media-pp
media-pp is a small, GStreamer-flavored media pipeline library for Rust,
built on ffmpeg-next. It provides synchronous pipeline stages by default
and explicit thread boundaries through bounded queues.
The library crate lives in lib/. Each directory below examples/ is an
independent example crate, so platform-specific dependencies do not leak into
the core library.
Quick start
FFmpeg development libraries must be installed and discoverable by
ffmpeg-sys-next.
Add the crate to your project:
[]
= "0.1"
That is the only dependency you need. ffmpeg-next is part of this crate's
API — MediaBuffer carries its frames and packets, and an encoder's
parameters()/time_base are its types — so it is re-exported as
media_pp::ffmpeg:
use ffmpeg;
let time_base = new;
Depending on ffmpeg-next separately works only while that dependency
resolves to the same version this crate uses. When it does not, the compiler
sees two unrelated crates and every type above stops matching, without naming
the version as the cause.
This minimal pipeline generates video for one second and counts the frames:
use ;
use ;
To work with this repository directly:
Stress and leak scenarios live in lib/tests/soak.rs. Each runs for tens of
seconds, so they are #[ignore]d and stay out of the command above:
On Linux, pipewire-screen-capture takes the place of d3d11. Its two capture
scenarios also need MEDIA_PP_SOAK_RESTORE_TOKEN, since xdg-desktop-portal
would otherwise show its picker and block; any run of screen_record_software
prints a token to reuse.
File-based examples require a media path. No media files are checked into the repository and examples do not use a default path.
How pipelines work
A pipeline connects a source to filters and a terminal sink:
FileDemuxer → SwDecoder → Queue → Pacer → FrameCounter
The core types are deliberately small:
MediaBuffercarries packets, video, audio, and EOS.Sink::consumeis a synchronous call and may return an error.Sink::ready_consumepropagates downstream readiness back toward sources and queue workers, so pause/preroll backpressure does not consume or drop the next buffered item.SrcPadconnects one source output to one downstream sink.Queueintroduces a bounded worker-thread boundary. Downstream errors are reported through the pipelineBus, and the worker continues.Pipelineowns source threads, control flow, the shared clock, bus, and topology graph.Teeprovides fan-out;AudioMixerand the video compositors provide fan-in.TeeHandleadds and removes branches while the pipeline runs:attachjoins one,finish_branchends one cleanly — an ordered EOS so codecs flush and muxers finalize, then detach — anddetachabandons one outright, for a branch that is failing rather than finishing. Recording while a preview keeps running isfinish_branch; it returns without waiting for the drain, and the terminal'sBusEvent::Eossays when the output is actually complete.
Every SourceElement explicitly classifies whether it is live and whether it
can reposition its own input timeline through is_live() and
is_seekable(). These are independent source capabilities: seekability does
not imply that every attached downstream branch can accept a pipeline seek.
Pipeline seeks first run a synchronous CheckSeek cascade, then execute
Pause -> Flush -> Seek -> Preroll under one operation lock. A live or
non-seekable source and a recording muxer branch reject the check before any
mutation. Once every terminal in the starting topology snapshot reports its
first new-timeline sample, the pipeline restores the caller-requested state:
paused stays paused, while playing resumes.
For decoded playback branches, decoders use the seek target carried by
PrerollContext to retain the frame covering the requested instant while
discarding earlier warm-up output. At EOS, the last pre-target frame becomes
the preview fallback. Pacer and VideoSynchronizer only bypass their paused
clocks during preroll. Packet-only branches still preroll on their first
post-seek packet. Pipeline::seek(target, SeekMode::Keyframe) skips the
decoded target gate and previews the first sample at the demuxer's keyframe
landing point; SeekMode::Accurate decodes forward to the target.
Preroll is a distinct control phase: it releases workers parked by Pause
and carries a shared PrerollContext that can wait for every expected
terminal to report its first sample (or EOS) without blocking the synchronous
control cascade itself.
Buffers use shared ownership, so fan-out clones references rather than media payloads. PTS, duration, packet time bases, video color information, and EOS are preserved through stages that do not intentionally create a new timeline.
Link contracts
Building or attaching a branch rejects a connection that could never carry
data — feeding encoded packets to an encoder that takes decoded frames, or a
D3D11 texture to a CPU filter. The check runs before the pipeline starts and
returns GraphError::IncompatibleLink:
decoder produces VideoFrame (System), which rec cannot accept
(it takes VideoPacket|AudioPacket)
It compares only what an element already knows when it is constructed. A
PortContract is either Packets — which MediaKinds of encoded media
(VideoPacket, AudioPacket) — or Frames, which decoded kinds
(VideoFrame, AudioFrame) plus the MemoryDomains they may live in
(System, Cuda, D3d11, D3d12). Encoded media is always host memory, so
a packet contract has nowhere to put a domain and nowhere to forget one.
Pixel format, resolution, stride, color space, and the identity of a specific
GPU device are not part of it and stay validated against the real buffer when
it arrives.
Both halves of the kind separate buffers the MediaBuffer variant cannot.
The medium splits encoded data, because a container's audio and video pads
emit the same Packet — so wiring the audio stream into a video decoder is
caught rather than failing inside libavcodec on the first packet. The memory
domain splits decoded data, because a frame in system memory and one holding
a D3D11 texture are both Video — so a SwDecoder wired straight into a
D3d11Scaler with no D3d11Upload between them is caught too. The domain
names the backend rather than just marking a frame as "on a GPU", so a D3D11
texture handed to a CUDA filter is caught the same way.
This is not caps negotiation. Nothing selects a codec, inserts a converter, renegotiates mid-stream, or reallocates a pool. Declaring a contract is opt-in, and these elements declare one:
- Packet path:
FileDemuxer,SwDecoder,SwEncoder,SwAudioEncoder,Mp4Muxer,SegmentedMp4Muxer,HlsMuxer,RtspSink,PacketCounter. - Video:
SwScaler,SwChromaKey,SwVideoCompositor,OrtDetector, and every backend's upload, download, scaler, converter, chroma key, decoder, encoder, renderer, and compositor (D3d11*,D3d12*,Cuda*). - Audio:
AudioResampler,AudioVolume,AudioMixer,WasapiRenderer,PipeWireAudioRenderer. - Sources:
FileDemuxer,RtspSource,TestVideoSource,TestAudioSource, the capture sources, and inbound WebRTC tracks. - Either decoded medium:
FrameCounter. - Passthrough:
Queue,Tee,Pacer,VideoSynchronizer,ChangeGate,TimestampOrigin.AppSinkaccepts anything.
AppSource stays undeclared, since only the application knows what it will
push. Anything else undeclared defaults to "unknown", which always links and
leaves the runtime check in charge. A passthrough element carries its
upstream contract forward, so a mismatch is still caught across a thread
boundary and still names the element that actually produces the data.
An element that genuinely handles any backend says so — VideoSynchronizer
paces a system frame and a device texture alike, because it never reads the
pixels, so it declares MemoryDomainSet::ALL. That is a claim, not a blank:
claiming a narrower domain than an element needs would refuse a pipeline that
works, which is worse than the runtime error the contract was meant to
pre-empt.
Use Pipeline::finish to stop a live source with ordered EOS and drain queued
buffers, codecs, and muxers; Pipeline::stop abandons buffered work immediately.
Element inventory
| Kind | Elements |
|---|---|
| Sources | FileDemuxer, AppSource, RtspSource, TestVideoSource, TestAudioSource, DxgiCaptureSource, WgcCaptureSource, PipeWireScreenCaptureSource, PipeWireAudioCaptureSource, WasapiCaptureSource, AudioMixer, SwVideoCompositor, CudaVideoCompositor, D3d11VideoCompositor, WebRtcTrackSource |
| Filters | SwDecoder, CudaDecoder, D3d11Decoder, D3d12Decoder, SwEncoder, CudaEncoder, D3d11NvencEncoder, SwAudioEncoder, AudioResampler, AudioVolume, SwScaler, SwChromaKey, D3d11ChromaKey, Pacer, VideoSynchronizer, CudaScaler, D3d11Scaler, D3d12Scaler, CudaUpload, CudaDownload, CudaConverter, D3d11Upload, D3d11Download, D3d12Upload, D3d12Download, Tee, ChangeGate, TimestampOrigin |
| Sinks | FrameCounter, PacketCounter, AppSink, Mp4Muxer, SegmentedMp4Muxer, HlsMuxer, RtspSink, CudaRenderer, D3d11Renderer, D3d12Renderer, PipeWireAudioRenderer, WasapiRenderer, OrtDetector, WebRtcTrackSink |
Backend-specific elements require their corresponding Cargo feature and are
available only on that backend's platform. See each type's Rust documentation
for buffer requirements, ownership, error behavior, and runtime-control
semantics — for example, why DxgiCaptureSource and
PipeWireScreenCaptureSource are separate types rather than one struct with a
platform switch is explained on PipeWireScreenCaptureSource itself.
On Windows, DxgiCaptureSource captures a monitor or desktop region, while
WgcCaptureSource captures one application window selected by its HWND.
Enable wgc-capture, then either build downstream D3D11 elements from the
device returned by WgcCaptureSource::open, or inject an existing shared
device through open_with_device. DxgiCaptureSource exposes the same choice.
Every element here that accepts an ID3D11Device — both capture sources, the
D3D11 decoder, scaler, chroma key, download, NVENC encoder, video compositor,
and renderer — rejects D3D11_CREATE_DEVICE_SINGLETHREADED and enables the
shared immediate context's runtime multithread protection before issuing any
command, because a Queue puts the elements on either side of it on different
threads and that context is not free-threaded by default.
The WGC source intentionally does not show GraphicsCapturePicker; selecting
a window in application UI and resolving its HWND remain the application's
responsibility. See screen_preview_gpu for both shared-device paths.
Examples
The examples are grouped by purpose:
examples/core: decoding, queues, fan-out, dynamic tees, app sources/sinks, audio, muxing, HLS, and CPU compositing.examples/cuda: headless CUDA recording and GPU text compositing. CUDA is a vendor backend rather than a platform one, so these build and run on both Windows and Linux; theexamples/rendercrates of the same shape are their D3D11 counterparts.examples/render: D3D11/D3D12 playback, desktop/window capture, synchronization, GPU scaling/compositing, chroma keying, NVENC hardware encoding, and recording. The CUDA halves of the display and screen-capture examples stay here because their renderer (Vulkan external memory over an fd) and capture source (PipeWire) are genuinely Linux-only. Start with the render example index when choosing among the screen preview and recording variants.examples/rtsp: publishing, seeking, and receiving RTSP streams.examples/vision: scaling and ONNX object detection.examples/webrtc: data and encoded A/V loopback pipelines, a two-way video call that presents both incoming tracks on Windows and Linux, and an all-platform H.264/Opus receive-record example that muxes both WebRTC tracks into MP4.
Useful starting points:
Backend-specific examples enable their required library features in their own
Cargo.toml files, per target where an example covers more than one
platform. Each such example's module docs explain how the backends differ;
run an example without arguments to see its usage line.
Feature flags
The library has no default features.
| Feature | Adds | Platform |
|---|---|---|
cuda |
NVDEC decode, NVENC encode, scaling, compositing, upload/download, and rendering, all on CUDA-resident frames | Linux, Windows |
d3d11 |
D3D11 decode, scaling, upload/download, rendering, GPU compositing, and NVENC encoding | Windows |
d3d12 |
D3D12VA decode, scaling, upload/download, and rendering interfaces | Windows |
dxgi-capture |
Desktop capture; also enables d3d11 |
Windows |
wgc-capture |
Individual-window capture through Windows Graphics Capture; also enables d3d11 |
Windows |
pipewire-audio-capture |
System-audio and microphone capture through PipeWire | Linux |
pipewire-audio-renderer |
Audio playback through PipeWire | Linux |
pipewire-screen-capture |
Desktop capture through xdg-desktop-portal and PipeWire | Linux |
wasapi-capture |
System-audio and microphone capture | Windows |
wasapi-renderer |
Shared-mode audio playback | Windows |
ort |
ONNX Runtime object detection | All supported targets |
webrtc |
str0m-based WebRTC peer and track elements |
All supported targets |
Each attached WebRTC source and sink exposes the codec families retained by
SDP negotiation. WebRtcTrackSource::codec() separately reports the codec
actually observed after RTP starts arriving, while a remotely-created
WebRtcTrackSink validates the application's outbound encoder choice through
set_codec before accepting packets. A receiver that must configure its graph
from the sender's actual payload can call WebRtcTrackSource::wait_stream_info
with an explicit timeout; received packets stay buffered while the downstream
graph is built. H.264 waits until actual SPS/PPS have arrived. The returned
WebRtcStreamInfo derives the RTP time base and purpose-independent FFmpeg
codec parameters. H.264 parameters include received SPS/PPS and dimensions,
and Opus parameters include its negotiated channel layout and OpusHead;
decoder and muxer compatibility is decided by the consuming element.
For example, build all Windows API documentation locally. Nightly rustdoc is what labels each item with the feature that enables it:
$env:RUSTDOCFLAGS = "--cfg docsrs"
cargo +nightly doc -p media-pp --open --features d3d11,d3d12,dxgi-capture,wgc-capture,wasapi-capture,wasapi-renderer,webrtc
docs.rs builds this crate for Linux, so it documents only the backend-independent API and omits Windows-only types. The complete API, including D3D11, D3D12, DXGI, and WASAPI, is available in the Windows API documentation published on GitHub Pages.
Logging
Library diagnostics use a private, opt-in logger and never install a global
log logger or tracing subscriber:
let _log_guard = init?;
Keep the returned guard alive until logging is no longer needed. Pipeline
starts and dynamic Tee changes include a stable-ID topology diagram; detailed
EOS and control propagation is available at Trace level. Ordinary media
buffers are not logged one record per buffer.
Requirements and platform notes
- Install FFmpeg 8.0 or newer development headers and libraries in a location
discoverable by
ffmpeg-sys-next. The build script reads the versionffmpeg-sys-nextdetected and fails with an explicit message on anything older, rather than letting the mismatch surface as a link or runtime error. - Rust 1.88 or newer is required.
- D3D11VA/D3D12VA require compatible FFmpeg builds, Windows drivers, and GPU
hardware. Check available accelerators with
ffmpeg -hwaccels. - D3D11 elements in one pipeline must share the same
ID3D11Deviceand immediate context. D3d11Decoderuses a fixed-size FFmpeg surface pool; its downstream-frame budget must cover the deepest buffering. The decoder reserves its accurate- seek candidate surface internally.PipeWireScreenCaptureSourceneedslibpipewire-0.3development files, a running PipeWire session, and anxdg-desktop-portalbackend implementingorg.freedesktop.portal.ScreenCast. See its own Rust documentation for the interactive portal dialog, restore tokens, window-vs-monitor stall behavior, and closed-window detection this implies.PipeWireScreenCaptureSource::open_gpu(needscudaas well) captures into CUDA surfaces instead of CPU frames, soscreen_record_nvencrecords with no upload element. It negotiates DMA-BUF only and fails rather than falling back, and itdlopens the driver'slibEGL.so.1/libGLESv2.so.2at run time — no development packages are needed to build it.PipeWireAudioCaptureSource/PipeWireAudioRendererneed PipeWire 0.3.50 or newer development files and a running session, but no portal.- CUDA surfaces carry either NV12 or BGRA (
CudaFrameFormat). Recording needs no conversion between them: NVENC ingests BGRA as directly as NV12, converting in hardware, so a capture recorded throughCudaEncoderstays BGRA end to end.CudaVideoCompositorandCudaRendererwork in NV12 instead, andCudaConverteris what a BGRA capture goes through to reach them — with a kernel of this crate's own, sincescale_cudaresizes but has no RGB-to-YUV kernel andCudaScalertherefore does not convert. - A
CudaDeviceopens the device's primary CUDA context, so create one per process before starting pipelines rather than per pipeline: creating or dropping one while another thread is decoding or encoding can crash inside the NVIDIA driver. CudaVideoCompositorcomposites NV12 CUDA surfaces withscale_cuda, 2D device-to-device copies, and one small blend kernel, so everyVideoFitandopacityworks as it does on the other backends —Coverneeds cropping that no CUDA filter offers, and translucency needs arithmetic no copy can do. The kernel ships as PTX text that the driver JIT-compiles at startup, so no CUDA toolkit is involved. Layer placement and size are aligned to even pixels, since NV12 chroma is subsampled. It also draws text layers (CudaTextLayerHandle), sharing the glyph rasterizer with the D3D11 compositor and blending the coverage with the same kernel.- The
cudafeature links the NVIDIA driver library directly (libcuda.soon Linux,nvcuda.dllon Windows) for those copies and for the blend kernel. No CUDA toolkit is needed — the driver ships both the library and the PTX compiler. D3d11NvencEncoderneeds an NVIDIA GPU and an FFmpeg build with NVENC. It fails to open with a typed error, not a panic, on any other GPU. The otherd3d11elements are vendor-neutral.- RTSP publishing requires an external server that accepts publishing, such as MediaMTX.
- Tests needing real media read
MEDIA_PP_TEST_VIDEO. They skip when it is unset or unreadable, so set it when testing demuxing, seeking, or decoding. - Windows-backed examples compile as unsupported stubs on other targets.
License
Licensed under either the Apache License, Version 2.0 or the MIT License, at your option.
media-pp does not bundle FFmpeg. Users are responsible for complying with
the license of their FFmpeg build and optional codecs.