gstreamer/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12descriptorpool.cpp

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/* GStreamer
* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you cln redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d12.h"
#include <wrl.h>
#include <queue>
#include <mutex>
GST_DEBUG_CATEGORY_STATIC (gst_d3d12_descriptor_pool_debug);
#define GST_CAT_DEFAULT gst_d3d12_descriptor_pool_debug
/* *INDENT-OFF* */
using namespace Microsoft::WRL;
struct _GstD3D12Descriptor : public GstMiniObject
{
GstD3D12DescriptorPool *pool = nullptr;
ComPtr < ID3D12DescriptorHeap > heap;
};
struct GstD3D12DescriptorPoolPrivate
{
~GstD3D12DescriptorPoolPrivate ()
{
while (!heap_pool.empty ()) {
auto desc = heap_pool.front ();
heap_pool.pop ();
gst_mini_object_unref (desc);
}
}
ComPtr<ID3D12Device> device;
std::mutex lock;
std::queue<GstD3D12Descriptor *>heap_pool;
D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
};
/* *INDENT-ON* */
struct _GstD3D12DescriptorPool
{
GstObject parent;
GstD3D12DescriptorPoolPrivate *priv;
};
GST_DEFINE_MINI_OBJECT_TYPE (GstD3D12Descriptor, gst_d3d12_descriptor);
static void gst_d3d12_descriptor_pool_finalize (GObject * object);
#define gst_d3d12_descriptor_pool_parent_class parent_class
G_DEFINE_TYPE (GstD3D12DescriptorPool,
gst_d3d12_descriptor_pool, GST_TYPE_OBJECT);
static void
gst_d3d12_descriptor_pool_class_init (GstD3D12DescriptorPoolClass * klass)
{
auto object_class = G_OBJECT_CLASS (klass);
object_class->finalize = gst_d3d12_descriptor_pool_finalize;
GST_DEBUG_CATEGORY_INIT (gst_d3d12_descriptor_pool_debug,
"d3d12descriptorpool", 0, "d3d12descriptorpool");
}
static void
gst_d3d12_descriptor_pool_init (GstD3D12DescriptorPool * self)
{
self->priv = new GstD3D12DescriptorPoolPrivate ();
}
static void
gst_d3d12_descriptor_pool_finalize (GObject * object)
{
auto self = GST_D3D12_DESCRIPTOR_POOL (object);
delete self->priv;
G_OBJECT_CLASS (parent_class)->finalize (object);
}
GstD3D12DescriptorPool *
gst_d3d12_descriptor_pool_new (ID3D12Device * device,
const D3D12_DESCRIPTOR_HEAP_DESC * desc)
{
g_return_val_if_fail (device, nullptr);
g_return_val_if_fail (desc, nullptr);
auto self = (GstD3D12DescriptorPool *)
g_object_new (GST_TYPE_D3D12_DESCRIPTOR_POOL, nullptr);
gst_object_ref_sink (self);
auto priv = self->priv;
priv->device = device;
priv->heap_desc = *desc;
return self;
}
static void
gst_d3d12_descriptor_pool_release (GstD3D12DescriptorPool * pool,
GstD3D12Descriptor * desc)
{
auto priv = pool->priv;
{
std::lock_guard < std::mutex > lk (priv->lock);
desc->dispose = nullptr;
desc->pool = nullptr;
priv->heap_pool.push (desc);
}
gst_object_unref (pool);
}
static gboolean
gst_d3d12_descriptor_dispose (GstD3D12Descriptor * desc)
{
if (!desc->pool)
return TRUE;
gst_mini_object_ref (desc);
gst_d3d12_descriptor_pool_release (desc->pool, desc);
return FALSE;
}
static void
gst_d3d12_descriptor_free (GstD3D12Descriptor * desc)
{
delete desc;
}
static GstD3D12Descriptor *
gst_d3d12_descriptor_new (ID3D12DescriptorHeap * heap)
{
auto desc = new GstD3D12Descriptor ();
desc->heap = heap;
gst_mini_object_init (desc, 0, gst_d3d12_descriptor_get_type (),
nullptr, nullptr, (GstMiniObjectFreeFunction) gst_d3d12_descriptor_free);
return desc;
}
gboolean
gst_d3d12_descriptor_pool_acquire (GstD3D12DescriptorPool * pool,
GstD3D12Descriptor ** desc)
{
g_return_val_if_fail (GST_IS_D3D12_DESCRIPTOR_POOL (pool), FALSE);
g_return_val_if_fail (desc, FALSE);
*desc = nullptr;
auto priv = pool->priv;
GstD3D12Descriptor *new_desc = nullptr;
HRESULT hr;
{
std::lock_guard < std::mutex > lk (priv->lock);
if (!priv->heap_pool.empty ()) {
new_desc = priv->heap_pool.front ();
priv->heap_pool.pop ();
}
}
if (!new_desc) {
ComPtr < ID3D12DescriptorHeap > heap;
hr = priv->device->CreateDescriptorHeap (&priv->heap_desc,
IID_PPV_ARGS (&heap));
if (FAILED (hr)) {
GST_ERROR_OBJECT (pool, "Couldn't create descriptor heap, hr: 0x%x",
(guint) hr);
return FALSE;
}
new_desc = gst_d3d12_descriptor_new (heap.Get ());
}
new_desc->pool = (GstD3D12DescriptorPool *) gst_object_ref (pool);
new_desc->dispose =
(GstMiniObjectDisposeFunction) gst_d3d12_descriptor_dispose;
*desc = new_desc;
return TRUE;
}
GstD3D12Descriptor *
gst_d3d12_descriptor_ref (GstD3D12Descriptor * desc)
{
return (GstD3D12Descriptor *) gst_mini_object_ref (desc);
}
void
gst_d3d12_descriptor_unref (GstD3D12Descriptor * desc)
{
gst_mini_object_unref (desc);
}
void
gst_clear_d3d12_descriptor (GstD3D12Descriptor ** desc)
{
gst_clear_mini_object (desc);
}
gboolean
gst_d3d12_descriptor_get_handle (GstD3D12Descriptor * desc,
ID3D12DescriptorHeap ** heap)
{
g_return_val_if_fail (desc, FALSE);
g_return_val_if_fail (heap, FALSE);
*heap = desc->heap.Get ();
(*heap)->AddRef ();
return TRUE;
}