gstreamer/gst-libs/gst/d3d11/gstd3d11bufferpool.cpp

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/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can 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 "gstd3d11bufferpool.h"
#include "gstd3d11memory.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
#include <string.h>
/**
* SECTION:gstd3d11bufferpool
* @title: GstD3D11BufferPool
* @short_description: buffer pool for #GstD3D11Memory objects
* @see_also: #GstBufferPool, #GstGLMemory
*
* a #GstD3D11BufferPool is an object that allocates buffers with #GstD3D11Memory
*
* A #GstGLBufferPool is created with gst_d3d11_buffer_pool_new()
*/
GST_DEBUG_CATEGORY_STATIC (gst_d3d11_buffer_pool_debug);
#define GST_CAT_DEFAULT gst_d3d11_buffer_pool_debug
struct _GstD3D11BufferPoolPrivate
{
GstD3D11Allocator *alloc[GST_VIDEO_MAX_PLANES];
GstD3D11AllocationParams *d3d11_params;
gboolean texture_array_pool;
gint stride[GST_VIDEO_MAX_PLANES];
gsize offset[GST_VIDEO_MAX_PLANES];
};
#define gst_d3d11_buffer_pool_parent_class parent_class
G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11BufferPool,
gst_d3d11_buffer_pool, GST_TYPE_BUFFER_POOL);
static void gst_d3d11_buffer_pool_dispose (GObject * object);
static const gchar **gst_d3d11_buffer_pool_get_options (GstBufferPool * pool);
static gboolean gst_d3d11_buffer_pool_set_config (GstBufferPool * pool,
GstStructure * config);
static GstFlowReturn gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool,
GstBuffer ** buffer, GstBufferPoolAcquireParams * params);
static GstFlowReturn gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool,
GstBuffer ** buffer, GstBufferPoolAcquireParams * params);
static void gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool,
GstBuffer * buffer);
static gboolean gst_d3d11_buffer_pool_start (GstBufferPool * pool);
static gboolean gst_d3d11_buffer_pool_stop (GstBufferPool * pool);
static void
gst_d3d11_buffer_pool_class_init (GstD3D11BufferPoolClass * klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GstBufferPoolClass *bufferpool_class = GST_BUFFER_POOL_CLASS (klass);
gobject_class->dispose = gst_d3d11_buffer_pool_dispose;
bufferpool_class->get_options = gst_d3d11_buffer_pool_get_options;
bufferpool_class->set_config = gst_d3d11_buffer_pool_set_config;
bufferpool_class->alloc_buffer = gst_d3d11_buffer_pool_alloc_buffer;
bufferpool_class->acquire_buffer = gst_d3d11_buffer_pool_acquire_buffer;
bufferpool_class->reset_buffer = gst_d3d11_buffer_pool_reset_buffer;
bufferpool_class->start = gst_d3d11_buffer_pool_start;
bufferpool_class->stop = gst_d3d11_buffer_pool_stop;
GST_DEBUG_CATEGORY_INIT (gst_d3d11_buffer_pool_debug, "d3d11bufferpool", 0,
"d3d11bufferpool object");
}
static void
gst_d3d11_buffer_pool_init (GstD3D11BufferPool * self)
{
self->priv = (GstD3D11BufferPoolPrivate *)
gst_d3d11_buffer_pool_get_instance_private (self);
}
static void
gst_d3d11_buffer_pool_clear_allocator (GstD3D11BufferPool * self)
{
GstD3D11BufferPoolPrivate *priv = self->priv;
guint i;
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
if (priv->alloc[i]) {
gst_d3d11_allocator_set_active (priv->alloc[i], FALSE);
gst_clear_object (&priv->alloc[i]);
}
}
}
static void
gst_d3d11_buffer_pool_dispose (GObject * object)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (object);
GstD3D11BufferPoolPrivate *priv = self->priv;
g_clear_pointer (&priv->d3d11_params, gst_d3d11_allocation_params_free);
gst_clear_object (&self->device);
gst_d3d11_buffer_pool_clear_allocator (self);
G_OBJECT_CLASS (parent_class)->dispose (object);
}
static const gchar **
gst_d3d11_buffer_pool_get_options (GstBufferPool * pool)
{
/* NOTE: d3d11 memory does not support alignment */
static const gchar *options[] = { GST_BUFFER_POOL_OPTION_VIDEO_META, NULL };
return options;
}
static gboolean
gst_d3d11_buffer_pool_set_config (GstBufferPool * pool, GstStructure * config)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
GstVideoInfo info;
GstCaps *caps = NULL;
guint min_buffers, max_buffers;
gboolean ret = TRUE;
D3D11_TEXTURE2D_DESC *desc;
const GstD3D11Format *format;
gsize offset = 0;
gint i;
if (!gst_buffer_pool_config_get_params (config, &caps, NULL, &min_buffers,
&max_buffers))
goto wrong_config;
if (caps == NULL)
goto no_caps;
/* now parse the caps from the config */
if (!gst_video_info_from_caps (&info, caps))
goto wrong_caps;
GST_LOG_OBJECT (pool, "%dx%d, caps %" GST_PTR_FORMAT, info.width, info.height,
caps);
gst_d3d11_buffer_pool_clear_allocator (self);
memset (priv->stride, 0, sizeof (priv->stride));
memset (priv->offset, 0, sizeof (priv->offset));
if (priv->d3d11_params)
gst_d3d11_allocation_params_free (priv->d3d11_params);
priv->d3d11_params =
gst_buffer_pool_config_get_d3d11_allocation_params (config);
if (!priv->d3d11_params) {
/* allocate memory with resource format by default */
priv->d3d11_params =
gst_d3d11_allocation_params_new (self->device,
&info, (GstD3D11AllocationFlags) 0, 0);
}
desc = priv->d3d11_params->desc;
/* resolution of semi-planar formats must be multiple of 2 */
if (desc[0].Format == DXGI_FORMAT_NV12 || desc[0].Format == DXGI_FORMAT_P010
|| desc[0].Format == DXGI_FORMAT_P016) {
if (desc[0].Width % 2 || desc[0].Height % 2) {
gint width, height;
GstVideoAlignment align;
GST_WARNING_OBJECT (self, "Resolution %dx%d is not mutiple of 2, fixing",
desc[0].Width, desc[0].Height);
width = GST_ROUND_UP_2 (desc[0].Width);
height = GST_ROUND_UP_2 (desc[0].Height);
gst_video_alignment_reset (&align);
align.padding_right = width - desc[0].Width;
align.padding_bottom = height - desc[0].Height;
gst_d3d11_allocation_params_alignment (priv->d3d11_params, &align);
}
}
#ifndef GST_DISABLE_GST_DEBUG
{
GST_LOG_OBJECT (self, "Direct3D11 Allocation params");
GST_LOG_OBJECT (self, "\tD3D11AllocationFlags: 0x%x",
priv->d3d11_params->flags);
for (i = 0; GST_VIDEO_MAX_PLANES; i++) {
if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
break;
GST_LOG_OBJECT (self, "\t[plane %d] %dx%d, DXGI format %d",
i, desc[i].Width, desc[i].Height, desc[i].Format);
GST_LOG_OBJECT (self, "\t[plane %d] MipLevel %d, ArraySize %d",
i, desc[i].MipLevels, desc[i].ArraySize);
GST_LOG_OBJECT (self,
"\t[plane %d] SampleDesc.Count %d, SampleDesc.Quality %d",
i, desc[i].SampleDesc.Count, desc[i].SampleDesc.Quality);
GST_LOG_OBJECT (self, "\t[plane %d] Usage %d", i, desc[i].Usage);
GST_LOG_OBJECT (self,
"\t[plane %d] BindFlags 0x%x", i, desc[i].BindFlags);
GST_LOG_OBJECT (self,
"\t[plane %d] CPUAccessFlags 0x%x", i, desc[i].CPUAccessFlags);
GST_LOG_OBJECT (self,
"\t[plane %d] MiscFlags 0x%x", i, desc[i].MiscFlags);
}
}
#endif
if ((priv->d3d11_params->flags & GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY)) {
guint max_array_size = 0;
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
break;
if (desc[i].ArraySize > max_array_size)
max_array_size = desc[i].ArraySize;
}
if (max_buffers == 0 || max_buffers > max_array_size) {
GST_WARNING_OBJECT (pool,
"Array pool is requested but allowed pool size %d > ArraySize %d",
max_buffers, max_array_size);
max_buffers = max_array_size;
}
priv->texture_array_pool = TRUE;
} else {
priv->texture_array_pool = FALSE;
}
offset = 0;
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
GstD3D11Allocator *alloc;
GstD3D11PoolAllocator *pool_alloc;
GstFlowReturn flow_ret;
GstMemory *mem = NULL;
guint stride = 0;
if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
break;
alloc =
(GstD3D11Allocator *) gst_d3d11_pool_allocator_new (self->device,
&desc[i]);
if (!gst_d3d11_allocator_set_active (alloc, TRUE)) {
GST_ERROR_OBJECT (self, "Failed to activate allocator");
gst_object_unref (alloc);
return FALSE;
}
pool_alloc = GST_D3D11_POOL_ALLOCATOR (alloc);
flow_ret = gst_d3d11_pool_allocator_acquire_memory (pool_alloc, &mem);
if (flow_ret != GST_FLOW_OK) {
GST_ERROR_OBJECT (self, "Failed to allocate initial memory");
gst_d3d11_allocator_set_active (alloc, FALSE);
gst_object_unref (alloc);
return FALSE;
}
if (!gst_d3d11_memory_get_texture_stride (GST_D3D11_MEMORY_CAST (mem),
&stride) || stride < desc[i].Width) {
GST_ERROR_OBJECT (self, "Failed to calculate stride");
gst_d3d11_allocator_set_active (alloc, FALSE);
gst_object_unref (alloc);
gst_memory_unref (mem);
return FALSE;
}
priv->stride[i] = stride;
priv->offset[i] = offset;
offset += mem->size;
priv->alloc[i] = alloc;
gst_memory_unref (mem);
}
g_assert (priv->d3d11_params->d3d11_format != NULL);
format = priv->d3d11_params->d3d11_format;
/* single texture semi-planar formats */
if (format->dxgi_format != DXGI_FORMAT_UNKNOWN &&
GST_VIDEO_INFO_N_PLANES (&info) == 2) {
priv->stride[1] = priv->stride[0];
priv->offset[1] = priv->stride[0] * desc[0].Height;
}
gst_buffer_pool_config_set_params (config,
caps, offset, min_buffers, max_buffers);
return GST_BUFFER_POOL_CLASS (parent_class)->set_config (pool, config) && ret;
/* ERRORS */
wrong_config:
{
GST_WARNING_OBJECT (pool, "invalid config");
return FALSE;
}
no_caps:
{
GST_WARNING_OBJECT (pool, "no caps in config");
return FALSE;
}
wrong_caps:
{
GST_WARNING_OBJECT (pool,
"failed getting geometry from caps %" GST_PTR_FORMAT, caps);
return FALSE;
}
}
static GstFlowReturn
gst_d3d11_buffer_pool_fill_buffer (GstD3D11BufferPool * self, GstBuffer * buf)
{
GstD3D11BufferPoolPrivate *priv = self->priv;
GstFlowReturn ret = GST_FLOW_OK;
guint i;
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstMemory *mem = NULL;
GstD3D11PoolAllocator *alloc = GST_D3D11_POOL_ALLOCATOR (priv->alloc[i]);
if (!alloc)
break;
ret = gst_d3d11_pool_allocator_acquire_memory (alloc, &mem);
if (ret != GST_FLOW_OK) {
GST_WARNING_OBJECT (self, "Failed to acquire memory, ret %s",
gst_flow_get_name (ret));
return ret;
}
gst_buffer_append_memory (buf, mem);
}
return GST_FLOW_OK;
}
static GstFlowReturn
gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool, GstBuffer ** buffer,
GstBufferPoolAcquireParams * params)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
GstD3D11AllocationParams *d3d11_params = priv->d3d11_params;
GstVideoInfo *info = &d3d11_params->info;
GstBuffer *buf;
GstFlowReturn ret = GST_FLOW_OK;
buf = gst_buffer_new ();
/* For texture-array case, we release memory in reset_buffer() so that it can
* be returned to allocator. So our acquire_buffer() method is expecting
* empty buffer in that case. Don't fill memory here for non-texture-array */
if (!priv->texture_array_pool) {
ret = gst_d3d11_buffer_pool_fill_buffer (self, buf);
if (ret != GST_FLOW_OK) {
gst_buffer_unref (buf);
return ret;
}
}
gst_buffer_add_video_meta_full (buf, GST_VIDEO_FRAME_FLAG_NONE,
GST_VIDEO_INFO_FORMAT (info), GST_VIDEO_INFO_WIDTH (info),
GST_VIDEO_INFO_HEIGHT (info), GST_VIDEO_INFO_N_PLANES (info),
priv->offset, priv->stride);
*buffer = buf;
return GST_FLOW_OK;
}
static GstFlowReturn
gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool,
GstBuffer ** buffer, GstBufferPoolAcquireParams * params)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
GstFlowReturn ret;
ret = GST_BUFFER_POOL_CLASS (parent_class)->acquire_buffer (pool,
buffer, params);
if (ret != GST_FLOW_OK)
return ret;
/* Don't need special handling for non-texture-array case */
if (!priv->texture_array_pool)
return ret;
/* Baseclass will hold empty buffer in this case, fill GstMemory */
g_assert (gst_buffer_n_memory (*buffer) == 0);
return gst_d3d11_buffer_pool_fill_buffer (self, *buffer);
}
static void
gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool, GstBuffer * buffer)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
/* if we are using texture array, return memory to allocator, so that
* memory pool allocator can wake up if it's waiting for available memory */
if (priv->texture_array_pool) {
GST_LOG_OBJECT (self, "Returning memory to allocator");
gst_buffer_remove_all_memory (buffer);
}
GST_BUFFER_POOL_CLASS (parent_class)->reset_buffer (pool, buffer);
GST_BUFFER_FLAGS (buffer) = 0;
}
static gboolean
gst_d3d11_buffer_pool_start (GstBufferPool * pool)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
guint i;
gboolean ret;
GST_DEBUG_OBJECT (self, "Start");
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstD3D11Allocator *alloc = priv->alloc[i];
if (!alloc)
break;
if (!gst_d3d11_allocator_set_active (alloc, TRUE)) {
GST_ERROR_OBJECT (self, "Failed to activate allocator");
return FALSE;
}
}
ret = GST_BUFFER_POOL_CLASS (parent_class)->start (pool);
if (!ret) {
GST_ERROR_OBJECT (self, "Failed to start");
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstD3D11Allocator *alloc = priv->alloc[i];
if (!alloc)
break;
gst_d3d11_allocator_set_active (alloc, FALSE);
}
return FALSE;
}
return TRUE;
}
static gboolean
gst_d3d11_buffer_pool_stop (GstBufferPool * pool)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
guint i;
GST_DEBUG_OBJECT (self, "Stop");
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstD3D11Allocator *alloc = priv->alloc[i];
if (!alloc)
break;
if (!gst_d3d11_allocator_set_active (alloc, FALSE)) {
GST_ERROR_OBJECT (self, "Failed to deactivate allocator");
return FALSE;
}
}
return GST_BUFFER_POOL_CLASS (parent_class)->stop (pool);
}
/**
* gst_d3d11_buffer_pool_new:
* @device: a #GstD3D11Device to use
*
* Returns: a #GstBufferPool that allocates buffers with #GstD3D11Memory
*
* Since: 1.20
*/
GstBufferPool *
gst_d3d11_buffer_pool_new (GstD3D11Device * device)
{
GstD3D11BufferPool *pool;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
pool = (GstD3D11BufferPool *) g_object_new (GST_TYPE_D3D11_BUFFER_POOL, NULL);
gst_object_ref_sink (pool);
pool->device = (GstD3D11Device *) gst_object_ref (device);
return GST_BUFFER_POOL_CAST (pool);
}
/**
* gst_buffer_pool_config_get_d3d11_allocation_params:
* @config: a buffer pool config
*
* Returns: (transfer full) (nullable): the currently configured
* #GstD3D11AllocationParams on @config or %NULL if @config doesn't contain
* #GstD3D11AllocationParams
*
* Since: 1.20
*/
GstD3D11AllocationParams *
gst_buffer_pool_config_get_d3d11_allocation_params (GstStructure * config)
{
GstD3D11AllocationParams *ret;
if (!gst_structure_get (config, "d3d11-allocation-params",
GST_TYPE_D3D11_ALLOCATION_PARAMS, &ret, NULL))
ret = NULL;
return ret;
}
/**
* gst_buffer_pool_config_set_d3d11_allocation_params:
* @config: a buffer pool config
* @params: (transfer none): a #GstD3D11AllocationParams
*
* Sets @params on @config
*
* Since: 1.20
*/
void
gst_buffer_pool_config_set_d3d11_allocation_params (GstStructure * config,
GstD3D11AllocationParams * params)
{
g_return_if_fail (config != NULL);
g_return_if_fail (params != NULL);
gst_structure_set (config, "d3d11-allocation-params",
GST_TYPE_D3D11_ALLOCATION_PARAMS, params, NULL);
}