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Introduction to DirectShow programming 1st of nine lectures
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(1) Introduction to DirectShow
Microsoft’s Multimedia Streaming Architecture
Intel - Motivation & Goals
DirectShow is the most common architecture for:
STB and IP-STB media streaming and broadcast reception
PC Streaming
Goals Understand STB architecture, its advantages
and disadvantages Fast prototyping and application building for
testing and demonstrations
What is DirectX
DirectX is Microsoft's component based architecture for media processing.
Similar streaming architecture were designed by: Real Emblaze (RapidMedia) Linux (GStreaming)
Media processing Audio Video Transport streams text.
DirectX – Why we need it?
Software reusability Code blocks can be reused and inherited Common Interfaces
Easy connection between 3rd party modules
Which components? Compression color conversion audio effects Transport stream handlers
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A bit of History
DirectX Evolution from proprietary Codec to Filter base architecture
VFW
VFW architecture – a Plug-In architecture that supported CODEC and CAPTURE Interfaces for Audio & Video stream manipulation.
Advantages – All the CODECs have the same interfaces. There is no need specific modifications for each codec
Capture CODEC
Control Interfaces
IO Interfaces
VFW Problems
Rigid architectureRigid architecture OnlyOnly three types of filters three types of filters How to add costume filters that split or How to add costume filters that split or
mux transport stream?mux transport stream? Rigid interfaces creates a problem to the Rigid interfaces creates a problem to the
future progress of the architecturefuture progress of the architecture
Active Movie
A Filter base architecture that support customize filters
The architecture is built using: Filters that manipulates the stream Pins that handle filter connection graph management which
Connect the filters (automatically) Manage filters states (run, pause, stop) Transfer messages between filters
DirectX
Evolution of Active Movie (Audio & Video) to other aspects:
DirectShow – (previously ActiveMovie) Audio/Video/Text.
DirectDraw/Direct3D – Graphics. DirectSound – Sound effects and 3D sound. DirectPlay/DirectInput – Multiplayer Game tools. DirectMusic – Automatic music generation
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Introduction to Directshow
Hands-on DirectShow : GraphEdit
GraphEdit
Visual Interface for graph building and testing.
GraphEdt – Rendering a file
Render a media file The graph build is what the OS does when you
double-click on a file. File rendering options:
Drag a media file to graph edit Use File->Open File Use:
graph->Insert filters use the circled button as a short cut Select File Source Async. Right click on output pin and select render
GraphEdt - Play with it
Use the: Play, Pause, and Stop commands Notice the file progress bar
Use the slider to change the current play position
GraphEdit – A bit more
Try looking at filter properties: Use right-click on the filter and select “Filter
Properties” We will later look at the Interface that enables
the communication to property pages. Example of Source file property This property is used only for monitoring and
not for controls. Why?
The “Metargemet” video
Lets view it using Graphedt Media\Metargemet.wmv This video is a nice example for information processing
architecture The information is:
Generated at the source (Keren) Processed and translated by a “transform unit” (Riki – translator) Rendered to the students Feedback messages are passed from the Renderer to the
source via the translator
Keren MorInfo. Source
Riki Blich“Transform”
Student“Renderer"
DirectShow Basic ideas
Information processing is a sequential process Each processing unit has a clear function The Source “Push” or pump information to
processing units (Blue). Data information is always Unidirectional: “Downstream”
Feedback is sent from the Renderer(s) to the source (Orange) – “Upstream”
No Information loops
Keren MorSource
Riki Blich“Transform”
Student“Renderer"
Information passing architecture
There are basically two methods: Push Pull
Those architecture differ in threading, Which filter is the active filter Where is the “Brain” of the graph
Push Architecture
Source is active Source generate Media Samples information is pushed by the source Like in the case of the “Metargemet” Source is active, owns the “processing thread” Used in
ASF/WMA/WMV files Video capture (USB cam, video cards) BDA capture
Pull Architecture
Information is pulled by a non-source filter Source is passive Does not own the “processing thread” In most file processing schemes (AVI, MPEG2)
the source is “dumb” and passive and the parser (demuxer) holds the “knowledge” of file parsing.
Components required
Data Processing unit– used for: Media data Generation Media data manipulation/transform Media data rendering
Interfaces – Generic Interfaces between data processing units
In “Metargemet” we use “Air Interface” with two basic media descriptors
Media descriptors In “Metargemet” we use two media types:
Archaic speech media between Source and Transform “Sleng” between Transform (Riki) and Renderer (Student)
Management unit (in “Metargem” – class/school)
Naming
Data processing unit = Filter Used for data manipulation and transform.
Filter Interface = Pin Used to define the connection between filters Include information about:
Direction Memory required Media Type
Naming - 2
Media Descriptor = Media Type Include information about the media passed
Data Unit = Media Sample Include the data itself Include information about the data
Filters
ActiveX objects (Use COM Interfaces)
Manipulates data Have Pin as members for interfacing other
filters Three basic types: Source, Render,
Transform Identification: GUID Control – property pages
Pin
Filters have one or more IO Interfaces - pins Pin is a class which basically holds interfaces to which
connect processing modules (filters) Pins could be exposed or hidden
Look at Infinite Pin tee filter Dynamic creation of pins for many types of filters:
Infinite Pin T MPEG and AVI Splitters
Two basic type: Input Output
Graph Builder
Create a streaming process for example: Read from file Demux Decode Encode Stream to network
Tasks: Loads the filters connect Filters Change filter states Disconnect filters Remove filters from graph.
The graph is always unidirectional (No loops) Have three basic states: Play, Pause, Stop.
DMOs
DirectX® Media Objects (DMOs) Create stream processing object that
could operate without a graph (Filters could only work as part of a graph)
DMOs could operate inside a graph using a “DMO Wrapper” which acts as a filter
Advantage Simpler interface No need to create a graph