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authorTim-Philipp Müller <tim.muller@collabora.co.uk>2011-11-02 23:33:18 +0000
committerTim-Philipp Müller <tim.muller@collabora.co.uk>2011-11-02 23:35:15 +0000
commit308d4b99eac63f781831f85cb804cc0bdfe1033c (patch)
tree8853eebeaa2e98aaa3062c91b3b0c26a59aa8573 /docs
parent8da902bb78cb5653f5e4b9b1371b34171f377d8f (diff)
docs: add draft for subtitle overlays to design docs
Main purpose is to provide a generic way to make subtitles work on top of non-raw video (vaapi, vdpau, etc.).
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+===============================================================
+ Subtitle overlays, hardware-accelerated decoding and playbin2
+===============================================================
+
+Status: EARLY DRAFT / BRAINSTORMING
+
+The following text will use "playbin" synonymous with "playbin2".
+
+ === 1. Background ===
+
+Subtitles can be muxed in containers or come from an external source.
+
+Subtitles come in many shapes and colours. Usually they are either
+text-based (incl. 'pango markup'), or bitmap-based (e.g. DVD subtitles
+and the most common form of DVB subs). Bitmap based subtitles are
+usually compressed in some way, like some form of run-length encoding.
+
+Subtitles are currently decoded and rendered in subtitle-format-specific
+overlay elements. These elements have two sink pads (one for raw video
+and one for the subtitle format in question) and one raw video source pad.
+
+They will take care of synchronising the two input streams, and of
+decoding and rendering the subtitles on top of the raw video stream.
+
+Digression: one could theoretically have dedicated decoder/render elements
+that output an AYUV or ARGB image, and then let a videomixer element do
+the actual overlaying, but this is not very efficient, because it requires
+us to allocate and blend whole pictures (1920x1080 AYUV = 8MB,
+1280x720 AYUV = 3.6MB, 720x576 AYUV = 1.6MB) even if the overlay region
+is only a small rectangle at the bottom. This wastes memory and CPU.
+We could do something better by introducing a new format that only
+encodes the region(s) of interest, but we don't have such a format yet, and
+are not necessarily keen to rewrite this part of the logic in playbin2
+at this point - and we can't change existing elements' behaviour, so would
+need to introduce new elements for this.
+
+Playbin2 supports outputting compressed formats, i.e. it does not
+force decoding to a raw format, but is happy to output to a non-raw
+format as long as the sink supports that as well.
+
+In case of certain hardware-accelerated decoding APIs, we will make use
+of that functionality. However, the decoder will not output a raw video
+format then, but some kind of hardware/API-specific format (in the caps)
+and the buffers will reference hardware/API-specific objects that
+the hardware/API-specific sink will know how to handle.
+
+
+ === 2. The Problem ===
+
+In the case of such hardware-accelerated decoding, the decoder will not
+output raw pixels that can easily be manipulated. Instead, it will
+output hardware/API-specific objects that can later be used to render
+a frame using the same API.
+
+Even if we could transform such a buffer into raw pixels, we most
+likely would want to avoid that, in order to avoid the need to
+map the data back into system memory (and then later back to the GPU).
+It's much better to upload the much smaller encoded data to the GPU/DSP
+and then leave it there until rendered.
+
+Currently playbin2 only supports subtitles on top of raw decoded video.
+It will try to find a suitable overlay element from the plugin registry
+based on the input subtitle caps and the rank. (It is assumed that we
+will be able to convert any raw video format into any format required
+by the overlay using a converter such as ffmpegcolorspace.)
+
+It will not render subtitles if the video sent to the sink is not
+raw YUV or RGB or if conversions have been disabled by setting the
+native-video flag on playbin2.
+
+Subtitle rendering is considered an important feature. Enabling
+hardware-accelerated decoding by default should not lead to a major
+feature regression in this area.
+
+This means that we need to support subtitle rendering on top of
+non-raw video.
+
+
+ === 3. Possible Solutions ===
+
+The goal is to keep knowledge of the subtitle format within the
+format-specific GStreamer plugins, and knowledge of any specific
+video acceleration API to the GStreamer plugins implementing
+that API. We do not want to make the pango/dvbsuboverlay/dvdspu/kate
+plugins link to libva/libvdpau/etc. and we do not want to make
+the vaapi/vdpau plugins link to all of libpango/libkate/libass etc.
+
+
+Multiple possible solutions come to mind:
+
+ (a) backend-specific overlay elements
+
+ e.g. vaapitextoverlay, vdpautextoverlay, vaapidvdspu, vdpaudvdspu,
+ vaapidvbsuboverlay, vdpaudvbsuboverlay, etc.
+
+ This assumes the overlay can be done directly on the backend-specific
+ object passed around.
+
+ The main drawback with this solution is that it leads to a lot of
+ code duplication and may also lead to uncertainty about distributing
+ certain duplicated pieces of code. The code duplication is pretty
+ much unavoidable, since making textoverlay, dvbsuboverlay, dvdspu,
+ kate, assrender, etc. available in form of base classes to derive
+ from is not really an option. Similarly, one would not really want
+ the vaapi/vdpau plugin to depend on a bunch of other libraries
+ such as libpango, libkate, libtiger, libass, etc.
+
+ One could add some new kind of overlay plugin feature though in
+ combination with a generic base class of some sort, but in order
+ to accommodate all the different cases and formats one would end
+ up with quite convoluted/tricky API.
+
+ (Of course there could also be a GstFancyVideoBuffer that provides
+ an abstraction for such video accelerated objects and that could
+ provide an API to add overlays to it in a generic way, but in the
+ end this is just a less generic variant of (c), and it is not clear
+ that there are real benefits to a specialised solution vs. a more
+ generic one).
+
+
+ (b) convert backend-specific object to raw pixels and then overlay
+
+ Even where possible technically, this is most likely very
+ inefficient.
+
+
+ (c) attach the overlay data to the backend-specific video frame buffers
+ in a generic way and do the actual overlaying/blitting later in
+ backend-specific code such as the video sink (or an accelerated
+ encoder/transcoder)
+
+ In this case, the actual overlay rendering (i.e. the actual text
+ rendering or decoding DVD/DVB data into pixels) is done in the
+ subtitle-format-specific GStreamer plugin. All knowledge about
+ the subtitle format is contained in the overlay plugin then,
+ and all knowledge about the video backend in the video backend
+ specific plugin.
+
+ The main question then is how to get the overlay pixels (and
+ we will only deal with pixels here) from the overlay element
+ to the video sink.
+
+ This could be done in multiple ways: One could send custom
+ events downstream with the overlay data, or one could attach
+ the overlay data directly to the video buffers in some way.
+
+ Sending inline events has the advantage that is is fairly
+ transparent to any elements between the overlay element and
+ the video sink: if an effects plugin creates a new video
+ buffer for the output, nothing special needs to be done to
+ maintain the subtitle overlay information, since the overlay
+ data is not attached to the buffer. However, it slightly
+ complicates things at the sink, since it would also need to
+ look for the new event in question instead of just processing
+ everything in its buffer render function.
+
+ If one attaches the overlay data to the buffer directly, any
+ element between overlay and video sink that creates a new
+ video buffer would need to be aware of the overlay data
+ attached to it and copy it over to the newly-created buffer.
+
+ One would have to do implement a special kind of new query
+ (e.g. FEATURE query) that is not passed on automatically by
+ gst_pad_query_default() in order to make sure that all elements
+ downstream will handle the attached overlay data. (This is only
+ a problem if we want to also attach overlay data to raw video
+ pixel buffers; for new non-raw types we can just make it
+ mandatory and assume support and be done with it; for existing
+ non-raw types nothing changes anyway if subtitles don't work)
+ (we need to maintain backwards compatibility for existing raw
+ video pipelines like e.g.: ..decoder ! suboverlay ! encoder..)
+
+ Even though slightly more work, attaching the overlay information
+ to buffers seems more intuitive than sending it interleaved as
+ events. And buffers stored or passed around (e.g. via the
+ "last-buffer" property in the sink when doing screenshots via
+ playbin2) always contain all the information needed.
+
+
+ (d) create a video/x-raw-*-delta format and use a backend-specific videomixer
+
+ This possibility was hinted at already in the digression in
+ section 1. It would satisfy the goal of keeping subtitle format
+ knowledge in the subtitle plugins and video backend knowledge
+ in the video backend plugin. It would also add a concept that
+ might be generally useful (think ximagesrc capture with xdamage).
+ However, it would require adding foorender variants of all the
+ existing overlay elements, and changing playbin2 to that new
+ design, which is somewhat intrusive. And given the general
+ nature of such a new format/API, we would need to take a lot
+ of care to be able to accommodate all possible use cases when
+ designing the API, which makes it considerably more ambitious.
+ Lastly, we would need to write videomixer variants for the
+ various accelerated video backends as well.
+
+
+Overall (c) appears to be the most promising solution. It is the least
+intrusive and should be fairly straight-forward to implement with
+reasonable effort, requiring only small changes to existing elements
+and requiring no new elements.
+
+Doing the final overlaying in the sink as opposed to a videomixer
+or overlay in the middle of the pipeline has other advantages:
+
+ - if video frames need to be dropped, e.g. for QoS reasons,
+ we could also skip the actual subtitle overlaying and
+ possibly the decoding/rendering as well, if the
+ implementation and API allows for that to be delayed.
+
+ - the sink often knows the actual size of the window/surface/screen
+ the output video is rendered to. This *may* make it possible to
+ render the overlay image in a higher resolution than the input
+ video, solving a long standing issue with pixelated subtitles on
+ top of low-resolution videos that are then scaled up in the sink.
+ This would require for the rendering to be delayed of course instead
+ of just attaching an AYUV/ARGB/RGBA blog of pixels to the video buffer
+ in the overlay, but that could all be supported.
+
+ - if the video backend / sink has support for high-quality text
+ rendering (clutter?) we could just pass the text or pango markup
+ to the sink and let it do the rest (this is unlikely to be
+ supported in the general case - text and glyph rendering is
+ hard; also, we don't really want to make up our own text markup
+ system, and pango markup is probably too limited for complex
+ karaoke stuff).
+
+
+ === 4. API needed ===
+
+ (a) Representation of subtitle overlays to be rendered
+
+ We need to pass the overlay pixels from the overlay element to the
+ sink somehow. Whatever the exact mechanism, let's assume we pass
+ a refcounted GstVideoOverlayComposition struct or object.
+
+ A composition is made up of one or more overlays/rectangles.
+
+ In the simplest case an overlay rectangle is just a blob of
+ RGBA/ABGR [FIXME?] or AYUV pixels with positioning info and other
+ metadata, and there is only one rectangle to render.
+
+ We're keeping the naming generic ("OverlayFoo" rather than
+ "SubtitleFoo") here, since this might also be handy for
+ other use cases such as e.g. logo overlays or so. It is not
+ designed for full-fledged video stream mixing though.
+
+ // Note: don't mind the exact implementation details, they'll be hidden
+
+ // FIXME: might be confusing in 0.11 though since GstXOverlay was
+ // renamed to GstVideoOverlay in 0.11, but not much we can do,
+ // maybe we can rename GstVideoOverlay to something better
+
+ struct GstVideoOverlayComposition
+ {
+ guint num_rectangles;
+ GstVideoOverlayRectangle ** rectangles;
+
+ /* lowest rectangle sequence number still used by the upstream
+ * overlay element. This way a renderer maintaining some kind of
+ * rectangles <-> surface cache can know when to free cached
+ * surfaces/rectangles. */
+ guint min_seq_num_used;
+
+ /* sequence number for the composition (same series as rectangles) */
+ guint seq_num;
+ }
+
+ struct GstVideoOverlayRectangle
+ {
+ /* Position on video frame and dimension of output rectangle in
+ * output frame terms (already adjusted for the PAR of the output
+ * frame). x/y can be negative (overlay will be clipped then) */
+ gint x, y;
+ guint render_width, render_height;
+
+ /* Dimensions of overlay pixels */
+ guint width, height, stride;
+
+ /* This is the PAR of the overlay pixels */
+ guint par_n, par_d;
+
+ /* Format of pixels, GST_VIDEO_FORMAT_ARGB on big-endian systems,
+ * and BGRA on little-endian systems (i.e. pixels are treated as
+ * 32-bit values and alpha is always in the most-significant byte,
+ * and blue is in the least-significant byte).
+ *
+ * FIXME: does anyone actually use AYUV in practice? (we do
+ * in our utility function to blend on top of raw video)
+ * What about AYUV and endianness? Do we always have [A][Y][U][V]
+ * in memory? */
+ /* FIXME: maybe use our own enum? */
+ GstVideoFormat format;
+
+ /* Refcounted blob of memory, no caps or timestamps */
+ GstBuffer *pixels;
+
+ // FIXME: how to express source like text or pango markup?
+ // (just add source type enum + source buffer with data)
+ //
+ // FOR 0.10: always send pixel blobs, but attach source data in
+ // addition (reason: if downstream changes, we can't renegotiate
+ // that properly, if we just do a query of supported formats from
+ // the start). Sink will just ignore pixels and use pango markup
+ // from source data if it supports that.
+ //
+ // FOR 0.11: overlay should query formats (pango markup, pixels)
+ // supported by downstream and then only send that. We can
+ // renegotiate via the reconfigure event.
+ //
+
+ /* sequence number: useful for backends/renderers/sinks that want
+ * to maintain a cache of rectangles <-> surfaces. The value of
+ * the min_seq_num_used in the composition tells the renderer which
+ * rectangles have expired. */
+ guint seq_num;
+
+ /* FIXME: we also need a (private) way to cache converted/scaled
+ * pixel blobs */
+ }
+
+ (a1) Overlay consumer API:
+
+ How would this work in a video sink that supports scaling of textures:
+
+ gst_foo_sink_render () {
+ /* assume only one for now */
+ if video_buffer has composition:
+ composition = video_buffer.get_composition()
+
+ for each rectangle in composition:
+ if rectangle.source_data_type == PANGO_MARKUP
+ actor = text_from_pango_markup (rectangle.get_source_data())
+ else
+ pixels = rectangle.get_pixels_unscaled (FORMAT_RGBA, ...)
+ actor = texture_from_rgba (pixels, ...)
+
+ .. position + scale on top of video surface ...
+ }
+
+ (a2) Overlay producer API:
+
+ e.g. logo or subpicture overlay: got pixels, stuff into rectangle:
+
+ if (logoverlay->cached_composition == NULL) {
+ comp = composition_new ();
+
+ rect = rectangle_new (format, pixels_buf,
+ width, height, stride, par_n, par_d,
+ x, y, render_width, render_height);
+
+ /* composition adds its own ref for the rectangle */
+ composition_add_rectangle (comp, rect);
+ rectangle_unref (rect);
+
+ /* buffer adds its own ref for the composition */
+ video_buffer_attach_composition (comp);
+
+ /* we take ownership of the composition and save it for later */
+ logoverlay->cached_composition = comp;
+ } else {
+ video_buffer_attach_composition (logoverlay->cached_composition);
+ }
+
+ FIXME: also add some API to modify render position/dimensions of
+ a rectangle (probably requires creation of new rectangle, unless
+ we handle writability like with other mini objects).
+
+ (b) Fallback overlay rendering/blitting on top of raw video
+
+ Eventually we want to use this overlay mechanism not only for
+ hardware-accelerated video, but also for plain old raw video,
+ either at the sink or in the overlay element directly.
+
+ Apart from the advantages listed earlier in section 3, this
+ allows us to consolidate a lot of overlaying/blitting code that
+ is currently repeated in every single overlay element in one
+ location. This makes it considerably easier to support a whole
+ range of raw video formats out of the box, add SIMD-optimised
+ rendering using ORC, or handle corner cases correctly.
+
+ (Note: side-effect of overlaying raw video at the video sink is
+ that if e.g. a screnshotter gets the last buffer via the last-buffer
+ property of basesink, it would get an image without the subtitles
+ on top. This could probably be fixed by re-implementing the
+ property in GstVideoSink though. Playbin2 could handle this
+ internally as well).
+
+ void
+ gst_video_overlay_composition_blend (GstVideoOverlayComposition * comp
+ GstBuffer * video_buf)
+ {
+ guint n;
+
+ g_return_if_fail (gst_buffer_is_writable (video_buf));
+ g_return_if_fail (GST_BUFFER_CAPS (video_buf) != NULL);
+
+ ... parse video_buffer caps into BlendVideoFormatInfo ...
+
+ for each rectangle in the composition: {
+
+ if (gst_video_format_is_yuv (video_buf_format)) {
+ overlay_format = FORMAT_AYUV;
+ } else if (gst_video_format_is_rgb (video_buf_format)) {
+ overlay_format = FORMAT_ARGB;
+ } else {
+ /* FIXME: grayscale? */
+ return;
+ }
+
+ /* this will scale and convert AYUV<->ARGB if needed */
+ pixels = rectangle_get_pixels_scaled (rectangle, overlay_format);
+
+ ... clip output rectangle ...
+
+ __do_blend (video_buf_format, video_buf->data,
+ overlay_format, pixels->data,
+ x, y, width, height, stride);
+
+ gst_buffer_unref (pixels);
+ }
+ }
+
+
+ (c) Flatten all rectangles in a composition
+
+ We cannot assume that the video backend API can handle any
+ number of rectangle overlays, it's possible that it only
+ supports one single overlay, in which case we need to squash
+ all rectangles into one.
+
+ However, we'll just declare this a corner case for now, and
+ implement it only if someone actually needs it. It's easy
+ to add later API-wise. Might be a bit tricky if we have
+ rectangles with different PARs/formats (e.g. subs and a logo),
+ though we could probably always just use the code from (b)
+ with a fully transparent video buffer to create a flattened
+ overlay buffer.
+
+ (d) core API: new FEATURE query
+
+ For 0.10 we need to add a FEATURE query, so the overlay element
+ can query whether the sink downstream and all elements between
+ the overlay element and the sink support the new overlay API.
+ Elements in between need to support it because the render
+ positions and dimensions need to be updated if the video is
+ cropped or rescaled, for example.
+
+ In order to ensure that all elements support the new API,
+ we need to drop the query in the pad default query handler
+ (so it only succeeds if all elements handle it explicitly).
+
+ Might want two variants of the feature query - one where
+ all elements in the chain need to support it explicitly
+ and one where it's enough if some element downstream
+ supports it.
+
+ In 0.11 this could probably be handled via GstMeta and
+ ALLOCATION queries (and/or we could simply require
+ elements to be aware of this API from the start).
+
+ There appears to be no issue with downstream possibly
+ not being linked yet at the time when an overlay would
+ want to do such a query.
+
+
+Other considerations:
+
+ - renderers (overlays or sinks) may be able to handle only ARGB or only AYUV
+ (for most graphics/hw-API it's likely ARGB of some sort, while our
+ blending utility functions will likely want the same colour space as
+ the underlying raw video format, which is usually YUV of some sort).
+ We need to convert where required, and should cache the conversion.
+
+ - renderers may or may not be able to scale the overlay. We need to
+ do the scaling internally if not (simple case: just horizontal scaling
+ to adjust for PAR differences; complex case: both horizontal and vertical
+ scaling, e.g. if subs come from a different source than the video or the
+ video has been rescaled or cropped between overlay element and sink).
+
+ - renderers may be able to generate (possibly scaled) pixels on demand
+ from the original data (e.g. a string or RLE-encoded data). We will
+ ignore this for now, since this functionality can still be added later
+ via API additions. The most interesting case would be to pass a pango
+ markup string, since e.g. clutter can handle that natively.
+
+ - renderers may be able to write data directly on top of the video pixels
+ (instead of creating an intermediary buffer with the overlay which is
+ then blended on top of the actual video frame), e.g. dvdspu, dvbsuboverlay
+
+ However, in the interest of simplicity, we should probably ignore the
+ fact that some elements can blend their overlays directly on top of the
+ video (decoding/uncompressing them on the fly), even more so as it's
+ not obvious that it's actually faster to decode the same overlay
+ 70-90 times (say) (ie. ca. 3 seconds of video frames) and then blend
+ it 70-90 times instead of decoding it once into a temporary buffer
+ and then blending it directly from there, possibly SIMD-accelerated.
+ Also, this is only relevant if the video is raw video and not some
+ hardware-acceleration backend object.
+
+ And ultimately it is the overlay element that decides whether to do
+ the overlay right there and then or have the sink do it (if supported).
+ It could decide to keep doing the overlay itself for raw video and
+ only use our new API for non-raw video.
+
+ - renderers may want to make sure they only upload the overlay pixels once
+ per rectangle if that rectangle recurs in subsequent frames (as part of
+ the same composition or a different composition), as is likely. This caching
+ of e.g. surfaces needs to be done renderer-side and can be accomplished
+ based on the sequence numbers. The composition contains the lowest
+ sequence number still in use upstream (an overlay element may want to
+ cache created compositions+rectangles as well after all to re-use them
+ for multiple frames), based on that the renderer can expire cached
+ objects. The caching needs to be done renderer-side because attaching
+ renderer-specific objects to the rectangles won't work well given the
+ refcounted nature of rectangles and compositions, making it unpredictable
+ when a rectangle or composition will be freed or from which thread
+ context it will be freed. The renderer-specific objects are likely bound
+ to other types of renderer-specific contexts, and need to be managed
+ in connection with those.
+
+ - composition/rectangles should internally provide a certain degree of
+ thread-safety. Multiple elements (sinks, overlay element) might access
+ or use the same objects from multiple threads at the same time, and it
+ is expected that elements will keep a ref to compositions and rectangles
+ they push downstream for a while, e.g. until the current subtitle
+ composition expires.
+
+ === 5. Future considerations ===
+
+ - alternatives: there may be multiple versions/variants of the same subtitle
+ stream. On DVDs, there may be a 4:3 version and a 16:9 version of the same
+ subtitles. We could attach both variants and let the renderer pick the best
+ one for the situation (currently we just use the 16:9 version). With totem,
+ it's ultimately totem that adds the 'black bars' at the top/bottom, so totem
+ also knows if it's got a 4:3 display and can/wants to fit 4:3 subs (which
+ may render on top of the bars) or not, for example.
+
+ === 6. Misc. FIXMEs ===
+
+TEST: should these look (roughly) alike (note text distortion) - needs fixing in textoverlay
+
+gst-launch-0.10 \
+ videotestsrc ! video/x-raw-yuv,width=640,height=480,pixel-aspect-ratio=1/1 ! textoverlay text=Hello font-desc=72 ! xvimagesink \
+ videotestsrc ! video/x-raw-yuv,width=320,height=480,pixel-aspect-ratio=2/1 ! textoverlay text=Hello font-desc=72 ! xvimagesink \
+ videotestsrc ! video/x-raw-yuv,width=640,height=240,pixel-aspect-ratio=1/2 ! textoverlay text=Hello font-desc=72 ! xvimagesink
+
+ ~~~ THE END ~~~
+