1 /* GStreamer
2 * Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
3 * Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Library General Public
7 * License as published by the Free Software Foundation; either
8 * version 2 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Library General Public License for more details.
14 *
15 * You should have received a copy of the GNU Library General Public
16 * License along with this library; if not, write to the
17 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
18 * Boston, MA 02110-1301, USA.
19 */
20
21 #ifdef HAVE_CONFIG_H
22 #include "config.h"
23 #endif
24
25 #include <string.h>
26 #include "gstd3d11memory.h"
27 #include "gstd3d11device.h"
28 #include "gstd3d11utils.h"
29 #include "gstd3d11_private.h"
30
31 GST_DEBUG_CATEGORY_STATIC (gst_d3d11_allocator_debug);
32 #define GST_CAT_DEFAULT gst_d3d11_allocator_debug
33
34 static GstAllocator *_d3d11_memory_allocator;
35
36 /* GstD3D11AllocationParams */
37 static void gst_d3d11_allocation_params_init (GType type);
38 G_DEFINE_BOXED_TYPE_WITH_CODE (GstD3D11AllocationParams,
39 gst_d3d11_allocation_params,
40 (GBoxedCopyFunc) gst_d3d11_allocation_params_copy,
41 (GBoxedFreeFunc) gst_d3d11_allocation_params_free,
42 gst_d3d11_allocation_params_init (g_define_type_id));
43
44 /**
45 * gst_d3d11_allocation_params_new:
46 * @device: a #GstD3D11Device
47 * @info: a #GstVideoInfo
48 * @flags: a #GstD3D11AllocationFlags
49 * @bind_flags: D3D11_BIND_FLAG value used for creating Direct3D11 texture
50 *
51 * Create #GstD3D11AllocationParams object which is used by #GstD3D11BufferPool
52 * and #GstD3D11Allocator in order to allocate new ID3D11Texture2D
53 * object with given configuration
54 *
55 * Returns: a #GstD3D11AllocationParams or %NULL if @info is not supported
56 *
57 * Since: 1.20
58 */
59 GstD3D11AllocationParams *
gst_d3d11_allocation_params_new(GstD3D11Device * device,GstVideoInfo * info,GstD3D11AllocationFlags flags,guint bind_flags)60 gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info,
61 GstD3D11AllocationFlags flags, guint bind_flags)
62 {
63 GstD3D11AllocationParams *ret;
64 const GstD3D11Format *d3d11_format;
65 guint i;
66
67 g_return_val_if_fail (info != NULL, NULL);
68
69 d3d11_format = gst_d3d11_device_format_from_gst (device,
70 GST_VIDEO_INFO_FORMAT (info));
71 if (!d3d11_format) {
72 GST_WARNING ("Couldn't get d3d11 format");
73 return NULL;
74 }
75
76 ret = g_new0 (GstD3D11AllocationParams, 1);
77
78 ret->info = *info;
79 ret->aligned_info = *info;
80 ret->d3d11_format = d3d11_format;
81
82 /* Usage Flag
83 * https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage
84 *
85 * +----------------------------------------------------------+
86 * | Resource Usage | Default | Dynamic | Immutable | Staging |
87 * +----------------+---------+---------+-----------+---------+
88 * | GPU-Read | Yes | Yes | Yes | Yes |
89 * | GPU-Write | Yes | | | Yes |
90 * | CPU-Read | | | | Yes |
91 * | CPU-Write | | Yes | | Yes |
92 * +----------------------------------------------------------+
93 */
94
95 /* If corresponding dxgi format is undefined, use resource format instead */
96 if (d3d11_format->dxgi_format == DXGI_FORMAT_UNKNOWN) {
97 for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) {
98 g_assert (d3d11_format->resource_format[i] != DXGI_FORMAT_UNKNOWN);
99
100 ret->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
101 ret->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
102 ret->desc[i].MipLevels = 1;
103 ret->desc[i].ArraySize = 1;
104 ret->desc[i].Format = d3d11_format->resource_format[i];
105 ret->desc[i].SampleDesc.Count = 1;
106 ret->desc[i].SampleDesc.Quality = 0;
107 ret->desc[i].Usage = D3D11_USAGE_DEFAULT;
108 ret->desc[i].BindFlags = bind_flags;
109 }
110 } else {
111 ret->desc[0].Width = GST_VIDEO_INFO_WIDTH (info);
112 ret->desc[0].Height = GST_VIDEO_INFO_HEIGHT (info);
113 ret->desc[0].MipLevels = 1;
114 ret->desc[0].ArraySize = 1;
115 ret->desc[0].Format = d3d11_format->dxgi_format;
116 ret->desc[0].SampleDesc.Count = 1;
117 ret->desc[0].SampleDesc.Quality = 0;
118 ret->desc[0].Usage = D3D11_USAGE_DEFAULT;
119 ret->desc[0].BindFlags = bind_flags;
120 }
121
122 ret->flags = flags;
123
124 return ret;
125 }
126
127 /**
128 * gst_d3d11_allocation_params_alignment:
129 * @params: a #GstD3D11AllocationParams
130 * @align: a #GstVideoAlignment
131 *
132 * Adjust Width and Height fields of D3D11_TEXTURE2D_DESC with given
133 * @align
134 *
135 * Returns: %TRUE if alignment could be applied
136 *
137 * Since: 1.20
138 */
139 gboolean
gst_d3d11_allocation_params_alignment(GstD3D11AllocationParams * params,GstVideoAlignment * align)140 gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * params,
141 GstVideoAlignment * align)
142 {
143 guint i;
144 guint padding_width, padding_height;
145 GstVideoInfo *info;
146 GstVideoInfo new_info;
147
148 g_return_val_if_fail (params != NULL, FALSE);
149 g_return_val_if_fail (align != NULL, FALSE);
150
151 /* d3d11 does not support stride align. Consider padding only */
152 padding_width = align->padding_left + align->padding_right;
153 padding_height = align->padding_top + align->padding_bottom;
154
155 info = ¶ms->info;
156
157 if (!gst_video_info_set_format (&new_info, GST_VIDEO_INFO_FORMAT (info),
158 GST_VIDEO_INFO_WIDTH (info) + padding_width,
159 GST_VIDEO_INFO_HEIGHT (info) + padding_height)) {
160 GST_WARNING ("Set format fail");
161 return FALSE;
162 }
163
164 params->aligned_info = new_info;
165
166 for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) {
167 params->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (&new_info, i);
168 params->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (&new_info, i);
169 }
170
171 return TRUE;
172 }
173
174 /**
175 * gst_d3d11_allocation_params_copy:
176 * @src: a #GstD3D11AllocationParams
177 *
178 * Returns: a copy of @src
179 *
180 * Since: 1.20
181 */
182 GstD3D11AllocationParams *
gst_d3d11_allocation_params_copy(GstD3D11AllocationParams * src)183 gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src)
184 {
185 GstD3D11AllocationParams *dst;
186
187 g_return_val_if_fail (src != NULL, NULL);
188
189 dst = g_new0 (GstD3D11AllocationParams, 1);
190 memcpy (dst, src, sizeof (GstD3D11AllocationParams));
191
192 return dst;
193 }
194
195 /**
196 * gst_d3d11_allocation_params_free:
197 * @params: a #GstD3D11AllocationParams
198 *
199 * Free @params
200 *
201 * Since: 1.20
202 */
203 void
gst_d3d11_allocation_params_free(GstD3D11AllocationParams * params)204 gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params)
205 {
206 g_free (params);
207 }
208
209 static gint
gst_d3d11_allocation_params_compare(const GstD3D11AllocationParams * p1,const GstD3D11AllocationParams * p2)210 gst_d3d11_allocation_params_compare (const GstD3D11AllocationParams * p1,
211 const GstD3D11AllocationParams * p2)
212 {
213 g_return_val_if_fail (p1 != NULL, -1);
214 g_return_val_if_fail (p2 != NULL, -1);
215
216 if (p1 == p2)
217 return 0;
218
219 return -1;
220 }
221
222 static void
gst_d3d11_allocation_params_init(GType type)223 gst_d3d11_allocation_params_init (GType type)
224 {
225 static GstValueTable table = {
226 0, (GstValueCompareFunc) gst_d3d11_allocation_params_compare,
227 NULL, NULL
228 };
229
230 table.type = type;
231 gst_value_register (&table);
232 }
233
234 /* GstD3D11Memory */
235 #define GST_D3D11_MEMORY_GET_LOCK(m) (&(GST_D3D11_MEMORY_CAST(m)->priv->lock))
236 #define GST_D3D11_MEMORY_LOCK(m) G_STMT_START { \
237 GST_TRACE("Locking %p from thread %p", (m), g_thread_self()); \
238 g_mutex_lock(GST_D3D11_MEMORY_GET_LOCK(m)); \
239 GST_TRACE("Locked %p from thread %p", (m), g_thread_self()); \
240 } G_STMT_END
241
242 #define GST_D3D11_MEMORY_UNLOCK(m) G_STMT_START { \
243 GST_TRACE("Unlocking %p from thread %p", (m), g_thread_self()); \
244 g_mutex_unlock(GST_D3D11_MEMORY_GET_LOCK(m)); \
245 } G_STMT_END
246
247 struct _GstD3D11MemoryPrivate
248 {
249 ID3D11Texture2D *texture;
250 ID3D11Texture2D *staging;
251
252 D3D11_TEXTURE2D_DESC desc;
253
254 guint subresource_index;
255
256 ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
257 guint num_shader_resource_views;
258
259 ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES];
260 guint num_render_target_views;
261
262 ID3D11VideoDecoderOutputView *decoder_output_view;
263 ID3D11VideoDecoder *decoder_handle;
264
265 ID3D11VideoProcessorInputView *processor_input_view;
266 ID3D11VideoProcessorOutputView *processor_output_view;
267
268 D3D11_MAPPED_SUBRESOURCE map;
269
270
271 GMutex lock;
272 gint cpu_map_count;
273 };
274
275 GST_DEFINE_MINI_OBJECT_TYPE (GstD3D11Memory, gst_d3d11_memory);
276
277 static inline D3D11_MAP
gst_d3d11_map_flags_to_d3d11(GstMapFlags flags)278 gst_d3d11_map_flags_to_d3d11 (GstMapFlags flags)
279 {
280 if ((flags & GST_MAP_READWRITE) == GST_MAP_READWRITE)
281 return D3D11_MAP_READ_WRITE;
282 else if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE)
283 return D3D11_MAP_WRITE;
284 else if ((flags & GST_MAP_READ) == GST_MAP_READ)
285 return D3D11_MAP_READ;
286 else
287 g_assert_not_reached ();
288
289 return D3D11_MAP_READ;
290 }
291
292 static ID3D11Texture2D *
gst_d3d11_allocate_staging_texture(GstD3D11Device * device,const D3D11_TEXTURE2D_DESC * ref)293 gst_d3d11_allocate_staging_texture (GstD3D11Device * device,
294 const D3D11_TEXTURE2D_DESC * ref)
295 {
296 D3D11_TEXTURE2D_DESC desc = { 0, };
297 ID3D11Texture2D *texture = NULL;
298 ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
299 HRESULT hr;
300
301 desc.Width = ref->Width;
302 desc.Height = ref->Height;
303 desc.MipLevels = 1;
304 desc.Format = ref->Format;
305 desc.SampleDesc.Count = 1;
306 desc.ArraySize = 1;
307 desc.Usage = D3D11_USAGE_STAGING;
308 desc.CPUAccessFlags = (D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
309
310 hr = device_handle->CreateTexture2D (&desc, NULL, &texture);
311 if (!gst_d3d11_result (hr, device)) {
312 GST_ERROR_OBJECT (device, "Failed to create texture");
313 return NULL;
314 }
315
316 return texture;
317 }
318
319 /* Must be called with d3d11 device lock */
320 static gboolean
gst_d3d11_memory_map_cpu_access(GstD3D11Memory * dmem,D3D11_MAP map_type)321 gst_d3d11_memory_map_cpu_access (GstD3D11Memory * dmem, D3D11_MAP map_type)
322 {
323 GstD3D11MemoryPrivate *priv = dmem->priv;
324 HRESULT hr;
325 ID3D11Resource *staging = (ID3D11Resource *) priv->staging;
326 ID3D11DeviceContext *device_context =
327 gst_d3d11_device_get_device_context_handle (dmem->device);
328
329 hr = device_context->Map (staging, 0, map_type, 0, &priv->map);
330
331 if (!gst_d3d11_result (hr, dmem->device)) {
332 GST_ERROR_OBJECT (GST_MEMORY_CAST (dmem)->allocator,
333 "Failed to map staging texture (0x%x)", (guint) hr);
334 return FALSE;
335 }
336
337 return TRUE;
338 }
339
340 /* Must be called with d3d11 device lock */
341 static void
gst_d3d11_memory_upload(GstD3D11Memory * dmem)342 gst_d3d11_memory_upload (GstD3D11Memory * dmem)
343 {
344 GstD3D11MemoryPrivate *priv = dmem->priv;
345 ID3D11DeviceContext *device_context;
346
347 if (!priv->staging || priv->staging == priv->texture ||
348 !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD))
349 return;
350
351 device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
352 device_context->CopySubresourceRegion (priv->texture, priv->subresource_index,
353 0, 0, 0, priv->staging, 0, NULL);
354 }
355
356 /* Must be called with d3d11 device lock */
357 static void
gst_d3d11_memory_download(GstD3D11Memory * dmem)358 gst_d3d11_memory_download (GstD3D11Memory * dmem)
359 {
360 GstD3D11MemoryPrivate *priv = dmem->priv;
361 ID3D11DeviceContext *device_context;
362
363 if (!priv->staging || priv->staging == priv->texture ||
364 !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD))
365 return;
366
367 device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
368 device_context->CopySubresourceRegion (priv->staging, 0, 0, 0, 0,
369 priv->texture, priv->subresource_index, NULL);
370 }
371
372 static gpointer
gst_d3d11_memory_map_full(GstMemory * mem,GstMapInfo * info,gsize maxsize)373 gst_d3d11_memory_map_full (GstMemory * mem, GstMapInfo * info, gsize maxsize)
374 {
375 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
376 GstD3D11MemoryPrivate *priv = dmem->priv;
377 GstMapFlags flags = info->flags;
378 gpointer ret = NULL;
379
380 gst_d3d11_device_lock (dmem->device);
381 GST_D3D11_MEMORY_LOCK (dmem);
382
383 if ((flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
384 gst_d3d11_memory_upload (dmem);
385 GST_MEMORY_FLAG_UNSET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
386
387 if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE)
388 GST_MINI_OBJECT_FLAG_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
389
390 g_assert (priv->texture != NULL);
391 ret = priv->texture;
392 goto out;
393 }
394
395 if (priv->cpu_map_count == 0) {
396 D3D11_MAP map_type;
397
398 /* Allocate staging texture for CPU access */
399 if (!priv->staging) {
400 priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
401 &priv->desc);
402 if (!priv->staging) {
403 GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
404 goto out;
405 }
406
407 /* first memory, always need download to staging */
408 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
409 }
410
411 gst_d3d11_memory_download (dmem);
412 map_type = gst_d3d11_map_flags_to_d3d11 (flags);
413
414 if (!gst_d3d11_memory_map_cpu_access (dmem, map_type)) {
415 GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
416 goto out;
417 }
418 }
419
420 if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE) {
421 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
422 }
423
424 GST_MEMORY_FLAG_UNSET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
425
426 priv->cpu_map_count++;
427 ret = dmem->priv->map.pData;
428
429 out:
430 GST_D3D11_MEMORY_UNLOCK (dmem);
431 gst_d3d11_device_unlock (dmem->device);
432
433 return ret;
434 }
435
436 /* Must be called with d3d11 device lock */
437 static void
gst_d3d11_memory_unmap_cpu_access(GstD3D11Memory * dmem)438 gst_d3d11_memory_unmap_cpu_access (GstD3D11Memory * dmem)
439 {
440 GstD3D11MemoryPrivate *priv = dmem->priv;
441 ID3D11Resource *staging = (ID3D11Resource *) priv->staging;
442 ID3D11DeviceContext *device_context =
443 gst_d3d11_device_get_device_context_handle (dmem->device);
444
445 device_context->Unmap (staging, 0);
446 }
447
448 static void
gst_d3d11_memory_unmap_full(GstMemory * mem,GstMapInfo * info)449 gst_d3d11_memory_unmap_full (GstMemory * mem, GstMapInfo * info)
450 {
451 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
452 GstD3D11MemoryPrivate *priv = dmem->priv;
453
454 gst_d3d11_device_lock (dmem->device);
455 GST_D3D11_MEMORY_LOCK (dmem);
456
457 if ((info->flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
458 if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
459 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
460
461 goto out;
462 }
463
464 if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
465 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
466
467 priv->cpu_map_count--;
468 if (priv->cpu_map_count > 0)
469 goto out;
470
471 gst_d3d11_memory_unmap_cpu_access (dmem);
472
473 out:
474 GST_D3D11_MEMORY_UNLOCK (dmem);
475 gst_d3d11_device_unlock (dmem->device);
476 }
477
478 static GstMemory *
gst_d3d11_memory_share(GstMemory * mem,gssize offset,gssize size)479 gst_d3d11_memory_share (GstMemory * mem, gssize offset, gssize size)
480 {
481 /* TODO: impl. */
482 return NULL;
483 }
484
485 static gboolean
gst_d3d11_memory_update_size(GstMemory * mem)486 gst_d3d11_memory_update_size (GstMemory * mem)
487 {
488 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
489 GstD3D11MemoryPrivate *priv = dmem->priv;
490 gsize offset[GST_VIDEO_MAX_PLANES];
491 gint stride[GST_VIDEO_MAX_PLANES];
492 gsize size;
493 D3D11_TEXTURE2D_DESC *desc = &priv->desc;
494 gboolean ret = FALSE;
495
496 if (!priv->staging) {
497 priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
498 &priv->desc);
499 if (!priv->staging) {
500 GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
501 return FALSE;
502 }
503
504 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
505 }
506
507 gst_d3d11_device_lock (dmem->device);
508 if (!gst_d3d11_memory_map_cpu_access (dmem, D3D11_MAP_READ_WRITE)) {
509 GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
510 return FALSE;
511 }
512
513 gst_d3d11_memory_unmap_cpu_access (dmem);
514
515 if (!gst_d3d11_dxgi_format_get_size (desc->Format, desc->Width, desc->Height,
516 priv->map.RowPitch, offset, stride, &size)) {
517 GST_ERROR_OBJECT (mem->allocator, "Couldn't calculate memory size");
518 goto out;
519 }
520
521 mem->maxsize = mem->size = size;
522 ret = TRUE;
523
524 out:
525 gst_d3d11_device_unlock (dmem->device);
526 return ret;
527 }
528
529 /**
530 * gst_is_d3d11_memory:
531 * @mem: a #GstMemory
532 *
533 * Returns: whether @mem is a #GstD3D11Memory
534 *
535 * Since: 1.20
536 */
537 gboolean
gst_is_d3d11_memory(GstMemory * mem)538 gst_is_d3d11_memory (GstMemory * mem)
539 {
540 return mem != NULL && mem->allocator != NULL &&
541 (GST_IS_D3D11_ALLOCATOR (mem->allocator) ||
542 GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator));
543 }
544
545 /**
546 * gst_d3d11_memory_init_once:
547 *
548 * Initializes the Direct3D11 Texture allocator. It is safe to call
549 * this function multiple times. This must be called before any other
550 * GstD3D11Memory operation.
551 *
552 * Since: 1.20
553 */
554 void
gst_d3d11_memory_init_once(void)555 gst_d3d11_memory_init_once (void)
556 {
557 static gsize _init = 0;
558
559 if (g_once_init_enter (&_init)) {
560
561 GST_DEBUG_CATEGORY_INIT (gst_d3d11_allocator_debug, "d3d11allocator", 0,
562 "Direct3D11 Texture Allocator");
563
564 _d3d11_memory_allocator =
565 (GstAllocator *) g_object_new (GST_TYPE_D3D11_ALLOCATOR, NULL);
566 gst_object_ref_sink (_d3d11_memory_allocator);
567
568 gst_allocator_register (GST_D3D11_MEMORY_NAME, _d3d11_memory_allocator);
569 g_once_init_leave (&_init, 1);
570 }
571 }
572
573 /**
574 * gst_d3d11_memory_get_texture_handle:
575 * @mem: a #GstD3D11Memory
576 *
577 * Returns: (transfer none): a ID3D11Texture2D handle. Caller must not release
578 * returned handle.
579 *
580 * Since: 1.20
581 */
582 ID3D11Texture2D *
gst_d3d11_memory_get_texture_handle(GstD3D11Memory * mem)583 gst_d3d11_memory_get_texture_handle (GstD3D11Memory * mem)
584 {
585 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
586
587 return mem->priv->texture;
588 }
589
590 /**
591 * gst_d3d11_memory_get_subresource_index:
592 * @mem: a #GstD3D11Memory
593 *
594 * Returns: subresource index corresponding to @mem.
595 *
596 * Since: 1.20
597 */
598 guint
gst_d3d11_memory_get_subresource_index(GstD3D11Memory * mem)599 gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem)
600 {
601 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
602
603 return mem->priv->subresource_index;
604 }
605
606 /**
607 * gst_d3d11_memory_get_texture_desc:
608 * @mem: a #GstD3D11Memory
609 * @desc: (out): a D3D11_TEXTURE2D_DESC
610 *
611 * Fill @desc with D3D11_TEXTURE2D_DESC for ID3D11Texture2D
612 *
613 * Returns: %TRUE if successeed
614 *
615 * Since: 1.20
616 */
617 gboolean
gst_d3d11_memory_get_texture_desc(GstD3D11Memory * mem,D3D11_TEXTURE2D_DESC * desc)618 gst_d3d11_memory_get_texture_desc (GstD3D11Memory * mem,
619 D3D11_TEXTURE2D_DESC * desc)
620 {
621 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
622 g_return_val_if_fail (desc != NULL, FALSE);
623
624 *desc = mem->priv->desc;
625
626 return TRUE;
627 }
628
629 gboolean
gst_d3d11_memory_get_texture_stride(GstD3D11Memory * mem,guint * stride)630 gst_d3d11_memory_get_texture_stride (GstD3D11Memory * mem, guint * stride)
631 {
632 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
633 g_return_val_if_fail (stride != NULL, FALSE);
634
635 *stride = mem->priv->map.RowPitch;
636
637 return TRUE;
638 }
639
640 static gboolean
create_shader_resource_views(GstD3D11Memory * mem)641 create_shader_resource_views (GstD3D11Memory * mem)
642 {
643 GstD3D11MemoryPrivate *priv = mem->priv;
644 guint i;
645 HRESULT hr;
646 guint num_views = 0;
647 ID3D11Device *device_handle;
648 D3D11_SHADER_RESOURCE_VIEW_DESC resource_desc;
649 DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
650
651 memset (&resource_desc, 0, sizeof (D3D11_SHADER_RESOURCE_VIEW_DESC));
652
653 device_handle = gst_d3d11_device_get_device_handle (mem->device);
654
655 switch (priv->desc.Format) {
656 case DXGI_FORMAT_B8G8R8A8_UNORM:
657 case DXGI_FORMAT_R8G8B8A8_UNORM:
658 case DXGI_FORMAT_R10G10B10A2_UNORM:
659 case DXGI_FORMAT_R8_UNORM:
660 case DXGI_FORMAT_R8G8_UNORM:
661 case DXGI_FORMAT_R16_UNORM:
662 case DXGI_FORMAT_R16G16_UNORM:
663 case DXGI_FORMAT_G8R8_G8B8_UNORM:
664 case DXGI_FORMAT_R8G8_B8G8_UNORM:
665 case DXGI_FORMAT_R16G16B16A16_UNORM:
666 num_views = 1;
667 formats[0] = priv->desc.Format;
668 break;
669 case DXGI_FORMAT_AYUV:
670 case DXGI_FORMAT_YUY2:
671 num_views = 1;
672 formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
673 break;
674 case DXGI_FORMAT_NV12:
675 num_views = 2;
676 formats[0] = DXGI_FORMAT_R8_UNORM;
677 formats[1] = DXGI_FORMAT_R8G8_UNORM;
678 break;
679 case DXGI_FORMAT_P010:
680 case DXGI_FORMAT_P016:
681 num_views = 2;
682 formats[0] = DXGI_FORMAT_R16_UNORM;
683 formats[1] = DXGI_FORMAT_R16G16_UNORM;
684 break;
685 case DXGI_FORMAT_Y210:
686 num_views = 1;
687 formats[0] = DXGI_FORMAT_R16G16B16A16_UNORM;
688 break;
689 case DXGI_FORMAT_Y410:
690 num_views = 1;
691 formats[0] = DXGI_FORMAT_R10G10B10A2_UNORM;
692 break;
693 default:
694 g_assert_not_reached ();
695 return FALSE;
696 }
697
698 if ((priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) ==
699 D3D11_BIND_SHADER_RESOURCE) {
700 resource_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
701 resource_desc.Texture2D.MipLevels = 1;
702
703 for (i = 0; i < num_views; i++) {
704 resource_desc.Format = formats[i];
705 hr = device_handle->CreateShaderResourceView (priv->texture,
706 &resource_desc, &priv->shader_resource_view[i]);
707
708 if (!gst_d3d11_result (hr, mem->device)) {
709 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
710 "Failed to create %dth resource view (0x%x)", i, (guint) hr);
711 goto error;
712 }
713 }
714
715 priv->num_shader_resource_views = num_views;
716
717 return TRUE;
718 }
719
720 return FALSE;
721
722 error:
723 for (i = 0; i < num_views; i++)
724 GST_D3D11_CLEAR_COM (priv->shader_resource_view[i]);
725
726 priv->num_shader_resource_views = 0;
727
728 return FALSE;
729 }
730
731 static gboolean
gst_d3d11_memory_ensure_shader_resource_view(GstD3D11Memory * mem)732 gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem)
733 {
734 GstD3D11MemoryPrivate *priv = mem->priv;
735 gboolean ret = FALSE;
736
737 if (!(priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
738 GST_LOG_OBJECT (GST_MEMORY_CAST (mem)->allocator,
739 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
740 return FALSE;
741 }
742
743 GST_D3D11_MEMORY_LOCK (mem);
744 if (priv->num_shader_resource_views) {
745 ret = TRUE;
746 goto done;
747 }
748
749 ret = create_shader_resource_views (mem);
750
751 done:
752 GST_D3D11_MEMORY_UNLOCK (mem);
753
754 return ret;
755 }
756
757 /**
758 * gst_d3d11_memory_get_shader_resource_view_size:
759 * @mem: a #GstD3D11Memory
760 *
761 * Returns: the number of ID3D11ShaderResourceView that can be used
762 * for processing GPU operation with @mem
763 *
764 * Since: 1.20
765 */
766 guint
gst_d3d11_memory_get_shader_resource_view_size(GstD3D11Memory * mem)767 gst_d3d11_memory_get_shader_resource_view_size (GstD3D11Memory * mem)
768 {
769 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
770
771 if (!gst_d3d11_memory_ensure_shader_resource_view (mem))
772 return 0;
773
774 return mem->priv->num_shader_resource_views;
775 }
776
777 /**
778 * gst_d3d11_memory_get_shader_resource_view:
779 * @mem: a #GstD3D11Memory
780 * @index: the index of the ID3D11ShaderResourceView
781 *
782 * Returns: (transfer none) (nullable): a pointer to the
783 * ID3D11ShaderResourceView or %NULL if ID3D11ShaderResourceView is unavailable
784 * for @index
785 *
786 * Since: 1.20
787 */
788 ID3D11ShaderResourceView *
gst_d3d11_memory_get_shader_resource_view(GstD3D11Memory * mem,guint index)789 gst_d3d11_memory_get_shader_resource_view (GstD3D11Memory * mem, guint index)
790 {
791 GstD3D11MemoryPrivate *priv;
792
793 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
794
795 if (!gst_d3d11_memory_ensure_shader_resource_view (mem))
796 return NULL;
797
798 priv = mem->priv;
799
800 if (index >= priv->num_shader_resource_views) {
801 GST_ERROR ("Invalid SRV index %d", index);
802 return NULL;
803 }
804
805 return priv->shader_resource_view[index];
806 }
807
808 static gboolean
create_render_target_views(GstD3D11Memory * mem)809 create_render_target_views (GstD3D11Memory * mem)
810 {
811 GstD3D11MemoryPrivate *priv = mem->priv;
812 guint i;
813 HRESULT hr;
814 guint num_views = 0;
815 ID3D11Device *device_handle;
816 D3D11_RENDER_TARGET_VIEW_DESC render_desc;
817 DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
818
819 memset (&render_desc, 0, sizeof (D3D11_RENDER_TARGET_VIEW_DESC));
820
821 device_handle = gst_d3d11_device_get_device_handle (mem->device);
822
823 switch (priv->desc.Format) {
824 case DXGI_FORMAT_B8G8R8A8_UNORM:
825 case DXGI_FORMAT_R8G8B8A8_UNORM:
826 case DXGI_FORMAT_R10G10B10A2_UNORM:
827 case DXGI_FORMAT_R8_UNORM:
828 case DXGI_FORMAT_R8G8_UNORM:
829 case DXGI_FORMAT_R16_UNORM:
830 case DXGI_FORMAT_R16G16_UNORM:
831 num_views = 1;
832 formats[0] = priv->desc.Format;
833 break;
834 case DXGI_FORMAT_AYUV:
835 num_views = 1;
836 formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
837 break;
838 case DXGI_FORMAT_NV12:
839 num_views = 2;
840 formats[0] = DXGI_FORMAT_R8_UNORM;
841 formats[1] = DXGI_FORMAT_R8G8_UNORM;
842 break;
843 case DXGI_FORMAT_P010:
844 case DXGI_FORMAT_P016:
845 num_views = 2;
846 formats[0] = DXGI_FORMAT_R16_UNORM;
847 formats[1] = DXGI_FORMAT_R16G16_UNORM;
848 break;
849 default:
850 g_assert_not_reached ();
851 return FALSE;
852 }
853
854 if ((priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET) ==
855 D3D11_BIND_RENDER_TARGET) {
856 render_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
857 render_desc.Texture2D.MipSlice = 0;
858
859 for (i = 0; i < num_views; i++) {
860 render_desc.Format = formats[i];
861
862 hr = device_handle->CreateRenderTargetView (priv->texture, &render_desc,
863 &priv->render_target_view[i]);
864 if (!gst_d3d11_result (hr, mem->device)) {
865 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
866 "Failed to create %dth render target view (0x%x)", i, (guint) hr);
867 goto error;
868 }
869 }
870
871 priv->num_render_target_views = num_views;
872
873 return TRUE;
874 }
875
876 return FALSE;
877
878 error:
879 for (i = 0; i < num_views; i++)
880 GST_D3D11_CLEAR_COM (priv->render_target_view[i]);
881
882 priv->num_render_target_views = 0;
883
884 return FALSE;
885 }
886
887 static gboolean
gst_d3d11_memory_ensure_render_target_view(GstD3D11Memory * mem)888 gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem)
889 {
890 GstD3D11MemoryPrivate *priv = mem->priv;
891 gboolean ret = FALSE;
892
893 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) {
894 GST_WARNING_OBJECT (GST_MEMORY_CAST (mem)->allocator,
895 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
896 return FALSE;
897 }
898
899 GST_D3D11_MEMORY_LOCK (mem);
900 if (priv->num_render_target_views) {
901 ret = TRUE;
902 goto done;
903 }
904
905 ret = create_render_target_views (mem);
906
907 done:
908 GST_D3D11_MEMORY_UNLOCK (mem);
909
910 return ret;
911 }
912
913 /**
914 * gst_d3d11_memory_get_render_target_view_size:
915 * @mem: a #GstD3D11Memory
916 *
917 * Returns: the number of ID3D11RenderTargetView that can be used
918 * for processing GPU operation with @mem
919 *
920 * Since: 1.20
921 */
922 guint
gst_d3d11_memory_get_render_target_view_size(GstD3D11Memory * mem)923 gst_d3d11_memory_get_render_target_view_size (GstD3D11Memory * mem)
924 {
925 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
926
927 if (!gst_d3d11_memory_ensure_render_target_view (mem))
928 return 0;
929
930 return mem->priv->num_render_target_views;
931 }
932
933 /**
934 * gst_d3d11_memory_get_render_target_view:
935 * @mem: a #GstD3D11Memory
936 * @index: the index of the ID3D11RenderTargetView
937 *
938 * Returns: (transfer none) (nullable): a pointer to the
939 * ID3D11RenderTargetView or %NULL if ID3D11RenderTargetView is unavailable
940 * for @index
941 *
942 * Since: 1.20
943 */
944 ID3D11RenderTargetView *
gst_d3d11_memory_get_render_target_view(GstD3D11Memory * mem,guint index)945 gst_d3d11_memory_get_render_target_view (GstD3D11Memory * mem, guint index)
946 {
947 GstD3D11MemoryPrivate *priv;
948
949 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
950
951 if (!gst_d3d11_memory_ensure_render_target_view (mem))
952 return NULL;
953
954 priv = mem->priv;
955
956 if (index >= priv->num_render_target_views) {
957 GST_ERROR ("Invalid RTV index %d", index);
958 return NULL;
959 }
960
961 return priv->render_target_view[index];
962 }
963
964 static gboolean
gst_d3d11_memory_ensure_decoder_output_view(GstD3D11Memory * mem,ID3D11VideoDevice * video_device,ID3D11VideoDecoder * decoder,const GUID * decoder_profile)965 gst_d3d11_memory_ensure_decoder_output_view (GstD3D11Memory * mem,
966 ID3D11VideoDevice * video_device, ID3D11VideoDecoder * decoder,
967 const GUID * decoder_profile)
968 {
969 GstD3D11MemoryPrivate *dmem_priv = mem->priv;
970 GstD3D11Allocator *allocator;
971 D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC desc;
972 HRESULT hr;
973 gboolean ret = FALSE;
974
975 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
976
977 if (!(dmem_priv->desc.BindFlags & D3D11_BIND_DECODER)) {
978 GST_LOG_OBJECT (allocator,
979 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags);
980 return FALSE;
981 }
982
983 GST_D3D11_MEMORY_LOCK (mem);
984 if (dmem_priv->decoder_output_view) {
985 dmem_priv->decoder_output_view->GetDesc (&desc);
986 if (IsEqualGUID (desc.DecodeProfile, *decoder_profile) &&
987 dmem_priv->decoder_handle == decoder) {
988 goto succeeded;
989 } else {
990 /* Shouldn't happen, but try again anyway */
991 GST_WARNING_OBJECT (allocator,
992 "Existing view has different decoder profile");
993 GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view);
994 GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle);
995 }
996 }
997
998 if (dmem_priv->decoder_output_view)
999 goto succeeded;
1000
1001 desc.DecodeProfile = *decoder_profile;
1002 desc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D;
1003 desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
1004
1005 hr = video_device->CreateVideoDecoderOutputView (dmem_priv->texture, &desc,
1006 &dmem_priv->decoder_output_view);
1007 if (!gst_d3d11_result (hr, mem->device)) {
1008 GST_ERROR_OBJECT (allocator,
1009 "Could not create decoder output view, hr: 0x%x", (guint) hr);
1010 goto done;
1011 }
1012
1013 /* XXX: decoder output view is bound to video device, not decoder handle
1014 * from API point of view. But some driver seems to be unhappy
1015 * when decoder handle is released while there are outstanding view objects */
1016 dmem_priv->decoder_handle = decoder;
1017 decoder->AddRef ();
1018
1019 succeeded:
1020 ret = TRUE;
1021
1022 done:
1023 GST_D3D11_MEMORY_UNLOCK (mem);
1024
1025 return ret;
1026 }
1027
1028 /**
1029 * gst_d3d11_memory_get_decoder_output_view:
1030 * @mem: a #GstD3D11Memory
1031 * @video_device: (transfer none): a ID3D11VideoDevice handle
1032 * @decoder: (transfer none): a ID3D11VideoDecoder handle
1033 * @decoder_profile: a DXVA decoder profile GUID
1034 *
1035 * Returns: (transfer none) (nullable): a pointer to the
1036 * ID3D11VideoDecoderOutputView or %NULL if ID3D11VideoDecoderOutputView is
1037 * unavailable
1038 *
1039 * Since: 1.20
1040 */
1041 ID3D11VideoDecoderOutputView *
gst_d3d11_memory_get_decoder_output_view(GstD3D11Memory * mem,ID3D11VideoDevice * video_device,ID3D11VideoDecoder * decoder,const GUID * decoder_profile)1042 gst_d3d11_memory_get_decoder_output_view (GstD3D11Memory * mem,
1043 ID3D11VideoDevice * video_device, ID3D11VideoDecoder * decoder,
1044 const GUID * decoder_profile)
1045 {
1046 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1047 g_return_val_if_fail (video_device != NULL, NULL);
1048 g_return_val_if_fail (decoder != NULL, NULL);
1049 g_return_val_if_fail (decoder_profile != NULL, NULL);
1050
1051 if (!gst_d3d11_memory_ensure_decoder_output_view (mem,
1052 video_device, decoder, decoder_profile))
1053 return NULL;
1054
1055 return mem->priv->decoder_output_view;
1056 }
1057
1058 static gboolean
check_bind_flags_for_processor_input_view(guint bind_flags)1059 check_bind_flags_for_processor_input_view (guint bind_flags)
1060 {
1061 static const guint compatible_flags = (D3D11_BIND_DECODER |
1062 D3D11_BIND_VIDEO_ENCODER | D3D11_BIND_RENDER_TARGET |
1063 D3D11_BIND_UNORDERED_ACCESS);
1064
1065 if (bind_flags == 0)
1066 return TRUE;
1067
1068 if ((bind_flags & compatible_flags) != 0)
1069 return TRUE;
1070
1071 return FALSE;
1072 }
1073
1074 static gboolean
gst_d3d11_memory_ensure_processor_input_view(GstD3D11Memory * mem,ID3D11VideoDevice * video_device,ID3D11VideoProcessorEnumerator * enumerator)1075 gst_d3d11_memory_ensure_processor_input_view (GstD3D11Memory * mem,
1076 ID3D11VideoDevice * video_device,
1077 ID3D11VideoProcessorEnumerator * enumerator)
1078 {
1079 GstD3D11MemoryPrivate *dmem_priv = mem->priv;
1080 GstD3D11Allocator *allocator;
1081 D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC desc;
1082 HRESULT hr;
1083 gboolean ret = FALSE;
1084
1085 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1086
1087 if (!check_bind_flags_for_processor_input_view (dmem_priv->desc.BindFlags)) {
1088 GST_LOG_OBJECT (allocator,
1089 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags);
1090 return FALSE;
1091 }
1092
1093 GST_D3D11_MEMORY_LOCK (mem);
1094 if (dmem_priv->processor_input_view)
1095 goto succeeded;
1096
1097 desc.FourCC = 0;
1098 desc.ViewDimension = D3D11_VPIV_DIMENSION_TEXTURE2D;
1099 desc.Texture2D.MipSlice = 0;
1100 desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
1101
1102 hr = video_device->CreateVideoProcessorInputView (dmem_priv->texture,
1103 enumerator, &desc, &dmem_priv->processor_input_view);
1104 if (!gst_d3d11_result (hr, mem->device)) {
1105 GST_ERROR_OBJECT (allocator,
1106 "Could not create processor input view, hr: 0x%x", (guint) hr);
1107 goto done;
1108 }
1109
1110 succeeded:
1111 ret = TRUE;
1112
1113 done:
1114 GST_D3D11_MEMORY_UNLOCK (mem);
1115
1116 return ret;
1117 }
1118
1119 /**
1120 * gst_d3d11_memory_get_processor_input_view:
1121 * @mem: a #GstD3D11Memory
1122 * @video_device: a #ID3D11VideoDevice
1123 * @enumerator: a #ID3D11VideoProcessorEnumerator
1124 *
1125 * Returns: (transfer none) (nullable): a pointer to the
1126 * ID3D11VideoProcessorInputView or %NULL if ID3D11VideoProcessorInputView is
1127 * unavailable
1128 *
1129 * Since: 1.20
1130 */
1131 ID3D11VideoProcessorInputView *
gst_d3d11_memory_get_processor_input_view(GstD3D11Memory * mem,ID3D11VideoDevice * video_device,ID3D11VideoProcessorEnumerator * enumerator)1132 gst_d3d11_memory_get_processor_input_view (GstD3D11Memory * mem,
1133 ID3D11VideoDevice * video_device,
1134 ID3D11VideoProcessorEnumerator * enumerator)
1135 {
1136 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1137 g_return_val_if_fail (video_device != NULL, NULL);
1138 g_return_val_if_fail (enumerator != NULL, NULL);
1139
1140 if (!gst_d3d11_memory_ensure_processor_input_view (mem, video_device,
1141 enumerator))
1142 return NULL;
1143
1144 return mem->priv->processor_input_view;
1145 }
1146
1147 static gboolean
gst_d3d11_memory_ensure_processor_output_view(GstD3D11Memory * mem,ID3D11VideoDevice * video_device,ID3D11VideoProcessorEnumerator * enumerator)1148 gst_d3d11_memory_ensure_processor_output_view (GstD3D11Memory * mem,
1149 ID3D11VideoDevice * video_device,
1150 ID3D11VideoProcessorEnumerator * enumerator)
1151 {
1152 GstD3D11MemoryPrivate *priv = mem->priv;
1153 GstD3D11Allocator *allocator;
1154 D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC desc;
1155 HRESULT hr;
1156 gboolean ret;
1157
1158 memset (&desc, 0, sizeof (D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC));
1159
1160 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1161
1162 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) {
1163 GST_LOG_OBJECT (allocator,
1164 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
1165 return FALSE;
1166 }
1167
1168 /* FIXME: texture array should be supported at some point */
1169 if (priv->subresource_index != 0) {
1170 GST_FIXME_OBJECT (allocator,
1171 "Texture array is not suppoted for processor output view");
1172 return FALSE;
1173 }
1174
1175 GST_D3D11_MEMORY_LOCK (mem);
1176 if (priv->processor_output_view)
1177 goto succeeded;
1178
1179 desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
1180 desc.Texture2D.MipSlice = 0;
1181
1182 hr = video_device->CreateVideoProcessorOutputView (priv->texture,
1183 enumerator, &desc, &priv->processor_output_view);
1184 if (!gst_d3d11_result (hr, mem->device)) {
1185 GST_ERROR_OBJECT (allocator,
1186 "Could not create processor input view, hr: 0x%x", (guint) hr);
1187 goto done;
1188 }
1189
1190 succeeded:
1191 ret = TRUE;
1192
1193 done:
1194 GST_D3D11_MEMORY_UNLOCK (mem);
1195
1196 return ret;
1197 }
1198
1199 /**
1200 * gst_d3d11_memory_get_processor_output_view:
1201 * @mem: a #GstD3D11Memory
1202 * @video_device: a #ID3D11VideoDevice
1203 * @enumerator: a #ID3D11VideoProcessorEnumerator
1204 *
1205 * Returns: (transfer none) (nullable): a pointer to the
1206 * ID3D11VideoProcessorOutputView or %NULL if ID3D11VideoProcessorOutputView is
1207 * unavailable
1208 *
1209 * Since: 1.20
1210 */
1211 ID3D11VideoProcessorOutputView *
gst_d3d11_memory_get_processor_output_view(GstD3D11Memory * mem,ID3D11VideoDevice * video_device,ID3D11VideoProcessorEnumerator * enumerator)1212 gst_d3d11_memory_get_processor_output_view (GstD3D11Memory * mem,
1213 ID3D11VideoDevice * video_device,
1214 ID3D11VideoProcessorEnumerator * enumerator)
1215 {
1216 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1217 g_return_val_if_fail (video_device != NULL, NULL);
1218 g_return_val_if_fail (enumerator != NULL, NULL);
1219
1220 if (!gst_d3d11_memory_ensure_processor_output_view (mem, video_device,
1221 enumerator))
1222 return NULL;
1223
1224 return mem->priv->processor_output_view;
1225 }
1226
1227 /* GstD3D11Allocator */
1228 struct _GstD3D11AllocatorPrivate
1229 {
1230 GstMemoryCopyFunction fallback_copy;
1231 };
1232
1233 #define gst_d3d11_allocator_parent_class alloc_parent_class
1234 G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11Allocator,
1235 gst_d3d11_allocator, GST_TYPE_ALLOCATOR);
1236
1237 static GstMemory *gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator,
1238 gsize size, GstAllocationParams * params);
1239 static GstMemory *gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
1240 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc);
1241 static void gst_d3d11_allocator_free (GstAllocator * allocator,
1242 GstMemory * mem);
1243
1244 static void
gst_d3d11_allocator_class_init(GstD3D11AllocatorClass * klass)1245 gst_d3d11_allocator_class_init (GstD3D11AllocatorClass * klass)
1246 {
1247 GstAllocatorClass *allocator_class = GST_ALLOCATOR_CLASS (klass);
1248
1249 allocator_class->alloc = gst_d3d11_allocator_dummy_alloc;
1250 allocator_class->free = gst_d3d11_allocator_free;
1251 }
1252
1253 static GstMemory *
gst_d3d11_memory_copy(GstMemory * mem,gssize offset,gssize size)1254 gst_d3d11_memory_copy (GstMemory * mem, gssize offset, gssize size)
1255 {
1256 GstD3D11Allocator *alloc = GST_D3D11_ALLOCATOR (mem->allocator);
1257 GstD3D11AllocatorPrivate *priv = alloc->priv;
1258 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
1259 GstD3D11Memory *copy_dmem;
1260 GstD3D11Device *device = dmem->device;
1261 ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
1262 ID3D11DeviceContext *device_context =
1263 gst_d3d11_device_get_device_context_handle (device);
1264 D3D11_TEXTURE2D_DESC dst_desc = { 0, };
1265 D3D11_TEXTURE2D_DESC src_desc = { 0, };
1266 GstMemory *copy = NULL;
1267 GstMapInfo info;
1268 HRESULT hr;
1269 UINT bind_flags = 0;
1270 UINT supported_flags = 0;
1271
1272 /* non-zero offset or different size is not supported */
1273 if (offset != 0 || (size != -1 && (gsize) size != mem->size)) {
1274 GST_DEBUG_OBJECT (alloc, "Different size/offset, try fallback copy");
1275 return priv->fallback_copy (mem, offset, size);
1276 }
1277
1278 gst_d3d11_device_lock (device);
1279 if (!gst_memory_map (mem, &info,
1280 (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
1281 gst_d3d11_device_unlock (device);
1282
1283 GST_WARNING_OBJECT (alloc, "Failed to map memory, try fallback copy");
1284
1285 return priv->fallback_copy (mem, offset, size);
1286 }
1287
1288 dmem->priv->texture->GetDesc (&src_desc);
1289 dst_desc.Width = src_desc.Width;
1290 dst_desc.Height = src_desc.Height;
1291 dst_desc.MipLevels = 1;
1292 dst_desc.Format = src_desc.Format;
1293 dst_desc.SampleDesc.Count = 1;
1294 dst_desc.ArraySize = 1;
1295 dst_desc.Usage = D3D11_USAGE_DEFAULT;
1296
1297 /* If supported, use bind flags for SRV/RTV */
1298 hr = device_handle->CheckFormatSupport (src_desc.Format, &supported_flags);
1299 if (gst_d3d11_result (hr, device)) {
1300 if ((supported_flags & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) ==
1301 D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) {
1302 bind_flags |= D3D11_BIND_SHADER_RESOURCE;
1303 }
1304
1305 if ((supported_flags & D3D11_FORMAT_SUPPORT_RENDER_TARGET) ==
1306 D3D11_FORMAT_SUPPORT_RENDER_TARGET) {
1307 bind_flags |= D3D11_BIND_RENDER_TARGET;
1308 }
1309 }
1310
1311 copy = gst_d3d11_allocator_alloc_internal (alloc, device, &dst_desc);
1312 if (!copy) {
1313 gst_memory_unmap (mem, &info);
1314 gst_d3d11_device_unlock (device);
1315
1316 GST_WARNING_OBJECT (alloc,
1317 "Failed to allocate new d3d11 map memory, try fallback copy");
1318
1319 return priv->fallback_copy (mem, offset, size);
1320 }
1321
1322 copy_dmem = GST_D3D11_MEMORY_CAST (copy);
1323 device_context->CopySubresourceRegion (copy_dmem->priv->texture, 0, 0, 0, 0,
1324 dmem->priv->texture, dmem->priv->subresource_index, NULL);
1325 copy->maxsize = copy->size = mem->maxsize;
1326 gst_memory_unmap (mem, &info);
1327 gst_d3d11_device_unlock (device);
1328
1329 /* newly allocated memory holds valid image data. We need download this
1330 * pixel data into staging memory for CPU access */
1331 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
1332
1333 return copy;
1334 }
1335
1336 static void
gst_d3d11_allocator_init(GstD3D11Allocator * allocator)1337 gst_d3d11_allocator_init (GstD3D11Allocator * allocator)
1338 {
1339 GstAllocator *alloc = GST_ALLOCATOR_CAST (allocator);
1340 GstD3D11AllocatorPrivate *priv;
1341
1342 priv = allocator->priv = (GstD3D11AllocatorPrivate *)
1343 gst_d3d11_allocator_get_instance_private (allocator);
1344
1345 alloc->mem_type = GST_D3D11_MEMORY_NAME;
1346 alloc->mem_map_full = gst_d3d11_memory_map_full;
1347 alloc->mem_unmap_full = gst_d3d11_memory_unmap_full;
1348 alloc->mem_share = gst_d3d11_memory_share;
1349
1350 /* Store pointer to default mem_copy method for fallback copy */
1351 priv->fallback_copy = alloc->mem_copy;
1352 alloc->mem_copy = gst_d3d11_memory_copy;
1353
1354 GST_OBJECT_FLAG_SET (alloc, GST_ALLOCATOR_FLAG_CUSTOM_ALLOC);
1355 }
1356
1357 static GstMemory *
gst_d3d11_allocator_dummy_alloc(GstAllocator * allocator,gsize size,GstAllocationParams * params)1358 gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator, gsize size,
1359 GstAllocationParams * params)
1360 {
1361 g_return_val_if_reached (NULL);
1362 }
1363
1364 static void
gst_d3d11_allocator_free(GstAllocator * allocator,GstMemory * mem)1365 gst_d3d11_allocator_free (GstAllocator * allocator, GstMemory * mem)
1366 {
1367 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
1368 GstD3D11MemoryPrivate *dmem_priv = dmem->priv;
1369 gint i;
1370
1371 GST_LOG_OBJECT (allocator, "Free memory %p", mem);
1372
1373 for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
1374 GST_D3D11_CLEAR_COM (dmem_priv->render_target_view[i]);
1375 GST_D3D11_CLEAR_COM (dmem_priv->shader_resource_view[i]);
1376 }
1377
1378 GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view);
1379 GST_D3D11_CLEAR_COM (dmem_priv->processor_input_view);
1380 GST_D3D11_CLEAR_COM (dmem_priv->processor_output_view);
1381 GST_D3D11_CLEAR_COM (dmem_priv->texture);
1382 GST_D3D11_CLEAR_COM (dmem_priv->staging);
1383
1384 GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle);
1385
1386 gst_clear_object (&dmem->device);
1387 g_mutex_clear (&dmem_priv->lock);
1388 g_free (dmem->priv);
1389 g_free (dmem);
1390 }
1391
1392 static GstMemory *
gst_d3d11_allocator_alloc_wrapped(GstD3D11Allocator * self,GstD3D11Device * device,const D3D11_TEXTURE2D_DESC * desc,ID3D11Texture2D * texture)1393 gst_d3d11_allocator_alloc_wrapped (GstD3D11Allocator * self,
1394 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc,
1395 ID3D11Texture2D * texture)
1396 {
1397 GstD3D11Memory *mem;
1398
1399 mem = g_new0 (GstD3D11Memory, 1);
1400 mem->priv = g_new0 (GstD3D11MemoryPrivate, 1);
1401
1402 gst_memory_init (GST_MEMORY_CAST (mem),
1403 (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (self), NULL, 0, 0, 0, 0);
1404 g_mutex_init (&mem->priv->lock);
1405 mem->priv->texture = texture;
1406 mem->priv->desc = *desc;
1407 mem->device = (GstD3D11Device *) gst_object_ref (device);
1408
1409 /* This is staging texture as well */
1410 if (desc->Usage == D3D11_USAGE_STAGING) {
1411 mem->priv->staging = texture;
1412 texture->AddRef ();
1413 }
1414
1415 return GST_MEMORY_CAST (mem);
1416 }
1417
1418 static GstMemory *
gst_d3d11_allocator_alloc_internal(GstD3D11Allocator * self,GstD3D11Device * device,const D3D11_TEXTURE2D_DESC * desc)1419 gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
1420 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
1421 {
1422 ID3D11Texture2D *texture = NULL;
1423 ID3D11Device *device_handle;
1424 HRESULT hr;
1425
1426 device_handle = gst_d3d11_device_get_device_handle (device);
1427
1428 hr = device_handle->CreateTexture2D (desc, NULL, &texture);
1429 if (!gst_d3d11_result (hr, device)) {
1430 GST_ERROR_OBJECT (self, "Couldn't create texture");
1431 return NULL;
1432 }
1433
1434 return gst_d3d11_allocator_alloc_wrapped (self, device, desc, texture);
1435 }
1436
1437 /**
1438 * gst_d3d11_allocator_alloc:
1439 * @allocator: a #GstD3D11Allocator
1440 * @device: a #GstD3D11Device
1441 * @desc: a D3D11_TEXTURE2D_DESC struct
1442 *
1443 * Returns: a newly allocated #GstD3D11Memory with given parameters.
1444 *
1445 * Since: 1.20
1446 */
1447 GstMemory *
gst_d3d11_allocator_alloc(GstD3D11Allocator * allocator,GstD3D11Device * device,const D3D11_TEXTURE2D_DESC * desc)1448 gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
1449 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
1450 {
1451 GstMemory *mem;
1452
1453 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), NULL);
1454 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
1455 g_return_val_if_fail (desc != NULL, NULL);
1456
1457 mem = gst_d3d11_allocator_alloc_internal (allocator, device, desc);
1458 if (!mem)
1459 return NULL;
1460
1461 if (!gst_d3d11_memory_update_size (mem)) {
1462 GST_ERROR_OBJECT (allocator, "Failed to calculate size");
1463 gst_memory_unref (mem);
1464 return NULL;
1465 }
1466
1467 return mem;
1468 }
1469
1470 gboolean
gst_d3d11_allocator_set_active(GstD3D11Allocator * allocator,gboolean active)1471 gst_d3d11_allocator_set_active (GstD3D11Allocator * allocator, gboolean active)
1472 {
1473 GstD3D11AllocatorClass *klass;
1474
1475 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), FALSE);
1476
1477 klass = GST_D3D11_ALLOCATOR_GET_CLASS (allocator);
1478 if (klass->set_actvie)
1479 return klass->set_actvie (allocator, active);
1480
1481 return TRUE;
1482 }
1483
1484 /* GstD3D11PoolAllocator */
1485 #define GST_D3D11_POOL_ALLOCATOR_LOCK(alloc) (g_rec_mutex_lock(&alloc->priv->lock))
1486 #define GST_D3D11_POOL_ALLOCATOR_UNLOCK(alloc) (g_rec_mutex_unlock(&alloc->priv->lock))
1487 #define GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING(alloc) (g_atomic_int_get (&alloc->priv->flushing))
1488
1489 struct _GstD3D11PoolAllocatorPrivate
1490 {
1491 /* parent texture when array typed memory is used */
1492 ID3D11Texture2D *texture;
1493 D3D11_TEXTURE2D_DESC desc;
1494
1495 /* All below member variables are analogous to that of GstBufferPool */
1496 GstAtomicQueue *queue;
1497 GstPoll *poll;
1498
1499 /* This lock will protect all below variables apart from atomic ones
1500 * (identical to GstBufferPool::priv::rec_lock) */
1501 GRecMutex lock;
1502 gboolean started;
1503 gboolean active;
1504
1505 /* atomic */
1506 gint outstanding;
1507 guint max_mems;
1508 guint cur_mems;
1509 gboolean flushing;
1510
1511 /* Calculated memory size, based on Direct3D11 staging texture map.
1512 * Note that, we cannot know the actually staging texture memory size prior
1513 * to map the staging texture because driver will likely require padding */
1514 gsize mem_size;
1515 };
1516
1517 static void gst_d3d11_pool_allocator_dispose (GObject * object);
1518 static void gst_d3d11_pool_allocator_finalize (GObject * object);
1519
1520 static gboolean
1521 gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator,
1522 gboolean active);
1523
1524 static gboolean gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self);
1525 static gboolean gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self);
1526 static gboolean gst_d3d11_memory_release (GstMiniObject * mini_object);
1527
1528 #define gst_d3d11_pool_allocator_parent_class pool_alloc_parent_class
1529 G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11PoolAllocator,
1530 gst_d3d11_pool_allocator, GST_TYPE_D3D11_ALLOCATOR);
1531
1532 static void
gst_d3d11_pool_allocator_class_init(GstD3D11PoolAllocatorClass * klass)1533 gst_d3d11_pool_allocator_class_init (GstD3D11PoolAllocatorClass * klass)
1534 {
1535 GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
1536 GstD3D11AllocatorClass *d3d11alloc_class = GST_D3D11_ALLOCATOR_CLASS (klass);
1537
1538 gobject_class->dispose = gst_d3d11_pool_allocator_dispose;
1539 gobject_class->finalize = gst_d3d11_pool_allocator_finalize;
1540
1541 d3d11alloc_class->set_actvie = gst_d3d11_pool_allocator_set_active;
1542 }
1543
1544 static void
gst_d3d11_pool_allocator_init(GstD3D11PoolAllocator * allocator)1545 gst_d3d11_pool_allocator_init (GstD3D11PoolAllocator * allocator)
1546 {
1547 GstD3D11PoolAllocatorPrivate *priv;
1548
1549 priv = allocator->priv = (GstD3D11PoolAllocatorPrivate *)
1550 gst_d3d11_pool_allocator_get_instance_private (allocator);
1551 g_rec_mutex_init (&priv->lock);
1552
1553 priv->poll = gst_poll_new_timer ();
1554 priv->queue = gst_atomic_queue_new (16);
1555 priv->flushing = 1;
1556 priv->active = FALSE;
1557 priv->started = FALSE;
1558
1559 /* 1 control write for flushing - the flush token */
1560 gst_poll_write_control (priv->poll);
1561 /* 1 control write for marking that we are not waiting for poll - the wait token */
1562 gst_poll_write_control (priv->poll);
1563 }
1564
1565 static void
gst_d3d11_pool_allocator_dispose(GObject * object)1566 gst_d3d11_pool_allocator_dispose (GObject * object)
1567 {
1568 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
1569
1570 gst_clear_object (&self->device);
1571
1572 G_OBJECT_CLASS (pool_alloc_parent_class)->dispose (object);
1573 }
1574
1575 static void
gst_d3d11_pool_allocator_finalize(GObject * object)1576 gst_d3d11_pool_allocator_finalize (GObject * object)
1577 {
1578 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
1579 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1580
1581 GST_DEBUG_OBJECT (self, "Finalize");
1582
1583 gst_d3d11_pool_allocator_stop (self);
1584 gst_atomic_queue_unref (priv->queue);
1585 gst_poll_free (priv->poll);
1586 g_rec_mutex_clear (&priv->lock);
1587
1588 GST_D3D11_CLEAR_COM (priv->texture);
1589
1590 G_OBJECT_CLASS (pool_alloc_parent_class)->finalize (object);
1591 }
1592
1593 static gboolean
gst_d3d11_pool_allocator_start(GstD3D11PoolAllocator * self)1594 gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self)
1595 {
1596 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1597 ID3D11Device *device_handle;
1598 HRESULT hr;
1599 guint i;
1600
1601 if (priv->started)
1602 return TRUE;
1603
1604 /* Nothing to do */
1605 if (priv->desc.ArraySize == 1) {
1606 priv->started = TRUE;
1607 return TRUE;
1608 }
1609
1610 device_handle = gst_d3d11_device_get_device_handle (self->device);
1611
1612 if (!priv->texture) {
1613 hr = device_handle->CreateTexture2D (&priv->desc, NULL, &priv->texture);
1614 if (!gst_d3d11_result (hr, self->device)) {
1615 GST_ERROR_OBJECT (self, "Failed to allocate texture");
1616 return FALSE;
1617 }
1618 }
1619
1620 /* Pre-allocate memory objects */
1621 for (i = 0; i < priv->desc.ArraySize; i++) {
1622 GstMemory *mem;
1623
1624 priv->texture->AddRef ();
1625 mem =
1626 gst_d3d11_allocator_alloc_wrapped (GST_D3D11_ALLOCATOR_CAST
1627 (_d3d11_memory_allocator), self->device, &priv->desc, priv->texture);
1628
1629 if (i == 0) {
1630 if (!gst_d3d11_memory_update_size (mem)) {
1631 GST_ERROR_OBJECT (self, "Failed to calculate memory size");
1632 gst_memory_unref (mem);
1633 return FALSE;
1634 }
1635
1636 priv->mem_size = mem->size;
1637 } else {
1638 mem->size = mem->maxsize = priv->mem_size;
1639 }
1640
1641 GST_D3D11_MEMORY_CAST (mem)->priv->subresource_index = i;
1642
1643 g_atomic_int_add (&priv->cur_mems, 1);
1644 gst_atomic_queue_push (priv->queue, mem);
1645 gst_poll_write_control (priv->poll);
1646 }
1647
1648 priv->started = TRUE;
1649
1650 return TRUE;
1651 }
1652
1653 static void
gst_d3d11_pool_allocator_do_set_flushing(GstD3D11PoolAllocator * self,gboolean flushing)1654 gst_d3d11_pool_allocator_do_set_flushing (GstD3D11PoolAllocator * self,
1655 gboolean flushing)
1656 {
1657 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1658
1659 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self) == flushing)
1660 return;
1661
1662 if (flushing) {
1663 g_atomic_int_set (&priv->flushing, 1);
1664 /* Write the flush token to wake up any waiters */
1665 gst_poll_write_control (priv->poll);
1666 } else {
1667 while (!gst_poll_read_control (priv->poll)) {
1668 if (errno == EWOULDBLOCK) {
1669 /* This should not really happen unless flushing and unflushing
1670 * happens on different threads. Let's wait a bit to get back flush
1671 * token from the thread that was setting it to flushing */
1672 g_thread_yield ();
1673 continue;
1674 } else {
1675 /* Critical error but GstPoll already complained */
1676 break;
1677 }
1678 }
1679
1680 g_atomic_int_set (&priv->flushing, 0);
1681 }
1682 }
1683
1684 static gboolean
gst_d3d11_pool_allocator_set_active(GstD3D11Allocator * allocator,gboolean active)1685 gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator,
1686 gboolean active)
1687 {
1688 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (allocator);
1689 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1690
1691 GST_LOG_OBJECT (self, "active %d", active);
1692
1693 GST_D3D11_POOL_ALLOCATOR_LOCK (self);
1694 /* just return if we are already in the right state */
1695 if (priv->active == active)
1696 goto was_ok;
1697
1698 if (active) {
1699 if (!gst_d3d11_pool_allocator_start (self))
1700 goto start_failed;
1701
1702 /* flush_stop may release memory objects, setting to active to avoid running
1703 * do_stop while activating the pool */
1704 priv->active = TRUE;
1705
1706 gst_d3d11_pool_allocator_do_set_flushing (self, FALSE);
1707 } else {
1708 gint outstanding;
1709
1710 /* set to flushing first */
1711 gst_d3d11_pool_allocator_do_set_flushing (self, TRUE);
1712
1713 /* when all memory objects are in the pool, free them. Else they will be
1714 * freed when they are released */
1715 outstanding = g_atomic_int_get (&priv->outstanding);
1716 GST_LOG_OBJECT (self, "outstanding memories %d, (in queue %d)",
1717 outstanding, gst_atomic_queue_length (priv->queue));
1718 if (outstanding == 0) {
1719 if (!gst_d3d11_pool_allocator_stop (self))
1720 goto stop_failed;
1721 }
1722
1723 priv->active = FALSE;
1724 }
1725
1726 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1727
1728 return TRUE;
1729
1730 was_ok:
1731 {
1732 GST_DEBUG_OBJECT (self, "allocator was in the right state");
1733 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1734 return TRUE;
1735 }
1736 start_failed:
1737 {
1738 GST_ERROR_OBJECT (self, "start failed");
1739 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1740 return FALSE;
1741 }
1742 stop_failed:
1743 {
1744 GST_ERROR_OBJECT (self, "stop failed");
1745 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1746 return FALSE;
1747 }
1748 }
1749
1750 static void
gst_d3d11_pool_allocator_free_memory(GstD3D11PoolAllocator * self,GstMemory * mem)1751 gst_d3d11_pool_allocator_free_memory (GstD3D11PoolAllocator * self,
1752 GstMemory * mem)
1753 {
1754 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1755
1756 g_atomic_int_add (&priv->cur_mems, -1);
1757 GST_LOG_OBJECT (self, "freeing memory %p (%u left)", mem, priv->cur_mems);
1758
1759 GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
1760 gst_memory_unref (mem);
1761 }
1762
1763 /* must be called with the lock */
1764 static gboolean
gst_d3d11_pool_allocator_clear_queue(GstD3D11PoolAllocator * self)1765 gst_d3d11_pool_allocator_clear_queue (GstD3D11PoolAllocator * self)
1766 {
1767 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1768 GstMemory *memory;
1769
1770 GST_LOG_OBJECT (self, "Clearing queue");
1771
1772 /* clear the pool */
1773 while ((memory = (GstMemory *) gst_atomic_queue_pop (priv->queue))) {
1774 while (!gst_poll_read_control (priv->poll)) {
1775 if (errno == EWOULDBLOCK) {
1776 /* We put the memory into the queue but did not finish writing control
1777 * yet, let's wait a bit and retry */
1778 g_thread_yield ();
1779 continue;
1780 } else {
1781 /* Critical error but GstPoll already complained */
1782 break;
1783 }
1784 }
1785 gst_d3d11_pool_allocator_free_memory (self, memory);
1786 }
1787
1788 GST_LOG_OBJECT (self, "Clear done");
1789
1790 return priv->cur_mems == 0;
1791 }
1792
1793 /* must be called with the lock */
1794 static gboolean
gst_d3d11_pool_allocator_stop(GstD3D11PoolAllocator * self)1795 gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self)
1796 {
1797 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1798
1799 GST_DEBUG_OBJECT (self, "Stop");
1800
1801 if (priv->started) {
1802 if (!gst_d3d11_pool_allocator_clear_queue (self))
1803 return FALSE;
1804
1805 priv->started = FALSE;
1806 } else {
1807 GST_DEBUG_OBJECT (self, "Wasn't started");
1808 }
1809
1810 return TRUE;
1811 }
1812
1813 static inline void
dec_outstanding(GstD3D11PoolAllocator * self)1814 dec_outstanding (GstD3D11PoolAllocator * self)
1815 {
1816 if (g_atomic_int_dec_and_test (&self->priv->outstanding)) {
1817 /* all memory objects are returned to the pool, see if we need to free them */
1818 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
1819 /* take the lock so that set_active is not run concurrently */
1820 GST_D3D11_POOL_ALLOCATOR_LOCK (self);
1821 /* now that we have the lock, check if we have been de-activated with
1822 * outstanding buffers */
1823 if (!self->priv->active)
1824 gst_d3d11_pool_allocator_stop (self);
1825
1826 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1827 }
1828 }
1829 }
1830
1831 static void
gst_d3d11_pool_allocator_release_memory(GstD3D11PoolAllocator * self,GstMemory * mem)1832 gst_d3d11_pool_allocator_release_memory (GstD3D11PoolAllocator * self,
1833 GstMemory * mem)
1834 {
1835 GST_LOG_OBJECT (self, "Released memory %p", mem);
1836
1837 GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
1838 mem->allocator = (GstAllocator *) gst_object_ref (_d3d11_memory_allocator);
1839 gst_object_unref (self);
1840
1841 /* keep it around in our queue */
1842 gst_atomic_queue_push (self->priv->queue, mem);
1843 gst_poll_write_control (self->priv->poll);
1844 dec_outstanding (self);
1845 }
1846
1847 static gboolean
gst_d3d11_memory_release(GstMiniObject * mini_object)1848 gst_d3d11_memory_release (GstMiniObject * mini_object)
1849 {
1850 GstMemory *mem = GST_MEMORY_CAST (mini_object);
1851 GstD3D11PoolAllocator *alloc;
1852
1853 g_assert (mem->allocator != NULL);
1854
1855 if (!GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator)) {
1856 GST_LOG_OBJECT (mem->allocator, "Not our memory, free");
1857 return TRUE;
1858 }
1859
1860 alloc = GST_D3D11_POOL_ALLOCATOR (mem->allocator);
1861 /* if flushing, free this memory */
1862 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (alloc)) {
1863 GST_LOG_OBJECT (alloc, "allocator is flushing, free %p", mem);
1864 return TRUE;
1865 }
1866
1867 /* return the memory to the allocator */
1868 gst_memory_ref (mem);
1869 gst_d3d11_pool_allocator_release_memory (alloc, mem);
1870
1871 return FALSE;
1872 }
1873
1874 static GstFlowReturn
gst_d3d11_pool_allocator_alloc(GstD3D11PoolAllocator * self,GstMemory ** mem)1875 gst_d3d11_pool_allocator_alloc (GstD3D11PoolAllocator * self, GstMemory ** mem)
1876 {
1877 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1878 GstMemory *new_mem;
1879
1880 /* we allcates texture array during start */
1881 if (priv->desc.ArraySize > 1)
1882 return GST_FLOW_EOS;
1883
1884 /* increment the allocation counter */
1885 g_atomic_int_add (&priv->cur_mems, 1);
1886 new_mem =
1887 gst_d3d11_allocator_alloc_internal (GST_D3D11_ALLOCATOR_CAST
1888 (_d3d11_memory_allocator), self->device, &priv->desc);
1889 if (!new_mem) {
1890 GST_ERROR_OBJECT (self, "Failed to allocate new memory");
1891 g_atomic_int_add (&priv->cur_mems, -1);
1892 return GST_FLOW_ERROR;
1893 }
1894
1895 if (!priv->mem_size) {
1896 if (!gst_d3d11_memory_update_size (new_mem)) {
1897 GST_ERROR_OBJECT (self, "Failed to calculate size");
1898 gst_memory_unref (new_mem);
1899 g_atomic_int_add (&priv->cur_mems, -1);
1900
1901 return GST_FLOW_ERROR;
1902 }
1903
1904 priv->mem_size = new_mem->size;
1905 }
1906
1907 new_mem->size = new_mem->maxsize = priv->mem_size;
1908
1909 *mem = new_mem;
1910
1911 return GST_FLOW_OK;
1912 }
1913
1914 static GstFlowReturn
gst_d3d11_pool_allocator_acquire_memory_internal(GstD3D11PoolAllocator * self,GstMemory ** memory)1915 gst_d3d11_pool_allocator_acquire_memory_internal (GstD3D11PoolAllocator * self,
1916 GstMemory ** memory)
1917 {
1918 GstFlowReturn result;
1919 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1920
1921 while (TRUE) {
1922 if (G_UNLIKELY (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)))
1923 goto flushing;
1924
1925 /* try to get a memory from the queue */
1926 *memory = (GstMemory *) gst_atomic_queue_pop (priv->queue);
1927 if (G_LIKELY (*memory)) {
1928 while (!gst_poll_read_control (priv->poll)) {
1929 if (errno == EWOULDBLOCK) {
1930 /* We put the memory into the queue but did not finish writing control
1931 * yet, let's wait a bit and retry */
1932 g_thread_yield ();
1933 continue;
1934 } else {
1935 /* Critical error but GstPoll already complained */
1936 break;
1937 }
1938 }
1939 result = GST_FLOW_OK;
1940 GST_LOG_OBJECT (self, "acquired memory %p", *memory);
1941 break;
1942 }
1943
1944 /* no memory, try to allocate some more */
1945 GST_LOG_OBJECT (self, "no memory, trying to allocate");
1946 result = gst_d3d11_pool_allocator_alloc (self, memory);
1947 if (G_LIKELY (result == GST_FLOW_OK))
1948 /* we have a memory, return it */
1949 break;
1950
1951 if (G_UNLIKELY (result != GST_FLOW_EOS))
1952 /* something went wrong, return error */
1953 break;
1954
1955 /* now we release the control socket, we wait for a memory release or
1956 * flushing */
1957 if (!gst_poll_read_control (priv->poll)) {
1958 if (errno == EWOULDBLOCK) {
1959 /* This means that we have two threads trying to allocate memory
1960 * already, and the other one already got the wait token. This
1961 * means that we only have to wait for the poll now and not write the
1962 * token afterwards: we will be woken up once the other thread is
1963 * woken up and that one will write the wait token it removed */
1964 GST_LOG_OBJECT (self, "waiting for free memory or flushing");
1965 gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE);
1966 } else {
1967 /* This is a critical error, GstPoll already gave a warning */
1968 result = GST_FLOW_ERROR;
1969 break;
1970 }
1971 } else {
1972 /* We're the first thread waiting, we got the wait token and have to
1973 * write it again later
1974 * OR
1975 * We're a second thread and just consumed the flush token and block all
1976 * other threads, in which case we must not wait and give it back
1977 * immediately */
1978 if (!GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
1979 GST_LOG_OBJECT (self, "waiting for free memory or flushing");
1980 gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE);
1981 }
1982 gst_poll_write_control (priv->poll);
1983 }
1984 }
1985
1986 return result;
1987
1988 /* ERRORS */
1989 flushing:
1990 {
1991 GST_DEBUG_OBJECT (self, "we are flushing");
1992 return GST_FLOW_FLUSHING;
1993 }
1994 }
1995
1996 /**
1997 * gst_d3d11_pool_allocator_new:
1998 * @device: a #GstD3D11Device
1999 * @desc: a D3D11_TEXTURE2D_DESC for texture allocation
2000 *
2001 * Creates a new #GstD3D11PoolAllocator instance.
2002 *
2003 * Returns: (transfer full): a new #GstD3D11PoolAllocator instance
2004 */
2005 GstD3D11PoolAllocator *
gst_d3d11_pool_allocator_new(GstD3D11Device * device,const D3D11_TEXTURE2D_DESC * desc)2006 gst_d3d11_pool_allocator_new (GstD3D11Device * device,
2007 const D3D11_TEXTURE2D_DESC * desc)
2008 {
2009 GstD3D11PoolAllocator *self;
2010
2011 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
2012 g_return_val_if_fail (desc != NULL, NULL);
2013
2014 gst_d3d11_memory_init_once ();
2015
2016 self = (GstD3D11PoolAllocator *)
2017 g_object_new (GST_TYPE_D3D11_POOL_ALLOCATOR, NULL);
2018 gst_object_ref_sink (self);
2019
2020 self->device = (GstD3D11Device *) gst_object_ref (device);
2021 self->priv->desc = *desc;
2022
2023 return self;
2024 }
2025
2026 /**
2027 * gst_d3d11_pool_allocator_acquire_memory:
2028 * @allocator: a #GstD3D11PoolAllocator
2029 * @memory: (transfer full): a #GstMemory
2030 *
2031 * Acquires a #GstMemory from @allocator. @memory should point to a memory
2032 * location that can hold a pointer to the new #GstMemory.
2033 *
2034 * Returns: a #GstFlowReturn such as %GST_FLOW_FLUSHING when the allocator is
2035 * inactive.
2036 */
2037 GstFlowReturn
gst_d3d11_pool_allocator_acquire_memory(GstD3D11PoolAllocator * allocator,GstMemory ** memory)2038 gst_d3d11_pool_allocator_acquire_memory (GstD3D11PoolAllocator * allocator,
2039 GstMemory ** memory)
2040 {
2041 GstD3D11PoolAllocatorPrivate *priv;
2042 GstFlowReturn result;
2043
2044 g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator),
2045 GST_FLOW_ERROR);
2046 g_return_val_if_fail (memory != NULL, GST_FLOW_ERROR);
2047
2048 priv = allocator->priv;
2049
2050 /* assume we'll have one more outstanding buffer we need to do that so
2051 * that concurrent set_active doesn't clear the buffers */
2052 g_atomic_int_inc (&priv->outstanding);
2053 result = gst_d3d11_pool_allocator_acquire_memory_internal (allocator, memory);
2054
2055 if (result == GST_FLOW_OK) {
2056 GstMemory *mem = *memory;
2057 /* Replace default allocator with ours */
2058 gst_object_unref (mem->allocator);
2059 mem->allocator = (GstAllocator *) gst_object_ref (allocator);
2060 GST_MINI_OBJECT_CAST (mem)->dispose = gst_d3d11_memory_release;
2061 } else {
2062 dec_outstanding (allocator);
2063 }
2064
2065 return result;
2066 }
2067
2068 /**
2069 * gst_d3d11_pool_allocator_get_pool_size:
2070 * @allocator: a #GstD3D11PoolAllocator
2071 * @max_size: (out) (optional): the max size of pool
2072 * @outstanding_size: (out) (optional): the number of outstanding memory
2073 *
2074 * Returns: %TRUE if the size of memory pool is known
2075 *
2076 * Since: 1.20
2077 */
2078 gboolean
gst_d3d11_pool_allocator_get_pool_size(GstD3D11PoolAllocator * allocator,guint * max_size,guint * outstanding_size)2079 gst_d3d11_pool_allocator_get_pool_size (GstD3D11PoolAllocator * allocator,
2080 guint * max_size, guint * outstanding_size)
2081 {
2082 GstD3D11PoolAllocatorPrivate *priv;
2083
2084 g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator), FALSE);
2085
2086 priv = allocator->priv;
2087
2088 if (max_size) {
2089 if (priv->desc.ArraySize > 1) {
2090 *max_size = priv->desc.ArraySize;
2091 } else {
2092 /* For non-texture-array memory, we don't have any limit yet */
2093 *max_size = 0;
2094 }
2095 }
2096
2097 if (outstanding_size)
2098 *outstanding_size = g_atomic_int_get (&priv->outstanding);
2099
2100 return TRUE;
2101 }
2102