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d3d12memory: Check heap flag before trying to create NT handle
CreateSharedHandle() will fail eventually if the resource was created with non-shared heap. Instead of trying to create handle blindly, validate resource first. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7243>
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1c8c5ed457
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1 changed files with 17 additions and 1 deletions
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@ -344,6 +344,7 @@ struct _GstD3D12MemoryPrivate
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gpointer staging_ptr = nullptr;
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D3D12_RESOURCE_DESC desc;
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D3D12_HEAP_FLAGS heap_flags;
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HANDLE nt_handle = nullptr;
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std::map<gint64, std::unique_ptr<GstD3D12MemoryTokenData>> token_map;
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@ -939,6 +940,9 @@ gst_d3d12_memory_get_nt_handle_unlocked (GstD3D12Memory * mem, HANDLE * handle)
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return TRUE;
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}
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if ((priv->heap_flags & D3D12_HEAP_FLAG_SHARED) != D3D12_HEAP_FLAG_SHARED)
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return FALSE;
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auto device = gst_d3d12_device_get_device_handle (mem->device);
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auto hr = device->CreateSharedHandle (priv->resource.Get (), nullptr,
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GENERIC_ALL, nullptr, &priv->nt_handle);
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@ -1120,8 +1124,12 @@ gst_d3d12_memory_get_d3d11_texture (GstD3D12Memory * mem,
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return (*it)->texture11.Get ();
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HANDLE shared_handle;
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if (!gst_d3d12_memory_get_nt_handle_unlocked (mem, &shared_handle))
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/* d3d11 interop requires rtv binding and shared heap */
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if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) !=
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET ||
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!gst_d3d12_memory_get_nt_handle_unlocked (mem, &shared_handle)) {
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return nullptr;
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}
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ComPtr < ID3D11Device1 > device11_1;
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auto hr = device11->QueryInterface (IID_PPV_ARGS (&device11_1));
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@ -1344,6 +1352,7 @@ gst_d3d12_allocator_alloc_wrapped (GstD3D12Allocator * allocator,
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auto desc = GetDesc (resource);
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guint8 num_subresources =
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D3D12GetFormatPlaneCount (device_handle, desc.Format);
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D3D12_HEAP_FLAGS heap_flags;
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if (num_subresources == 0) {
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GST_ERROR_OBJECT (allocator, "Couldn't get format info");
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@ -1355,11 +1364,18 @@ gst_d3d12_allocator_alloc_wrapped (GstD3D12Allocator * allocator,
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return nullptr;
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}
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auto hr = resource->GetHeapProperties (nullptr, &heap_flags);
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if (!gst_d3d12_result (hr, device)) {
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GST_ERROR_OBJECT (allocator, "Couldn't get heap property");
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return nullptr;
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}
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auto mem = g_new0 (GstD3D12Memory, 1);
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mem->priv = new GstD3D12MemoryPrivate ();
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auto priv = mem->priv;
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priv->desc = desc;
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priv->heap_flags = heap_flags;
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priv->num_subresources = num_subresources;
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priv->resource = resource;
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gst_d3d12_dxgi_format_get_resource_format (priv->desc.Format,
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