的 CUDA 解码库和 D3D 引擎。以下是一个简单的示例代码,以帮助您更好地了解如何实现此操作。
首先,需要使用 CUDA 解码库解码视频帧,并将解码后的帧存储在 CUDA 设备内存中。然后,需要将帧从 CUDA 设备内存传输到 D3D 纹理中。最后,可以使用 D3D 引擎将纹理渲染到屏幕上。
以下是示例代码:
```c++
#include <cuda.h>
#include <nvcuvid.h>
#include <d3d11.h>
// 初始化 CUDA 和 D3D 环境
CUcontext cuContext = NULL;
CUdevice cuDevice = NULL;
ID3D11Device* d3dDevice = NULL;
ID3D11DeviceContext* d3dContext = NULL;
IDXGISwapChain* swapChain = NULL;
ID3D11RenderTargetView* renderTargetView = NULL;
HRESULT InitCUDAAndD3D()
{
// 初始化 CUDA 上下文
cuInit(0);
cuDeviceGet(&cuDevice, 0);
cuCtxCreate(&cuContext, 0, cuDevice);
// 初始化 D3D 设备和交换链
D3D_FEATURE_LEVEL featureLevel;
HRESULT hr = D3D11CreateDeviceAndSwapChain(
NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0,
D3D11_SDK_VERSION, &swapChainDesc, &swapChain, &d3dDevice,
&featureLevel, &d3dContext);
// 创建渲染目标视图
ID3D11Texture2D* backBuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
d3dDevice->CreateRenderTargetView(backBuffer, NULL, &renderTargetView);
backBuffer->Release();
// 设置视口
D3D11_VIEWPORT viewport = { 0, 0, (FLOAT)width, (FLOAT)height, 0.0f, 1.0f };
d3dContext->RSSetViewports(1, &viewport);
return hr;
}
// 解码视频帧并将帧传输到 D3D 纹理
CUvideodecoder cuDecoder = NULL;
CUvideoctxlock cuCtxLock = NULL;
CUdeviceptr dptrFrame = 0;
ID3D11Texture2D* d3dTexture = NULL;
ID3D11Texture2D* stagingTexture = NULL;
ID3D11Device* pDevice = NULL;
void HandleVideoFrame(CUVIDPARSERDISPINFO* pDispInfo)
{
// 锁定 CUDA 上下文
cuvidCtxLockCreate(&cuCtxLock, cuContext, 0);
// 解码器处理器
CUVIDPROCPARAMS params = { 0 };
params.progressive_frame = pDispInfo->progressive_frame;
params.second_field = 0;
params.top_field_first = pDispInfo->top_field_first;
params.unpaired_field = 0;
params.output_stream = NULL;
params.current_frame = pDispInfo->picture_index;
// 解码视频帧
cuvidDecodePicture(cuDecoder, pDispInfo->picture_index, ¶ms);
// 获取解码后的帧
CUVIDGETDECODESTATUS status = { 0 };
status.progressive_frame = pDispInfo->progressive_frame;
cuvidGetDecodeStatus(cuDecoder, pDispInfo->picture_index, &status);
if (status.decodeStatus == NVDEC_SUCCESS)
{
// 锁定 CUDA 上下文
cuCtxLock(cuCtxLock, 0);
// 获取 CUDA 设备指针
cuvidMapVideoFrame(cuDecoder, pDispInfo->picture_index, &dptrFrame, &pitch, &cuvidCtxLock, 0);
// 创建 D3D 纹理
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
pDevice->CreateTexture2D(&desc, NULL, &d3dTexture);
// 创建 D3D 纹理副本
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
pDevice->CreateTexture2D(&desc, NULL, &stagingTexture);
// 将 CUDA 设备指针复制到 D3D 纹理
d3dContext->CopyResource(stagingTexture, d3dTexture);
d3dContext->CopySubresourceRegion(d3dTexture, 0, 0, 0, 0, stagingTexture, 0, NULL);
// 解锁 CUDA 上下文
cuvidUnmapVideoFrame(cuDecoder, dptrFrame);
cuCtxUnlock(cuCtxLock, 0);
}
// 解锁 CUDA 上下文
cuvidCtxUnlock(cuCtxLock, 0);
}
// 渲染 D3D 纹理到屏幕上
void Render()
{
// 清除渲染目标视图
FLOAT clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
d3dContext->ClearRenderTargetView(renderTargetView, clearColor);
// 设置渲染目标视图
d3dContext->OMSetRenderTargets(1, &renderTargetView, NULL);
// 绘制 D3D 纹理
D3D11_VIEWPORT viewport = { 0, 0, (FLOAT)width, (FLOAT)height, 0.0f, 1.0f };
d3dContext->RSSetViewports(1, &viewport);
d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3dContext->IASetInputLayout(NULL);
d3dContext->VSSetShader(NULL, NULL, 0);
d3dContext->PSSetShader(NULL, NULL, 0);
d3dContext->PSSetShaderResources(0, 1, &d3dTexture);
d3dContext->Draw(4, 0);
// 切换缓冲区
swapChain->Present(1, 0);
}
// 主函数
int main()
{
// 初始化 CUDA 和 D3D 环境
InitCUDAAndD3D();
// 创建解码器
CUVIDDECODECREATEINFO createInfo = { 0 };
createInfo.ulWidth = width;
createInfo.ulHeight = height;
createInfo.ulNumDecodeSurfaces = 16;
createInfo.CodecType = cudaVideoCodec_H264;
createInfo.ulMaxNumDecodeSurfaces = 16;
createInfo.ulCreationFlags = cudaVideoCreate_PreferCUVID;
cuvidCreateDecoder(&cuDecoder, &createInfo);
// 处理视频帧
while (true)
{
// 获取视频帧并解码
CUVIDPARSERDISPINFO dispInfo;
cuvidParseVideoData(cuParser, pData, nDataSize, 0);
cuvidParseVideoData(cuParser, NULL, 0, -1);
while (cuvidDequeueVideoFrame(cuDecoder, &dispInfo) == NVDEC_SUCCESS)
{
HandleVideoFrame(&dispInfo);
}
// 渲染 D3D 纹理到屏幕上
Render();
}
// 释放资源
cuvidDestroyDecoder(cuDecoder);
cuvidDestroyVideoParser(cuParser);
cuCtxDestroy(cuContext);
swapChain->Release();
d3dContext->Release();
d3dDevice->Release();
renderTargetView->Release();
d3dTexture->Release();
stagingTexture->Release();
return 0;
}
```
需要注意的是,上面的代码仅作为示例,实际实现可能会有所不同。具体的实现取决于您的应用程序需求和硬件环境。此外,您还需要了解 CUDA 和 D3D 编程的基础知识,以便更好地理解代码和进行调试。