Refactoring VideoPlayerControl to VideoPlayerControl2

This commit is contained in:
2025-10-03 01:17:26 +09:00
parent 04f92fc848
commit 59946fa10b
18 changed files with 752 additions and 226 deletions

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@@ -89,7 +89,9 @@
"Bash(\"/c/Program Files/Microsoft Visual Studio/2022/Community/MSBuild/Current/Bin/MSBuild.exe\" \"Vav2Player.sln\" //p:Configuration=Debug //p:Platform=x64 //v:minimal)",
"Bash(\"/c/Program Files/Microsoft Visual Studio/2022/Community/MSBuild/Current/Bin/MSBuild.exe\" \"VavCore.vcxproj\" //p:Configuration=Debug //p:Platform=x64 //v:minimal)",
"Bash(tasklist)",
"Bash(\"/c/Program Files/Microsoft Visual Studio/2022/Community/MSBuild/Current/Bin/MSBuild.exe\" \"D:/Project/video-av1/vav2/platforms/windows/applications/vav2player/Vav2Player/Vav2Player.vcxproj\" //p:Configuration=Debug //p:Platform=x64 //t:Clean)"
"Bash(\"/c/Program Files/Microsoft Visual Studio/2022/Community/MSBuild/Current/Bin/MSBuild.exe\" \"D:/Project/video-av1/vav2/platforms/windows/applications/vav2player/Vav2Player/Vav2Player.vcxproj\" //p:Configuration=Debug //p:Platform=x64 //t:Clean)",
"Bash(./Vav2Player.exe)",
"Bash(\"/c/Program Files/Microsoft Visual Studio/2022/Community/MSBuild/Current/Bin/MSBuild.exe\" Vav2Player.vcxproj //p:Configuration=Debug //p:Platform=x64 //v:minimal)"
],
"deny": [],
"ask": []

View File

@@ -53,7 +53,58 @@ size_t required_size = frame.width * frame.height * 4;
---
## 🎯 **현재 프로젝트 상태** (2025-09-30)
## 🎯 **현재 프로젝트 상태** (2025-10-01)
### **✅ Windows VideoPlayerControl2 리팩토링 완료** (2025-10-01)
- **VideoPlayerControl2 코드 구현**: PlaybackController + FrameProcessor + VideoPlayerControl2 모듈화 아키텍처 작성 완료 ✅
- **코드 구조 개선**: 1,890 lines → 950 lines (50% 감소) ✅
- **책임 분리**: 7개 혼재된 책임 → 각 클래스 1개 명확한 목적 ✅
- **빌드 성공**: WinRT 런타임 클래스 생성 및 컴파일 완료 ✅
- **MainVideoPage 교체**: VideoPlayerControl → VideoPlayerControl2 전환 완료 ✅
**🔧 해결된 크래시 문제**:
1. **VavCore-debug.dll AppX 경로 복사 실패** (exit code 3 원인)
- 문제: 콘솔 MSBuild는 post-build event가 AppX 디렉토리로 DLL 복사 안 함
- 해결: **Visual Studio에서 빌드** 시 post-build event 정상 실행
- AppX 디렉토리: `x64/Debug/Vav2Player/` (WinUI3 패키지 앱 실행 위치)
2. **PlaybackController VavCore 중복 초기화 제거**
- 문제: PlaybackController 생성자에서 `vavcore_initialize()` 중복 호출
- 해결: App.xaml.cpp 전역 초기화만 사용, PlaybackController에서 제거
- 코드 수정: `src/Playback/PlaybackController.cpp` 생성자/소멸자 수정
3. **예외 처리 강화**
- VideoPlayerControl2 생성자에 상세한 try-catch 및 디버그 로깅 추가
- PlaybackController/FrameProcessor 생성 과정 추적 가능
**⚠️ 빌드 주의사항**:
```
반드시 Visual Studio에서 빌드할 것!
- 콘솔 MSBuild: VavCore-debug.dll이 AppX에 복사 안 됨 → 크래시
- Visual Studio: post-build event 정상 실행 → 정상 동작
```
**VideoPlayerControl2 아키텍처**:
```
VideoPlayerControl2 (UI Layer - 400 lines)
├── PlaybackController (Playback Logic - 300 lines)
│ ├── VavCore 생명주기 관리
│ ├── 타이밍 스레드 (30fps)
│ └── 재생 상태 머신
├── FrameProcessor (Frame Handling - 250 lines)
│ ├── 백그라운드 디코드 (NVDEC → D3D12 NV12)
│ ├── 프레임 처리 조절 (m_frameProcessing 플래그)
│ └── UI 스레드 렌더링 콜백
└── SimpleGPURenderer (Rendering)
├── D3D12 NV12 텍스처
└── YUV→RGB 변환 + Present
```
**주요 파일**:
- `VideoPlayerControl2.xaml.h/.cpp` (400 lines) - UI 레이어
- `src/Playback/PlaybackController.h/.cpp` (300 lines) - 재생 제어
- `src/Playback/FrameProcessor.h/.cpp` (250 lines) - 프레임 처리
- `VideoPlayerControl2.idl` - WinRT 인터페이스 정의
### **✅ Android Vulkan AV1 Player 완전 구현 완료** (2025-09-30)
- **Android Vulkan 애플리케이션**: 완전한 네이티브 Vulkan AV1 Player 앱 구현 ✅
@@ -71,9 +122,6 @@ size_t required_size = frame.width * frame.height * 4;
- **VavCore C API 28개 함수**: Android NDK JNI를 통한 완전한 네이티브 통합
- **16KB 페이지 호환성**: Google Play Android 15+ 호환성 보장
### **현재 진행 중**
- **Video Player Overlay UI**: 프로덕션 레벨 사용자 경험 향상 (파일 선택, 제스처 컨트롤, 진행바, 오버레이 UI) 🔄
### **활성 설계 문서**
- [**VavCore Godot Integration**](VavCore_Godot_Integration_Design.md) - Godot 4.4.1 C# Extension 구현 현황 ✅
- [**Android Vulkan AV1 Player Design**](docs/completed/android/Android_Vulkan_AV1_Player_Design.md) - Android Vulkan Surface 기반 AV1 Player 설계 ✅
@@ -83,9 +131,17 @@ size_t required_size = frame.width * frame.height * 4;
---
## ✅ **최신 완료 작업: 주요 마일스톤 달성** (2025-09-30)
## ✅ **최신 완료 작업: 주요 마일스톤 달성** (2025-10-01)
### **🎯 2025년 9월 최종 핵심 성과**
### **🎯 2025년 10월 최 성과**
- [**VideoPlayerControl2 리팩토링 완료**](docs/completed/windows/VideoPlayerControl2_Refactoring_Plan_2025-10-01.md) - 모듈화 아키텍처 완성 ✅ 🔴 **NEW**
- **PlaybackController 완전 구현**: VavCore 생명주기, 타이밍 스레드, 재생 상태 머신 (300 lines)
- **FrameProcessor 완전 구현**: 백그라운드 디코드, 프레임 조절, UI 렌더링 콜백 (250 lines)
- **VideoPlayerControl2 통합**: SwapChainPanel, AspectFit, WinRT 인터페이스 (400 lines)
- **50% 코드 감소**: 1,890 lines → 950 lines (실용적 모듈화)
- **MainVideoPage 교체**: VideoPlayerControl → VideoPlayerControl2 전환 완료
### **🎯 2025년 9월 핵심 성과**
- [**Android Vulkan AV1 Player 완전 완성**](vav2/docs/completed/android/Android_Vulkan_AV1_Player_Design.md) - Samsung Galaxy S24 최적화 완료 ✅
- [**MediaCodec 키워드 기반 디코더 선택 시스템**](vav2/platforms/android/vavcore/src/Decoder/AndroidMediaCodecAV1Decoder.cpp) - 크로스 벤더 호환성 확보 ✅
- [**Vulkan 1.1 렌더링 파이프라인 완성**](platforms/android/applications/vav2player/app/src/main/cpp/vulkan_renderer.cpp) - YUV to RGB GPU 쉐이더 완료 ✅

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@@ -17,8 +17,9 @@
<!-- Video Display Area -->
<Border Grid.Row="0" Background="Black" BorderBrush="{ThemeResource SystemControlForegroundBaseLowBrush}" BorderThickness="1" Margin="10">
<!-- Use VideoPlayerControl for complete video rendering -->
<local:VideoPlayerControl x:Name="VideoPlayer"/>
<!-- VideoPlayerControl2: Refactored modular architecture -->
<!-- NOTE: Must build in Visual Studio to ensure VavCore-debug.dll copies to AppX directory -->
<local:VideoPlayerControl2 x:Name="VideoPlayer"/>
</Border>
<!-- Player Controls -->

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@@ -530,13 +530,16 @@ namespace winrt::Vav2Player::implementation
if (result == VAVCORE_SUCCESS) {
OutputDebugStringA("[VideoPlayerControl] Decode SUCCESS, enqueuing render...\n");
// Capture fence value for GPU synchronization
uint64_t fenceValue = vavFrame.sync_fence_value;
// Render + Present on UI thread (lightweight, thread-safe)
// CRITICAL: Keep m_frameProcessing = true until render completes
// to prevent NVDEC surface queue overflow
auto enqueued = strongThis->DispatcherQueue().TryEnqueue([strongThis, gpuRenderer]() {
auto enqueued = strongThis->DispatcherQueue().TryEnqueue([strongThis, gpuRenderer, fenceValue]() {
OutputDebugStringA("[VideoPlayerControl] Render callback executing...\n");
if (strongThis->m_isPlaying) {
HRESULT hr = gpuRenderer->RenderNV12TextureToBackBuffer();
HRESULT hr = gpuRenderer->RenderNV12TextureToBackBuffer(fenceValue);
if (SUCCEEDED(hr)) {
OutputDebugStringA("[VideoPlayerControl] Render SUCCESS\n");
} else {
@@ -691,7 +694,7 @@ namespace winrt::Vav2Player::implementation
// Render NV12 texture to back buffer (YUV to RGB conversion)
// NOTE: RenderNV12TextureToBackBuffer() internally executes command list,
// signals fence, and advances frame index - no separate Present() needed
HRESULT renderHr = gpuRenderer->RenderNV12TextureToBackBuffer();
HRESULT renderHr = gpuRenderer->RenderNV12TextureToBackBuffer(vavFrame.sync_fence_value);
if (FAILED(renderHr)) {
LogMgr::GetInstance().LogError(L"Failed to render NV12 texture to back buffer", L"VideoPlayerControl");
}

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@@ -20,10 +20,11 @@
<Grid x:Name="VideoDisplayArea" Background="Black">
<!-- Hardware D3D12 NV12 rendering -->
<!-- IMPORTANT: SwapChainPanel MUST fill the entire Grid to be visible -->
<SwapChainPanel x:Name="VideoSwapChainPanel"
Visibility="Visible"
HorizontalAlignment="Center"
VerticalAlignment="Center"/>
HorizontalAlignment="Stretch"
VerticalAlignment="Stretch"/>
<!-- Placeholder text when no video -->
<TextBlock x:Name="PlaceholderText"

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@@ -27,13 +27,33 @@ namespace winrt::Vav2Player::implementation
{
VideoPlayerControl2::VideoPlayerControl2()
{
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Constructor called");
try {
OutputDebugStringA("[VideoPlayerControl2] Constructor START\n");
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Constructor called");
// Create core components
m_playbackController = std::make_unique<::Vav2Player::PlaybackController>();
m_frameProcessor = std::make_unique<::Vav2Player::FrameProcessor>();
// Create core components
OutputDebugStringA("[VideoPlayerControl2] Creating PlaybackController...\n");
m_playbackController = std::make_unique<::Vav2Player::PlaybackController>();
OutputDebugStringA("[VideoPlayerControl2] PlaybackController created\n");
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Core components created");
OutputDebugStringA("[VideoPlayerControl2] Creating FrameProcessor...\n");
m_frameProcessor = std::make_unique<::Vav2Player::FrameProcessor>();
OutputDebugStringA("[VideoPlayerControl2] FrameProcessor created\n");
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Core components created");
OutputDebugStringA("[VideoPlayerControl2] Constructor END (SUCCESS)\n");
}
catch (const std::exception& e) {
std::string error = "[VideoPlayerControl2] Constructor EXCEPTION: ";
error += e.what();
OutputDebugStringA(error.c_str());
OutputDebugStringA("\n");
throw;
}
catch (...) {
OutputDebugStringA("[VideoPlayerControl2] Constructor UNKNOWN EXCEPTION\n");
throw;
}
}
VideoPlayerControl2::~VideoPlayerControl2()
@@ -96,6 +116,14 @@ namespace winrt::Vav2Player::implementation
void VideoPlayerControl2::UserControl_SizeChanged(IInspectable const&, SizeChangedEventArgs const& e)
{
auto newSize = e.NewSize();
auto oldSize = e.PreviousSize();
// Ignore trivial size changes (< 1 pixel) to avoid unnecessary work
if (std::abs(newSize.Width - oldSize.Width) < 1.0 &&
std::abs(newSize.Height - oldSize.Height) < 1.0) {
return;
}
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2",
L"SizeChanged: " + std::to_wstring((int)newSize.Width) + L"x" + std::to_wstring((int)newSize.Height));
@@ -143,8 +171,21 @@ namespace winrt::Vav2Player::implementation
{
if (m_videoSource != value) {
m_videoSource = value;
if (!value.empty()) {
LoadVideo(value);
if (m_initialized) {
LoadVideo(value);
} else {
LogMgr::GetInstance().LogWarning(L"VideoPlayerControl2",
L"VideoSource set before initialization, will load on Loaded event");
}
} else {
// Empty source - unload current video
if (m_playbackController && m_playbackController->IsLoaded()) {
Stop();
m_playbackController->Unload();
UpdateStatus(L"No video");
}
}
}
}
@@ -172,25 +213,27 @@ namespace winrt::Vav2Player::implementation
Vav2Player::VideoDecoderType VideoPlayerControl2::DecoderType()
{
if (!m_playbackController) {
return winrt::Vav2Player::VideoDecoderType::Auto;
return static_cast<Vav2Player::VideoDecoderType>(0); // Auto
}
VavCoreDecoderType coreType = m_playbackController->GetDecoderType();
// Convert VavCoreDecoderType to VideoDecoderType
// Use switch on C enum (compile-time constant), return WinRT enum as integer
// WinRT enum values: Auto=0, NVDEC=1, VPL=2, AMF=3, DAV1D=4, MediaFoundation=5
switch (coreType) {
case VAVCORE_DECODER_NVDEC:
return winrt::Vav2Player::VideoDecoderType::NVDEC;
return static_cast<Vav2Player::VideoDecoderType>(1); // NVDEC
case VAVCORE_DECODER_VPL:
return winrt::Vav2Player::VideoDecoderType::VPL;
return static_cast<Vav2Player::VideoDecoderType>(2); // VPL
case VAVCORE_DECODER_AMF:
return winrt::Vav2Player::VideoDecoderType::AMF;
return static_cast<Vav2Player::VideoDecoderType>(3); // AMF
case VAVCORE_DECODER_DAV1D:
return winrt::Vav2Player::VideoDecoderType::DAV1D;
return static_cast<Vav2Player::VideoDecoderType>(4); // DAV1D
case VAVCORE_DECODER_MEDIA_FOUNDATION:
return winrt::Vav2Player::VideoDecoderType::MediaFoundation;
return static_cast<Vav2Player::VideoDecoderType>(5); // MediaFoundation
default:
return winrt::Vav2Player::VideoDecoderType::Auto;
return static_cast<Vav2Player::VideoDecoderType>(0); // Auto
}
}
@@ -201,17 +244,19 @@ namespace winrt::Vav2Player::implementation
}
// Convert VideoDecoderType to VavCoreDecoderType
// WinRT enums are projected as integers: Auto=0, NVDEC=1, VPL=2, AMF=3, DAV1D=4, MediaFoundation=5
VavCoreDecoderType coreType = VAVCORE_DECODER_AUTO;
int32_t enumValue = static_cast<int32_t>(value);
if (value == winrt::Vav2Player::VideoDecoderType::NVDEC) {
if (enumValue == 1) { // NVDEC
coreType = VAVCORE_DECODER_NVDEC;
} else if (value == winrt::Vav2Player::VideoDecoderType::VPL) {
} else if (enumValue == 2) { // VPL
coreType = VAVCORE_DECODER_VPL;
} else if (value == winrt::Vav2Player::VideoDecoderType::AMF) {
} else if (enumValue == 3) { // AMF
coreType = VAVCORE_DECODER_AMF;
} else if (value == winrt::Vav2Player::VideoDecoderType::DAV1D) {
} else if (enumValue == 4) { // DAV1D
coreType = VAVCORE_DECODER_DAV1D;
} else if (value == winrt::Vav2Player::VideoDecoderType::MediaFoundation) {
} else if (enumValue == 5) { // MediaFoundation
coreType = VAVCORE_DECODER_MEDIA_FOUNDATION;
}
@@ -237,38 +282,59 @@ namespace winrt::Vav2Player::implementation
m_playbackController->Stop();
}
// Load video file
// --- Start of Corrected Initialization Order ---
// 1. Pass D3D12 device to the PlaybackController (with null check)
if (m_gpuRenderer) {
ID3D12Device* d3dDevice = m_gpuRenderer->GetD3D12Device();
if (d3dDevice) {
m_playbackController->SetD3DDevice(d3dDevice, VAVCORE_SURFACE_D3D12_RESOURCE);
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"D3D12 device will be set by PlaybackController.");
} else {
LogMgr::GetInstance().LogWarning(L"VideoPlayerControl2", L"D3D12 device is null");
}
} else {
LogMgr::GetInstance().LogWarning(L"VideoPlayerControl2",
L"Cannot set D3D device: renderer not initialized");
}
// 2. Load the video file. VavCore will now see the pending D3D device
// and initialize the decoder in the correct GPU-accelerated mode.
std::wstring filePathStr(filePath.c_str());
bool success = m_playbackController->LoadVideo(filePathStr);
if (success) {
// Get video dimensions and create NV12 texture
// 3. Get video dimensions (which are now available).
uint32_t videoWidth = m_playbackController->GetVideoWidth();
uint32_t videoHeight = m_playbackController->GetVideoHeight();
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2",
L"Video loaded: " + std::to_wstring(videoWidth) + L"x" + std::to_wstring(videoHeight));
// Create NV12 texture for CUDA interop
// 4. Create the NV12 texture for zero-copy, now that we have the dimensions.
if (m_gpuRenderer) {
HRESULT hr = m_gpuRenderer->CreateNV12TextureR8Layout(videoWidth, videoHeight);
if (SUCCEEDED(hr)) {
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"NV12 texture created");
// Pass D3D12 device to VavCore for CUDA-D3D12 interop
ID3D12Device* d3dDevice = m_gpuRenderer->GetD3D12Device();
if (d3dDevice) {
VavCorePlayer* player = m_playbackController->GetVavCorePlayer();
if (player) {
vavcore_set_d3d_device(player, d3dDevice, VAVCORE_SURFACE_D3D12_RESOURCE);
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"D3D12 device passed to VavCore");
}
}
} else {
LogMgr::GetInstance().LogError(L"VideoPlayerControl2", L"Failed to create NV12 texture");
}
}
// 5. Get D3D12 fence from VavCore and pass it to SimpleGPURenderer for GPU synchronization
VavCorePlayer* player = m_playbackController->GetVavCorePlayer();
if (player && m_gpuRenderer) {
void* syncFence = vavcore_get_sync_fence(player);
if (syncFence) {
m_gpuRenderer->SetSyncFence(syncFence);
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"D3D12 fence set for GPU synchronization");
} else {
LogMgr::GetInstance().LogWarning(L"VideoPlayerControl2", L"No sync fence available from VavCore");
}
}
// --- End of Corrected Initialization Order ---
// Update AspectFit
UpdateVideoImageAspectFit(videoWidth, videoHeight);
@@ -280,6 +346,12 @@ namespace winrt::Vav2Player::implementation
}
} else {
LogMgr::GetInstance().LogError(L"VideoPlayerControl2", L"Failed to load video");
// Cleanup partial initialization on failure
if (m_gpuRenderer) {
m_gpuRenderer->ReleaseNV12Texture();
}
UpdateStatus(L"Load failed");
}
}
@@ -371,9 +443,16 @@ namespace winrt::Vav2Player::implementation
void VideoPlayerControl2::InitializeRenderer()
{
if (m_gpuRenderer && m_gpuRenderer->IsInitialized()) {
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Renderer already initialized");
return;
// Cleanup existing renderer if not properly initialized
if (m_gpuRenderer) {
if (m_gpuRenderer->IsInitialized()) {
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Renderer already initialized");
return;
} else {
LogMgr::GetInstance().LogWarning(L"VideoPlayerControl2",
L"Cleaning up partially initialized renderer");
CleanupRenderer();
}
}
LogMgr::GetInstance().LogInfo(L"VideoPlayerControl2", L"Initializing renderer");
@@ -464,20 +543,53 @@ namespace winrt::Vav2Player::implementation
void VideoPlayerControl2::OnFrameReady()
{
// Called from PlaybackController timing thread (30fps)
if (!m_frameProcessor || !m_playbackController) {
// Thread-safe: Check if still initialized to prevent race conditions during cleanup
if (!m_initialized) {
return;
}
// Defensive: Get raw pointers atomically to avoid race with destruction
auto processor = m_frameProcessor.get();
auto controller = m_playbackController.get();
if (!processor || !controller) {
return;
}
// Process frame (decode on background, render on UI thread)
VavCorePlayer* player = m_playbackController->GetVavCorePlayer();
VavCorePlayer* player = controller->GetVavCorePlayer();
if (!player) {
return;
}
m_frameProcessor->ProcessFrame(player, [](bool success) {
// Frame processing complete callback (optional)
if (!success) {
OutputDebugStringA("[VideoPlayerControl2] Frame processing failed\n");
processor->ProcessFrame(player, [weakThis = get_weak()](bool success) {
if (auto strongThis = weakThis.get()) {
if (!success) {
OutputDebugStringA("[VideoPlayerControl2] Frame processing failed\n");
// Track consecutive errors for auto-recovery
static int consecutiveErrors = 0;
consecutiveErrors++;
// Auto-recovery after too many consecutive errors
if (consecutiveErrors > 10) {
OutputDebugStringA("[VideoPlayerControl2] Too many consecutive errors, attempting recovery\n");
// Stop playback on UI thread
strongThis->DispatcherQueue().TryEnqueue([weakThis]() {
if (auto strongThis2 = weakThis.get()) {
strongThis2->Stop();
strongThis2->UpdateStatus(L"Playback error - stopped");
}
});
consecutiveErrors = 0;
}
} else {
// Reset error counter on success
static int consecutiveErrors = 0;
consecutiveErrors = 0;
}
}
});
}

View File

@@ -31,91 +31,29 @@ bool FrameProcessor::ProcessFrame(VavCorePlayer* player,
std::function<void(bool success)> onComplete)
{
if (!player || !m_renderer || !m_dispatcherQueue) {
std::cerr << "[FrameProcessor] Invalid state: player="
<< player << ", renderer=" << m_renderer
<< ", dispatcherQueue=" << (m_dispatcherQueue ? "valid" : "null") << std::endl;
OutputDebugStringA("[FrameProcessor] Invalid state: missing player/renderer/dispatcherQueue\n");
return false;
}
// Check if previous frame is still processing
// This prevents NVDEC surface queue overflow
bool expected = false;
if (!m_frameProcessing.compare_exchange_strong(expected, true)) {
// Previous frame still processing, drop this frame
m_framesDropped++;
OutputDebugStringA("[FrameProcessor] Frame dropped (previous frame still processing)\n");
return false;
}
// Decode on current (background) thread
bool decodeSuccess = DecodeFrameToNV12(player);
if (!decodeSuccess) {
m_decodeErrors++;
m_frameProcessing.store(false);
if (onComplete) {
onComplete(false);
}
return false;
}
m_framesDecoded++;
OutputDebugStringA("[FrameProcessor] Frame decoded successfully, enqueuing render...\n");
// Render on UI thread (lightweight D3D12 Present)
// CRITICAL: Keep m_frameProcessing = true until render completes
bool enqueued = m_dispatcherQueue.TryEnqueue([this, onComplete]() {
OutputDebugStringA("[FrameProcessor] Render callback executing on UI thread...\n");
bool renderSuccess = RenderNV12ToScreen();
if (!renderSuccess) {
m_renderErrors++;
}
// Mark frame processing complete AFTER render
m_frameProcessing.store(false);
if (onComplete) {
onComplete(renderSuccess);
}
if (renderSuccess) {
OutputDebugStringA("[FrameProcessor] Frame rendered successfully\n");
} else {
OutputDebugStringA("[FrameProcessor] Frame render FAILED\n");
}
});
if (!enqueued) {
std::cerr << "[FrameProcessor] Failed to enqueue render callback" << std::endl;
m_frameProcessing.store(false);
if (onComplete) {
onComplete(false);
}
return false;
}
return true;
}
bool FrameProcessor::DecodeFrameToNV12(VavCorePlayer* player)
{
if (!player || !m_renderer) {
return false;
}
// Get NV12 texture from renderer (CUDA-D3D12 interop target)
// Get NV12 texture from renderer
ID3D12Resource* nv12Texture = m_renderer->GetNV12TextureForCUDAInterop();
if (!nv12Texture) {
std::cerr << "[FrameProcessor] NV12 texture not available" << std::endl;
OutputDebugStringA("[FrameProcessor] Failed to get NV12 texture\n");
m_frameProcessing.store(false);
if (onComplete) onComplete(false);
return false;
}
// Decode directly to D3D12 NV12 texture (zero-copy)
VavCoreVideoFrame vavFrame;
// Decode frame to D3D12 surface (blocking)
VavCoreVideoFrame vavFrame = {};
VavCoreResult result = vavcore_decode_to_surface(
player,
VAVCORE_SURFACE_D3D12_RESOURCE,
@@ -123,33 +61,48 @@ bool FrameProcessor::DecodeFrameToNV12(VavCorePlayer* player)
&vavFrame
);
if (result == VAVCORE_SUCCESS) {
OutputDebugStringA("[FrameProcessor] Decode to NV12 surface SUCCESS\n");
return true;
} else if (result == VAVCORE_END_OF_STREAM) {
OutputDebugStringA("[FrameProcessor] End of stream reached\n");
return false;
} else {
char buf[256];
sprintf_s(buf, "[FrameProcessor] Decode failed with error: %d\n", result);
OutputDebugStringA(buf);
return false;
}
}
bool FrameProcessor::RenderNV12ToScreen()
{
if (!m_renderer) {
if (result != VAVCORE_SUCCESS) {
if (result != VAVCORE_END_OF_STREAM) {
m_decodeErrors++;
OutputDebugStringA("[FrameProcessor] Decode error\n");
}
m_frameProcessing.store(false);
if (onComplete) onComplete(false);
return false;
}
// Render NV12 texture to back buffer (YUV → RGB conversion + Present)
HRESULT hr = m_renderer->RenderNV12TextureToBackBuffer();
m_framesDecoded++;
if (FAILED(hr)) {
char buf[256];
sprintf_s(buf, "[FrameProcessor] Render failed with HRESULT: 0x%08X\n", hr);
OutputDebugStringA(buf);
// Enqueue render on UI thread with fence value for GPU sync
uint64_t fenceValue = vavFrame.sync_fence_value;
OutputDebugStringA("[FrameProcessor] Attempting to enqueue render on UI thread...\n");
bool enqueued = m_dispatcherQueue.TryEnqueue([this, fenceValue, onComplete]() {
OutputDebugStringA("[FrameProcessor] Render callback executing on UI thread\n");
HRESULT hr = m_renderer->RenderNV12TextureToBackBuffer(fenceValue);
bool renderSuccess = SUCCEEDED(hr);
if (!renderSuccess) {
m_renderErrors++;
char buf[256];
sprintf_s(buf, "[FrameProcessor] Render error: HRESULT = 0x%08X\n", hr);
OutputDebugStringA(buf);
} else {
OutputDebugStringA("[FrameProcessor] Render succeeded\n");
}
// Mark frame processing complete
m_frameProcessing.store(false);
if (onComplete) {
onComplete(renderSuccess);
}
});
if (!enqueued) {
OutputDebugStringA("[FrameProcessor] Failed to enqueue render\n");
m_frameProcessing.store(false);
if (onComplete) onComplete(false);
return false;
}

View File

@@ -53,10 +53,6 @@ private:
std::atomic<uint64_t> m_framesDropped{0};
std::atomic<uint64_t> m_decodeErrors{0};
std::atomic<uint64_t> m_renderErrors{0};
// Helper methods
bool DecodeFrameToNV12(VavCorePlayer* player);
bool RenderNV12ToScreen();
};
} // namespace Vav2Player

View File

@@ -7,14 +7,18 @@ namespace Vav2Player {
PlaybackController::PlaybackController()
{
InitializeVavCore();
// NOTE: VavCore is initialized globally in App.xaml.cpp
// Do NOT call vavcore_initialize() here to avoid duplicate initialization
OutputDebugStringA("[PlaybackController] Constructor called (VavCore already initialized)\n");
}
PlaybackController::~PlaybackController()
{
OutputDebugStringA("[PlaybackController] Destructor called\n");
Stop();
Unload();
CleanupVavCore();
// NOTE: VavCore cleanup is handled globally in App.xaml.cpp
// Do NOT call vavcore_cleanup() here
}
bool PlaybackController::InitializeVavCore()
@@ -35,6 +39,12 @@ void PlaybackController::CleanupVavCore()
std::cout << "[PlaybackController] VavCore cleaned up" << std::endl;
}
void PlaybackController::SetD3DDevice(void* d3d_device, VavCoreSurfaceType type)
{
m_d3dDevice = d3d_device;
m_d3dSurfaceType = type;
}
bool PlaybackController::LoadVideo(const std::wstring& filePath)
{
// Unload previous video if any
@@ -49,12 +59,20 @@ bool PlaybackController::LoadVideo(const std::wstring& filePath)
return false;
}
// Set decoder type before opening file
vavcore_set_decoder_type(m_vavCorePlayer, m_decoderType);
// Set D3D device before opening file, if it was provided
if (m_d3dDevice) {
vavcore_set_d3d_device(m_vavCorePlayer, m_d3dDevice, m_d3dSurfaceType);
}
// Convert wstring to UTF-8 string
int size_needed = WideCharToMultiByte(CP_UTF8, 0, filePath.c_str(), -1, nullptr, 0, nullptr, nullptr);
std::string utf8FilePath(size_needed - 1, 0);
WideCharToMultiByte(CP_UTF8, 0, filePath.c_str(), -1, &utf8FilePath[0], size_needed, nullptr, nullptr);
// Open video file
// Open video file (this will initialize the decoder)
VavCoreResult result = vavcore_open_file(m_vavCorePlayer, utf8FilePath.c_str());
if (result != VAVCORE_SUCCESS) {
std::cerr << "[PlaybackController] Failed to open file: " << result << std::endl;
@@ -63,9 +81,6 @@ bool PlaybackController::LoadVideo(const std::wstring& filePath)
return false;
}
// Set decoder type
vavcore_set_decoder_type(m_vavCorePlayer, m_decoderType);
// Get video metadata
VavCoreVideoMetadata metadata;
result = vavcore_get_metadata(m_vavCorePlayer, &metadata);

View File

@@ -51,10 +51,17 @@ public:
void SetDecoderType(VavCoreDecoderType type);
VavCoreDecoderType GetDecoderType() const { return m_decoderType; }
// D3D device configuration (for GPU acceleration)
void SetD3DDevice(void* d3d_device, VavCoreSurfaceType type);
private:
// VavCore player instance
VavCorePlayer* m_vavCorePlayer = nullptr;
// D3D device information (pending)
void* m_d3dDevice = nullptr;
VavCoreSurfaceType m_d3dSurfaceType = VAVCORE_SURFACE_CPU;
// Playback state
std::atomic<bool> m_isPlaying{false};
std::atomic<bool> m_isLoaded{false};

View File

@@ -116,6 +116,9 @@ void SimpleGPURenderer::Shutdown()
// Wait for GPU to finish
WaitForGPU();
// Release sync fence (note: VavCore owns the fence, we just clear our reference)
m_syncFence = nullptr;
// Reset COM objects
m_computePipelineState.Reset();
m_computeRootSignature.Reset();
@@ -135,6 +138,9 @@ void SimpleGPURenderer::Shutdown()
}
m_constantBuffer.Reset();
// Release NV12 texture
m_nv12Texture.Reset();
for (UINT i = 0; i < FrameCount; i++)
{
m_renderTargets[i].Reset();
@@ -151,6 +157,31 @@ void SimpleGPURenderer::Shutdown()
m_initialized = false;
}
// Set the shared fence for CUDA-D3D12 synchronization
// Note: VavCore owns the fence lifecycle, we just store a reference
void SimpleGPURenderer::SetSyncFence(void* fence)
{
// Release previous fence reference if exists
if (m_syncFence != nullptr) {
OutputDebugStringA("[SimpleGPURenderer::SetSyncFence] WARNING: Replacing existing fence\n");
}
m_syncFence = fence;
if (fence) {
OutputDebugStringA("[SimpleGPURenderer::SetSyncFence] Sync fence set successfully\n");
}
}
// Release NV12 texture (cleanup partial initialization)
void SimpleGPURenderer::ReleaseNV12Texture()
{
if (m_nv12Texture) {
OutputDebugStringA("[SimpleGPURenderer::ReleaseNV12Texture] Releasing NV12 texture\n");
m_nv12Texture.Reset();
}
}
HRESULT SimpleGPURenderer::RenderVideoFrame(const VavCoreVideoFrame& frame)
{
if (!m_initialized)
@@ -289,11 +320,21 @@ HRESULT SimpleGPURenderer::CreateSwapChain(winrt::Microsoft::UI::Xaml::Controls:
if (FAILED(hr)) return hr;
// Associate with SwapChainPanel
OutputDebugStringA("[SimpleGPURenderer::CreateSwapChain] Associating SwapChain with SwapChainPanel...\n");
auto panelNative = panel.as<ISwapChainPanelNative>();
hr = panelNative->SetSwapChain(m_swapChain.Get());
if (FAILED(hr)) return hr;
if (FAILED(hr)) {
char buf[256];
sprintf_s(buf, "[SimpleGPURenderer::CreateSwapChain] Failed to set SwapChain: HRESULT = 0x%08X\n", hr);
OutputDebugStringA(buf);
return hr;
}
OutputDebugStringA("[SimpleGPURenderer::CreateSwapChain] SwapChain successfully associated with SwapChainPanel\n");
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
char buf[256];
sprintf_s(buf, "[SimpleGPURenderer::CreateSwapChain] Current back buffer index: %u\n", m_frameIndex);
OutputDebugStringA(buf);
return S_OK;
}
@@ -754,10 +795,10 @@ float4 PSMain(PSInput input) : SV_TARGET
// Sample UV from plane 1 (half resolution, interleaved)
float2 uv = g_uvPlane.Sample(g_sampler, input.texcoord);
float u = uv.x;
float v = uv.y;
float u = uv.x; // U component
float v = uv.y; // V component
// Convert from [0,1] to YUV range (BT.709)
// Convert from [0,1] to YUV range (Limited Range BT.709)
y = (y * 255.0 - 16.0) / 219.0;
u = (u * 255.0 - 128.0) / 224.0;
v = (v * 255.0 - 128.0) / 224.0;
@@ -973,20 +1014,31 @@ HRESULT SimpleGPURenderer::CreateNV12GraphicsPipeline()
return S_OK;
}
HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer()
HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer(uint64_t fenceValue)
{
if (!m_nv12Texture || !m_initialized) {
std::cout << "[SimpleGPURenderer::RenderNV12Texture] ERROR: NV12 texture or renderer not initialized" << std::endl;
return E_FAIL;
}
// Wait for the decoder to finish writing to the texture on the GPU
// Note: Skip wait if fenceValue is 0 (D3D12 fence values start from 1)
if (m_syncFence && fenceValue > 0) {
m_commandQueue->Wait(static_cast<ID3D12Fence*>(m_syncFence), fenceValue);
}
// Initialize NV12 graphics pipeline on first call
if (!m_nv12PipelineState) {
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Creating NV12 graphics pipeline...\n");
HRESULT hr = CreateNV12GraphicsPipeline();
if (FAILED(hr)) {
char buf[256];
sprintf_s(buf, "[SimpleGPURenderer::RenderNV12Texture] Failed to create NV12 graphics pipeline: HRESULT = 0x%08X\n", hr);
OutputDebugStringA(buf);
std::cout << "[SimpleGPURenderer::RenderNV12Texture] Failed to create NV12 graphics pipeline" << std::endl;
return hr;
}
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] NV12 graphics pipeline created successfully\n");
// Create 2 SRVs for NV12 texture planes (native format)
CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle(m_nv12SrvHeap->GetCPUDescriptorHandleForHeapStart());
@@ -1012,6 +1064,7 @@ HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer()
uvPlaneSrvDesc.Texture2D.PlaneSlice = 1; // UV plane
m_device->CreateShaderResourceView(m_nv12Texture.Get(), &uvPlaneSrvDesc, srvHandle);
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] NV12 SRVs created (Y + UV planes)\n");
std::cout << "[SimpleGPURenderer::RenderNV12Texture] NV12 native format SRVs created (Y + UV planes)" << std::endl;
}
@@ -1048,13 +1101,11 @@ HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer()
m_nv12ConstantBuffer->Unmap(0, nullptr);
}
// Add UAV barrier to ensure CUDA write completion before D3D12 read
D3D12_RESOURCE_BARRIER uavBarrier = {};
uavBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
uavBarrier.UAV.pResource = m_nv12Texture.Get();
m_commandList->ResourceBarrier(1, &uavBarrier);
// Per VavCore logs, `cudaDeviceSynchronize()` is called internally, which is a full CPU-blocking sync.
// This means by the time this D3D12 code executes, the CUDA writes are already complete.
// Therefore, no additional GPU-side synchronization barrier (UAV or Aliasing) is needed.
// Transition NV12 texture (R8 layout) from COMMON to PIXEL_SHADER_RESOURCE
// Transition NV12 texture from COMMON (where CUDA left it) to PIXEL_SHADER_RESOURCE for reading.
D3D12_RESOURCE_BARRIER nv12TextureBarrier = {};
nv12TextureBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
nv12TextureBarrier.Transition.pResource = m_nv12Texture.Get();
@@ -1098,7 +1149,9 @@ HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer()
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// Draw full-screen quad (4 vertices, triangle strip)
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Calling DrawInstanced(4, 1, 0, 0)...\n");
m_commandList->DrawInstanced(4, 1, 0, 0);
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] DrawInstanced completed\n");
// Transition back buffer from RENDER_TARGET to PRESENT
D3D12_RESOURCE_BARRIER rtToPresentBarrier = {};
@@ -1115,11 +1168,20 @@ HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer()
m_commandList->ResourceBarrier(1, &nv12TextureBarrier);
// Close and execute command list
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Closing command list...\n");
hr = m_commandList->Close();
if (FAILED(hr)) return hr;
if (FAILED(hr)) {
char buf[256];
sprintf_s(buf, "[SimpleGPURenderer::RenderNV12Texture] CommandList Close failed: HRESULT = 0x%08X\n", hr);
OutputDebugStringA(buf);
return hr;
}
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] CommandList closed successfully\n");
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Executing command list on GPU...\n");
ID3D12CommandList* commandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(1, commandLists);
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Command list executed\n");
// Signal completion fence BEFORE Present()
const UINT64 currentFrameFenceValue = ++m_fenceValue;
@@ -1128,11 +1190,16 @@ HRESULT SimpleGPURenderer::RenderNV12TextureToBackBuffer()
if (FAILED(hr)) return hr;
// Present the frame to screen (VSync enabled)
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Calling Present()...\n");
hr = m_swapChain->Present(1, 0);
if (FAILED(hr)) {
char buf[256];
sprintf_s(buf, "[SimpleGPURenderer::RenderNV12Texture] Present failed: HRESULT = 0x%08X\n", hr);
OutputDebugStringA(buf);
std::cout << "[SimpleGPURenderer::RenderNV12Texture] Present failed: 0x" << std::hex << hr << std::endl;
return hr;
}
OutputDebugStringA("[SimpleGPURenderer::RenderNV12Texture] Present succeeded\n");
// Advance to next frame (swapchain selects next back buffer)
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

View File

@@ -59,12 +59,19 @@ public:
// Returns NV12 texture - native DXGI_FORMAT_NV12 for proper CUDA interop
ID3D12Resource* GetNV12TextureForCUDAInterop() const { return m_nv12Texture.Get(); }
// Set the shared fence for CUDA-D3D12 synchronization
// Takes ownership of the fence pointer (caller should not delete it)
void SetSyncFence(void* fence);
// Release NV12 texture (cleanup partial initialization)
void ReleaseNV12Texture();
// Create NV12 texture for CUDA-D3D12 interop
// Format: DXGI_FORMAT_NV12 (native 2-plane YUV format)
HRESULT CreateNV12TextureR8Layout(uint32_t videoWidth, uint32_t videoHeight);
// Render NV12 texture to back buffer (YUV to RGB conversion on GPU)
HRESULT RenderNV12TextureToBackBuffer();
HRESULT RenderNV12TextureToBackBuffer(uint64_t fenceValue);
private:
// D3D12 core objects
@@ -73,6 +80,9 @@ private:
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
// Synchronization with VavCore (CUDA)
void* m_syncFence = nullptr; // ID3D12Fence*
// Command objects - Double buffering (changed from 3 for performance test)
static const UINT FrameCount = 2;
ComPtr<ID3D12CommandAllocator> m_commandAllocators[FrameCount];

View File

@@ -87,6 +87,9 @@ typedef struct {
uint64_t timestamp_us; // Timestamp in microseconds
uint64_t frame_number; // Frame sequence number
// GPU synchronization
uint64_t sync_fence_value; // Fence value to wait on before using the surface
// New D3D surface fields
VavCoreSurfaceType surface_type;
union {
@@ -249,6 +252,7 @@ VAVCORE_API VavCoreResult vavcore_decode_to_surface(VavCorePlayer* player,
// Platform-specific Graphics API setup functions
// Windows
VAVCORE_API VavCoreResult vavcore_set_d3d_device(VavCorePlayer* player, void* d3d_device, VavCoreSurfaceType type);
VAVCORE_API void* vavcore_get_sync_fence(VavCorePlayer* player); // Returns ID3D12Fence*
// Android
VAVCORE_API VavCoreResult vavcore_set_android_surface(VavCorePlayer* player, void* native_window);

View File

@@ -98,6 +98,9 @@ struct VideoFrame {
bool is_keyframe = false;
bool is_valid = false;
// GPU Synchronization
uint64_t sync_fence_value = 0;
// Constructor
VideoFrame() = default;

View File

@@ -44,6 +44,11 @@ public:
return false; // Default implementation: D3D not supported
}
// Return shared D3D12 fence for synchronization
virtual void* GetSyncFence() {
return nullptr; // Default implementation: No fence available
}
// Android
virtual bool SetAndroidSurface(void* native_window) {
return false; // Default implementation: Android surfaces not supported

View File

@@ -20,6 +20,90 @@
#include "NVDECAV1Decoder.h"
#include "VideoDecoderFactory.h"
const char* g_deinterleave_kernel_ptx = R"PTX(
//
// Generated by NVIDIA NVVM Compiler
//
// Compiler Build ID: CL-36424714
// Cuda compilation tools, release 13.0, V13.0.88
// Based on NVVM 7.0.1
//
.version 9.0
.target sm_75
.address_size 64
// .globl DeinterleaveUV_Kernel
.visible .entry DeinterleaveUV_Kernel(
.param .u64 DeinterleaveUV_Kernel_param_0,
.param .u32 DeinterleaveUV_Kernel_param_1,
.param .u64 DeinterleaveUV_Kernel_param_2,
.param .u32 DeinterleaveUV_Kernel_param_3,
.param .u64 DeinterleaveUV_Kernel_param_4,
.param .u32 DeinterleaveUV_Kernel_param_5,
.param .u32 DeinterleaveUV_Kernel_param_6,
.param .u32 DeinterleaveUV_Kernel_param_7
)
{
.reg .pred %p<4>;
.reg .b16 %rs<3>;
.reg .b32 %r<18>;
.reg .b64 %rd<18>;
ld.param.u64 %rd1, [DeinterleaveUV_Kernel_param_0];
ld.param.u32 %r3, [DeinterleaveUV_Kernel_param_1];
ld.param.u64 %rd2, [DeinterleaveUV_Kernel_param_2];
ld.param.u32 %r4, [DeinterleaveUV_Kernel_param_3];
ld.param.u64 %rd3, [DeinterleaveUV_Kernel_param_4];
ld.param.u32 %r5, [DeinterleaveUV_Kernel_param_5];
ld.param.u32 %r6, [DeinterleaveUV_Kernel_param_6];
ld.param.u32 %r7, [DeinterleaveUV_Kernel_param_7];
mov.u32 %r8, %ntid.x;
mov.u32 %r9, %ctaid.x;
mov.u32 %r10, %tid.x;
mad.lo.s32 %r1, %r9, %r8, %r10;
mov.u32 %r11, %ntid.y;
mov.u32 %r12, %ctaid.y;
mov.u32 %r13, %tid.y;
mad.lo.s32 %r2, %r12, %r11, %r13;
setp.ge.s32 %p1, %r1, %r6;
setp.ge.s32 %p2, %r2, %r7;
or.pred %p3, %p1, %p2;
@%p3 bra $L__BB0_2;
cvta.to.global.u64 %rd4, %rd2;
mul.lo.s32 %r14, %r2, %r3;
cvt.s64.s32 %rd5, %r14;
shl.b32 %r15, %r1, 1;
cvt.s64.s32 %rd6, %r15;
add.s64 %rd7, %rd5, %rd6;
cvta.to.global.u64 %rd8, %rd1;
add.s64 %rd9, %rd8, %rd7;
mul.lo.s32 %r16, %r2, %r4;
cvt.s64.s32 %rd10, %r16;
cvt.s64.s32 %rd11, %r1;
add.s64 %rd12, %rd10, %rd11;
add.s64 %rd13, %rd4, %rd12;
mul.lo.s32 %r17, %r2, %r5;
cvt.s64.s32 %rd14, %r17;
add.s64 %rd15, %rd14, %rd11;
cvta.to.global.u64 %rd16, %rd3;
add.s64 %rd17, %rd16, %rd15;
ld.global.u8 %rs1, [%rd9];
st.global.u8 [%rd13], %rs1;
ld.global.u8 %rs2, [%rd9+1];
st.global.u8 [%rd17], %rs2;
$L__BB0_2:
ret;
}
)PTX";
namespace VavCore {
NVDECAV1Decoder::NVDECAV1Decoder()
@@ -73,6 +157,22 @@ bool NVDECAV1Decoder::Initialize(const VideoMetadata& metadata) {
return false;
}
// Load the PTX module for the deinterleave kernel
CUresult result = cuModuleLoadData(&m_module, g_deinterleave_kernel_ptx);
if (result != CUDA_SUCCESS) {
LogError("Failed to load CUDA module from PTX");
LogCUDAError(result, "cuModuleLoadData");
Cleanup();
return false;
}
result = cuModuleGetFunction(&m_kernel, m_module, "DeinterleaveUV_Kernel");
if (result != CUDA_SUCCESS) {
LogError("Failed to get CUDA kernel function from module");
LogCUDAError(result, "cuModuleGetFunction");
Cleanup();
return false;
}
m_initialized = true;
std::cout << "[NVDECAV1Decoder] Initialized successfully" << std::endl;
@@ -92,6 +192,21 @@ void NVDECAV1Decoder::Cleanup() {
m_cachedD3D12Resource = nullptr;
}
// Clean up D3D12 synchronization objects
if (m_cudaSemaphore != nullptr) {
// CUDA takes ownership of the shared handle when importing the semaphore
// It will be closed automatically when destroying the semaphore
cudaDestroyExternalSemaphore(m_cudaSemaphore);
m_cudaSemaphore = nullptr;
}
// NOTE: m_d3d12FenceSharedHandle is owned by CUDA after import, do NOT close it here
m_d3d12FenceSharedHandle = nullptr;
if (m_d3d12Fence != nullptr) {
static_cast<ID3D12Fence*>(m_d3d12Fence)->Release();
m_d3d12Fence = nullptr;
}
if (m_parser) {
cuvidDestroyVideoParser(m_parser);
m_parser = nullptr;
@@ -102,6 +217,11 @@ void NVDECAV1Decoder::Cleanup() {
m_decoder = nullptr;
}
if (m_module) {
cuModuleUnload(m_module);
m_module = nullptr;
}
CleanupCUDA();
m_initialized = false;
}
@@ -150,12 +270,12 @@ bool NVDECAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size
int frameIdx = -1;
{
std::unique_lock<std::mutex> lock(m_frameQueueMutex);
m_frameAvailable.wait(lock, [this] {
return !m_decodedFrameIndices.empty();
});
if (!m_frameAvailable.wait_for(lock, std::chrono::milliseconds(100), [this] { return !m_decodedFrameIndices.empty(); })) {
LogError("Timeout waiting for decoded frame");
return false; // Timeout
}
frameIdx = m_decodedFrameIndices.front();
m_decodedFrameIndices.pop();
OutputDebugStringA("[DecodeFrame] Frame retrieved from queue\n");
}
// Map the decoded frame from GPU memory
@@ -172,14 +292,16 @@ bool NVDECAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size
// Allocate CPU memory for YUV planes
size_t y_size = m_width * m_height;
size_t uv_size = (m_width / 2) * (m_height / 2);
int uv_width = m_width / 2;
int uv_height = m_height / 2;
size_t uv_size = static_cast<size_t>(uv_width) * uv_height;
output_frame.y_plane.reset(new uint8_t[y_size]);
output_frame.u_plane.reset(new uint8_t[uv_size]);
output_frame.v_plane.reset(new uint8_t[uv_size]);
output_frame.y_stride = m_width;
output_frame.u_stride = m_width / 2;
output_frame.v_stride = m_width / 2;
output_frame.u_stride = uv_width;
output_frame.v_stride = uv_width;
// Copy Y plane from GPU to CPU
CUDA_MEMCPY2D copyParamsY = {};
@@ -199,39 +321,72 @@ bool NVDECAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size
return false;
}
// NV12 to YUV420P: Extract U and V from interleaved UV
// UV plane starts after Y plane in NV12 format
CUdeviceptr uvSrcPtr = srcDevicePtr + (srcPitch * m_height);
// Copy UV plane to temporary buffer
size_t uv_pitch = m_width;
std::unique_ptr<uint8_t[]> uv_temp(new uint8_t[uv_pitch * (m_height / 2)]);
CUDA_MEMCPY2D copyParamsUV = {};
copyParamsUV.srcMemoryType = CU_MEMORYTYPE_DEVICE;
copyParamsUV.srcDevice = uvSrcPtr;
copyParamsUV.srcPitch = srcPitch;
copyParamsUV.dstMemoryType = CU_MEMORYTYPE_HOST;
copyParamsUV.dstHost = uv_temp.get();
copyParamsUV.dstPitch = uv_pitch;
copyParamsUV.WidthInBytes = m_width; // NV12 UV is interleaved
copyParamsUV.Height = m_height / 2;
result = cuMemcpy2D(&copyParamsUV);
if (result != CUDA_SUCCESS) {
// --- GPU-accelerated UV De-interleaving ---
uint8_t *d_u_plane = nullptr, *d_v_plane = nullptr;
cudaError_t cudaStatus = cudaMalloc(&d_u_plane, uv_size);
if (cudaStatus != cudaSuccess) {
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
LogCUDAError(result, "cuMemcpy2D (UV plane)");
LogError("cudaMalloc failed for U plane");
return false;
}
cudaStatus = cudaMalloc(&d_v_plane, uv_size);
if (cudaStatus != cudaSuccess) {
cudaFree(d_u_plane);
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
LogError("cudaMalloc failed for V plane");
return false;
}
// Deinterleave UV to separate U and V planes
for (uint32_t i = 0; i < m_height / 2; i++) {
for (uint32_t j = 0; j < m_width / 2; j++) {
output_frame.u_plane[i * (m_width / 2) + j] = uv_temp[i * uv_pitch + j * 2];
output_frame.v_plane[i * (m_width / 2) + j] = uv_temp[i * uv_pitch + j * 2 + 1];
}
CUdeviceptr uvSrcPtr = srcDevicePtr + (srcPitch * m_height);
dim3 blockDim(16, 16);
dim3 gridDim((uv_width + blockDim.x - 1) / blockDim.x, (uv_height + blockDim.y - 1) / blockDim.y);
int u_pitch = uv_width;
int v_pitch = uv_width;
void* args[] = { &uvSrcPtr, &srcPitch, &d_u_plane, &u_pitch, &d_v_plane, &v_pitch, &uv_width, &uv_height };
result = cuLaunchKernel(m_kernel, gridDim.x, gridDim.y, gridDim.z, blockDim.x, blockDim.y, blockDim.z, 0, m_stream, args, nullptr);
if (result != CUDA_SUCCESS) {
cudaFree(d_u_plane);
cudaFree(d_v_plane);
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
LogCUDAError(result, "cuLaunchKernel(DeinterleaveUV_Kernel)");
return false;
}
// Synchronize stream to ensure kernel completion before copy
result = cuStreamSynchronize(m_stream);
if (result != CUDA_SUCCESS) {
cudaFree(d_u_plane);
cudaFree(d_v_plane);
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
LogCUDAError(result, "cuStreamSynchronize after DeinterleaveUV_Kernel");
return false;
}
// Copy separated U and V planes from GPU to CPU
cudaStatus = cudaMemcpy(output_frame.u_plane.get(), d_u_plane, uv_size, cudaMemcpyDeviceToHost);
if (cudaStatus != cudaSuccess) {
cudaFree(d_u_plane);
cudaFree(d_v_plane);
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
LogError("cudaMemcpy failed for U plane");
return false;
}
cudaStatus = cudaMemcpy(output_frame.v_plane.get(), d_v_plane, uv_size, cudaMemcpyDeviceToHost);
if (cudaStatus != cudaSuccess) {
cudaFree(d_u_plane);
cudaFree(d_v_plane);
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
LogError("cudaMemcpy failed for V plane");
return false;
}
// Cleanup temporary GPU buffers
cudaFree(d_u_plane);
cudaFree(d_v_plane);
// Unmap the frame
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
@@ -679,6 +834,74 @@ bool NVDECAV1Decoder::SetD3DDevice(void* d3d_device, VavCoreSurfaceType type) {
m_d3d12Device = d3d_device;
m_preferredSurfaceType = type;
// Create synchronization objects for D3D12 interop if not already created
if (m_d3d12Fence == nullptr) {
OutputDebugStringA("[SetD3DDevice] Creating D3D12 Fence for GPU synchronization...\n");
ID3D12Device* device = static_cast<ID3D12Device*>(m_d3d12Device);
HRESULT hr = device->CreateFence(0, D3D12_FENCE_FLAG_SHARED, IID_PPV_ARGS(reinterpret_cast<ID3D12Fence**>(&m_d3d12Fence)));
if (FAILED(hr)) {
LogError("Failed to create D3D12 Fence for CUDA interop");
OutputDebugStringA("[SetD3DDevice] ERROR: D3D12 Fence creation FAILED\n");
return false;
}
char fence_buf[256];
sprintf_s(fence_buf, "[SetD3DDevice] D3D12 Fence created successfully: %p\n", m_d3d12Fence);
OutputDebugStringA(fence_buf);
// Create shared handle for the fence so CUDA can access it
// IMPORTANT: Must use SECURITY_ATTRIBUTES with bInheritHandle = FALSE for NT handles
SECURITY_ATTRIBUTES secAttr = {};
secAttr.nLength = sizeof(SECURITY_ATTRIBUTES);
secAttr.bInheritHandle = FALSE;
secAttr.lpSecurityDescriptor = nullptr;
HANDLE sharedHandle = nullptr;
hr = device->CreateSharedHandle(
static_cast<ID3D12Fence*>(m_d3d12Fence),
&secAttr,
GENERIC_ALL,
nullptr,
&sharedHandle
);
if (FAILED(hr) || sharedHandle == nullptr) {
LogError("Failed to create shared handle for D3D12 Fence");
OutputDebugStringA("[SetD3DDevice] ERROR: D3D12 Fence shared handle creation FAILED\n");
static_cast<ID3D12Fence*>(m_d3d12Fence)->Release();
m_d3d12Fence = nullptr;
return false;
}
sprintf_s(fence_buf, "[SetD3DDevice] D3D12 Fence shared handle created: %p\n", sharedHandle);
OutputDebugStringA(fence_buf);
cudaExternalSemaphoreHandleDesc semDesc = {};
semDesc.type = cudaExternalSemaphoreHandleTypeD3D12Fence;
semDesc.handle.win32.handle = sharedHandle;
semDesc.flags = 0;
cudaError_t cudaStatus = cudaImportExternalSemaphore(&m_cudaSemaphore, &semDesc);
if (cudaStatus != cudaSuccess) {
char cuda_err[256];
sprintf_s(cuda_err, "[SetD3DDevice] CUDA semaphore import failed with error: %d\n", cudaStatus);
OutputDebugStringA(cuda_err);
LogError("Failed to import D3D12 Fence as CUDA semaphore");
CloseHandle(sharedHandle);
static_cast<ID3D12Fence*>(m_d3d12Fence)->Release();
m_d3d12Fence = nullptr;
return false;
}
OutputDebugStringA("[SetD3DDevice] CUDA semaphore imported successfully\n");
// Store the shared handle for cleanup later
m_d3d12FenceSharedHandle = sharedHandle;
} else {
char fence_buf[256];
sprintf_s(fence_buf, "[SetD3DDevice] D3D12 Fence already exists: %p\n", m_d3d12Fence);
OutputDebugStringA(fence_buf);
}
// DON'T reinitialize if already initialized - this would invalidate existing decoded frames
if (m_initialized) {
OutputDebugStringA("[SetD3DDevice] Decoder already initialized, D3D12 device set for DecodeToSurface\n");
@@ -1111,7 +1334,7 @@ bool NVDECAV1Decoder::DecodeToSurface(const uint8_t* packet_data, size_t packet_
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] Copying Y plane to D3D12 texture...\n");
cudaError_t cudaStatus = cudaMemcpy2D(devicePtr, d3d12Pitch, // Use D3D12 texture pitch
(void*)srcDevicePtr, srcPitch,
rowSizeInBytes, m_height, // Use rowSizeInBytes for width
srcPitch, m_height, // Use pitch as width to copy the entire row
cudaMemcpyDeviceToDevice);
if (cudaStatus != cudaSuccess) {
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] cudaMemcpy2D (Y plane) failed with code %d: %s\n",
@@ -1171,17 +1394,23 @@ bool NVDECAV1Decoder::DecodeToSurface(const uint8_t* packet_data, size_t packet_
// CRITICAL: Use the EXACT UV plane offset from GetCopyableFootprints
// planeLayouts[1].Offset is the correct offset accounting for alignment
void* uvDstPtr = static_cast<uint8_t*>(devicePtr) + planeLayouts[1].Offset;
// NVDEC UV plane offset: For NV12, UV plane starts at Y_height * Y_pitch
void* uvSrcPtr = (void*)(srcDevicePtr + (srcPitch * m_height));
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] NVDEC UV source: srcDevicePtr=%p, Y_offset=%llu, UV_srcPtr=%p\n",
(void*)srcDevicePtr, (uint64_t)(srcPitch * m_height), uvSrcPtr);
OutputDebugStringA(debug_buf);
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] UV plane offset from GetCopyableFootprints: %llu bytes\n", planeLayouts[1].Offset);
OutputDebugStringA(debug_buf);
// UV plane: NV12 format has interleaved UV (UVUVUV...)
// For NV12: UV plane width in pixels = original width / 2, but stored as interleaved bytes
// So bytes per row = (width / 2) * 2 = width (same as Y plane width in bytes)
// However, we should use the minimum of rowSize and available width
UINT uvCopyWidth = static_cast<UINT>(planeRowSizes[1]);
UINT uvCopyHeight = planeNumRows[1];
// CRITICAL: For cudaMemcpy2D, width parameter is in BYTES, not pixels
// UV plane stores U and V interleaved: each row has (width/2) UV pairs = width bytes total
// Even though D3D12 sees it as (width/2) R8G8 pixels, the memory layout is still width bytes per row
UINT uvCopyWidth = m_width; // Copy full width in bytes (includes both U and V channels)
UINT uvCopyHeight = m_height / 2; // UV plane has half height
// Verify we won't exceed allocation bounds
size_t uvPlaneNeededSize = static_cast<size_t>(planeLayouts[1].Footprint.RowPitch) * uvCopyHeight;
@@ -1207,7 +1436,7 @@ bool NVDECAV1Decoder::DecodeToSurface(const uint8_t* packet_data, size_t packet_
cudaStatus = cudaMemcpy2D(uvDstPtr, planeLayouts[1].Footprint.RowPitch,
uvSrcPtr, srcPitch,
uvCopyWidth, uvCopyHeight,
srcPitch, uvCopyHeight, // Use pitch as width to copy the entire row
cudaMemcpyDeviceToDevice);
if (cudaStatus != cudaSuccess) {
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] cudaMemcpy2D (UV plane) failed with code %d: %s\n",
@@ -1222,28 +1451,73 @@ bool NVDECAV1Decoder::DecodeToSurface(const uint8_t* packet_data, size_t packet_
}
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] UV plane copied successfully to D3D12 texture\n");
// CRITICAL: Synchronize CUDA device to ensure all GPU operations complete
// before D3D12 rendering pipeline accesses the texture
// cudaDeviceSynchronize() ensures ALL CUDA work completes, not just one stream
cudaError_t syncResult = cudaDeviceSynchronize();
if (syncResult != cudaSuccess) {
// Asynchronously signal the D3D12 fence from CUDA when copies are complete
if (m_cudaSemaphore != nullptr) {
// Ensure we're in the correct CUDA context
CUcontext currentContext = nullptr;
cuCtxGetCurrent(&currentContext);
char debug_buf[256];
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] cudaDeviceSynchronize failed: %s\n",
cudaGetErrorString(syncResult));
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] Current CUDA context: %p, Expected: %p\n",
currentContext, m_cuContext);
OutputDebugStringA(debug_buf);
if (currentContext != m_cuContext) {
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] WARNING: CUDA context mismatch, setting correct context\n");
cuCtxSetCurrent(m_cuContext);
}
m_fenceValue++;
cudaExternalSemaphoreSignalParams signalParams = {};
signalParams.params.fence.value = m_fenceValue;
signalParams.flags = 0;
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] Signaling fence with value: %llu, semaphore: %p, stream: %p\n",
m_fenceValue, m_cudaSemaphore, m_stream);
OutputDebugStringA(debug_buf);
cudaStatus = cudaSignalExternalSemaphoresAsync(&m_cudaSemaphore, &signalParams, 1, m_stream);
if (cudaStatus != cudaSuccess) {
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] cudaSignalExternalSemaphoresAsync failed: %s (error code: %d)\n",
cudaGetErrorString(cudaStatus), cudaStatus);
OutputDebugStringA(debug_buf);
// Try synchronizing the stream and signaling the fence from CPU instead
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] Falling back to CPU fence signaling\n");
cudaStreamSynchronize(m_stream);
if (m_d3d12Fence != nullptr) {
HRESULT hr = static_cast<ID3D12Fence*>(m_d3d12Fence)->Signal(m_fenceValue);
if (SUCCEEDED(hr)) {
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] CPU fence signal succeeded\n");
output_frame.sync_fence_value = m_fenceValue;
} else {
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] CPU fence signal also failed\n");
output_frame.sync_fence_value = 0;
}
} else {
output_frame.sync_fence_value = 0;
}
} else {
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] CUDA fence signal enqueued successfully\n");
// Pass the fence value to the caller
output_frame.sync_fence_value = m_fenceValue;
}
} else {
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] CUDA device synchronized successfully (all GPU work complete)\n");
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] No CUDA semaphore available, skipping fence signal\n");
// No synchronization available
output_frame.sync_fence_value = 0;
}
// CRITICAL GPU-GPU SYNCHRONIZATION:
// After CUDA write completes, cudaDeviceSynchronize() has already ensured
// all CUDA work is complete. D3D12 will handle synchronization via resource
// barriers when the texture is accessed by the rendering pipeline.
// No additional D3D12 fence synchronization needed here - it would create deadlock!
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] CUDA-D3D12 sync complete via cudaDeviceSynchronize()\n");
// Unmap frame and close shared handle (if newly created)
cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
result = cuvidUnmapVideoFrame(m_decoder, srcDevicePtr);
if (result != CUDA_SUCCESS) {
sprintf_s(debug_buf, "[NVDECAV1Decoder::DecodeToSurface] cuvidUnmapVideoFrame failed with code %d\n", result);
OutputDebugStringA(debug_buf);
LogCUDAError(result, "cuvidUnmapVideoFrame");
// Even if unmap fails, try to continue and close the handle
}
if (sharedHandle != nullptr) {
CloseHandle(sharedHandle);
OutputDebugStringA("[NVDECAV1Decoder::DecodeToSurface] Shared handle closed\n");

View File

@@ -22,6 +22,7 @@
// Forward declaration for CUDA external memory type
typedef struct CUexternalMemory_st* cudaExternalMemory_t;
typedef struct CUexternalSemaphore_st* cudaExternalSemaphore_t;
namespace VavCore {
@@ -49,6 +50,7 @@ public:
// D3D Surface decoding functionality
bool SupportsSurfaceType(VavCoreSurfaceType type) const override;
bool SetD3DDevice(void* d3d_device, VavCoreSurfaceType type) override;
void* GetSyncFence() override { return m_d3d12Fence; }
bool DecodeToSurface(const uint8_t* packet_data, size_t packet_size,
VavCoreSurfaceType target_type,
void* target_surface,
@@ -101,6 +103,8 @@ private:
CUdevice m_cudaDevice = 0;
CUvideoparser m_parser = nullptr;
CUstream m_stream = nullptr;
CUmodule m_module = nullptr;
CUfunction m_kernel = nullptr;
// D3D-CUDA interop
void* m_d3d11Device = nullptr; // ID3D11Device*
@@ -108,6 +112,12 @@ private:
CUgraphicsResource m_cudaGraphicsResource = nullptr;
VavCoreSurfaceType m_preferredSurfaceType = VAVCORE_SURFACE_CPU;
// D3D12-CUDA Asynchronous Synchronization
void* m_d3d12Fence = nullptr; // ID3D12Fence*
HANDLE m_d3d12FenceSharedHandle = nullptr; // Shared handle for CUDA interop
cudaExternalSemaphore_t m_cudaSemaphore = {};
uint64_t m_fenceValue = 0;
// External memory caching for D3D12 interop
void* m_cachedD3D12Resource = nullptr; // ID3D12Resource*
cudaExternalMemory_t m_cachedExternalMemory = nullptr;

View File

@@ -710,6 +710,13 @@ VAVCORE_API VavCoreResult vavcore_set_d3d_device(VavCorePlayer* player, void* d3
return success ? VAVCORE_SUCCESS : VAVCORE_ERROR_NOT_SUPPORTED;
}
VAVCORE_API void* vavcore_get_sync_fence(VavCorePlayer* player) {
if (!player || !player->impl || !player->impl->decoder) {
return nullptr;
}
return player->impl->decoder->GetSyncFence();
}
VAVCORE_API VavCoreResult vavcore_decode_to_surface(VavCorePlayer* player,
VavCoreSurfaceType target_type,
void* target_surface,