d3d12: Fix resource allocation on old Windows version

D3D12_HEAP_FLAG_CREATE_NOT_ZEROED flag was introduced as of
Windows 10 May 2020 Update, and older versions don't understand
the heap flag. Checks the feature support and enables the
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED only if it's supported by OS

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7573>
This commit is contained in:
Seungha Yang 2024-09-26 02:03:19 +09:00 committed by GStreamer Marge Bot
parent df23724b96
commit 2d91521dfc
10 changed files with 103 additions and 46 deletions

View file

@ -897,6 +897,10 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
D3D12_RESOURCE_DESC resource_desc;
CD3DX12_RANGE range (0, 0);
guint8 *data;
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
{
guint vertex_index_size = g_vertex_buf_size + g_index_buf_size;
vertex_index_size = GST_ROUND_UP_N (vertex_index_size,
@ -907,8 +911,7 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
resource_desc =
CD3DX12_RESOURCE_DESC::Buffer (vertex_index_size + const_size);
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&resource_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&priv->shader_buf));
if (!gst_d3d12_result (hr, self->device)) {
@ -928,8 +931,7 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
heap_flags, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&upload_buf));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create vertex buffer upload");
@ -954,8 +956,7 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
GAMMA_LUT_SIZE, 1, 1);
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
heap_flags, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS (&priv->gamma_dec_lut));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create gamma decoding LUT");
@ -963,8 +964,7 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
}
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
heap_flags, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS (&priv->gamma_enc_lut));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create gamma encoding LUT");
@ -979,8 +979,7 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
resource_desc = CD3DX12_RESOURCE_DESC::Buffer (gamma_lut_size);
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
heap_flags, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&gamma_dec_lut_upload));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create gamma decoding LUT upload");
@ -988,8 +987,7 @@ gst_d3d12_converter_setup_resource (GstD3D12Converter * self,
}
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
&resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
heap_flags, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&gamma_enc_lut_upload));
if (!gst_d3d12_result (hr, self->device)) {
GST_ERROR_OBJECT (self, "Couldn't create gamma encoding LUT upload");

View file

@ -97,5 +97,8 @@ HRESULT gst_d3d12_device_get_sampler_state (GstD3D12Device * device,
D3D12_FILTER filter,
ID3D12DescriptorHeap ** heap);
GST_D3D12_API
gboolean gst_d3d12_device_non_zeroed_supported (GstD3D12Device * device);
G_END_DECLS

View file

@ -271,6 +271,7 @@ struct DeviceInner
guint vendor_id = 0;
std::string description;
gint64 adapter_luid = 0;
gboolean non_zeroed_supported = FALSE;
HANDLE dev_removed_monitor_handle = nullptr;
HANDLE dev_removed_event;
@ -1407,6 +1408,16 @@ gst_d3d12_device_new_internal (const GstD3D12DeviceConstructData * data)
priv->dev_removed_event, on_device_removed, priv.get (), INFINITE,
WT_EXECUTEONLYONCE);
/* D3D12_HEAP_FLAG_CREATE_NOT_ZEROED was introduced as of Windows 10 May 2020
* update, and supported if D3D12_FEATURE_D3D12_OPTIONS7 check is succeeded */
{
D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7 = { };
hr = device->CheckFeatureSupport (D3D12_FEATURE_D3D12_OPTIONS7, &options7,
sizeof (options7));
if (SUCCEEDED (hr))
priv->non_zeroed_supported = TRUE;
}
return self;
error:
@ -2229,3 +2240,11 @@ gst_d3d12_device_get_sampler_state (GstD3D12Device * device,
return S_OK;
}
gboolean
gst_d3d12_device_non_zeroed_supported (GstD3D12Device * device)
{
g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), FALSE);
return device->priv->inner->non_zeroed_supported;
}

View file

@ -413,9 +413,12 @@ gst_d3d12_memory_ensure_staging_resource (GstD3D12Memory * dmem)
CD3DX12_HEAP_PROPERTIES (D3D12_CPU_PAGE_PROPERTY_WRITE_BACK,
D3D12_MEMORY_POOL_L0);
D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer (priv->size);
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (dmem->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > staging;
hr = device->CreateCommittedResource (&prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS (&staging));
if (!gst_d3d12_result (hr, dmem->device)) {
GST_ERROR_OBJECT (dmem->device, "Couldn't create staging resource");

View file

@ -447,10 +447,12 @@ struct BackgroundRender
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (VertexData) * 4 +
sizeof (indices));
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
hr = device_handle->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &buffer_desc,
D3D12_RESOURCE_STATE_GENERIC_READ,
heap_flags, &buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create vertex upload buf");
@ -471,7 +473,7 @@ struct BackgroundRender
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
hr = device_handle->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &buffer_desc,
heap_flags, &buffer_desc,
D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't create index buffer");

View file

@ -741,7 +741,10 @@ gst_d3d12_decoder_configure (GstD3D12Decoder * decoder,
align.padding_right = session->aligned_width - info->width;
align.padding_bottom = session->aligned_height - info->height;
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (decoder->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
if (!session->reference_only)
heap_flags |= D3D12_HEAP_FLAG_SHARED;
@ -775,11 +778,15 @@ gst_d3d12_decoder_configure (GstD3D12Decoder * decoder,
session->output_pool = gst_d3d12_buffer_pool_new (decoder->device);
config = gst_buffer_pool_get_config (session->output_pool);
heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (decoder->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
params = gst_d3d12_allocation_params_new (decoder->device, info,
GST_D3D12_ALLOCATION_FLAG_DEFAULT,
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS |
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED | D3D12_HEAP_FLAG_SHARED);
heap_flags | D3D12_HEAP_FLAG_SHARED);
gst_d3d12_allocation_params_alignment (params, &align);
gst_buffer_pool_config_set_d3d12_allocation_params (config, params);
gst_d3d12_allocation_params_free (params);
@ -1285,9 +1292,11 @@ gst_d3d12_decoder_ensure_staging_texture (GstD3D12Decoder * self)
D3D12_HEAP_PROPERTIES heap_prop = CD3DX12_HEAP_PROPERTIES
(D3D12_HEAP_TYPE_READBACK);
D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer (size);
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS (&staging));
if (!gst_d3d12_result (hr, self->device))
return FALSE;

View file

@ -138,6 +138,7 @@ struct GstD3D12DecoderCpbPoolPrivate
UINT64 buffer_id = 0;
UINT64 max_alloc_size = 0;
guint allocated_ca_size = 0;
bool supports_non_zeroed = false;
std::mutex lock;
};
@ -145,7 +146,6 @@ struct GstD3D12DecoderCpbPoolPrivate
struct _GstD3D12DecoderCpbPool
{
GstObject parent;
GstD3D12Device *device;
GstD3D12DecoderCpbPoolPrivate *priv;
};
/* *INDENT-ON* */
@ -181,7 +181,6 @@ gst_d3d12_decoder_cpb_pool_finalize (GObject * object)
auto self = GST_D3D12_DECODER_CPB_POOL (object);
delete self->priv;
gst_clear_object (&self->device);
G_OBJECT_CLASS (parent_class)->finalize (object);
}
@ -198,6 +197,13 @@ gst_d3d12_decoder_cpb_pool_new (ID3D12Device * device)
auto priv = self->priv;
priv->device = device;
D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7 = { };
auto hr =
device->CheckFeatureSupport (D3D12_FEATURE_D3D12_OPTIONS7, &options7,
sizeof (options7));
if (SUCCEEDED (hr))
priv->supports_non_zeroed = true;
return self;
}
@ -286,13 +292,17 @@ gst_d3d12_decoder_cpb_pool_acquire (GstD3D12DecoderCpbPool * pool,
D3D12_HEAP_PROPERTIES heap_prop =
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer (alloc_size);
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (priv->supports_non_zeroed)
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > resource;
GST_DEBUG_OBJECT (pool, "Allocating new buffer, size %" G_GUINT64_FORMAT,
alloc_size);
auto hr = priv->device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc,
heap_flags, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS (&resource));
if (FAILED (hr)) {
GST_ERROR_OBJECT (pool, "Couldn't allocate upload resource");

View file

@ -37,7 +37,7 @@ GstD3D12DecoderCpbPool * gst_d3d12_decoder_cpb_pool_new (ID3D12Device * device);
HRESULT gst_d3d12_decoder_cpb_pool_acquire (GstD3D12DecoderCpbPool * pool,
gpointer data,
gsize size,
GstD3D12DecoderCpb ** cpb);
GstD3D12DecoderCpb ** cpb);
GstD3D12DecoderCpb * gst_d3d12_decoder_cpb_ref (GstD3D12DecoderCpb * cpb);

View file

@ -215,6 +215,10 @@ gst_d3d12_overlay_rect_new (GstD3D12OverlayCompositor * self,
ComPtr < ID3D12Resource > staging;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
if (!is_d3d12) {
auto vmeta = gst_buffer_get_video_meta (buf);
@ -229,8 +233,7 @@ gst_d3d12_overlay_rect_new (GstD3D12OverlayCompositor * self,
CD3DX12_RESOURCE_DESC::Tex2D (DXGI_FORMAT_B8G8R8A8_UNORM, vmeta->width,
vmeta->height, 1, 1);
auto hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
auto hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr,
IID_PPV_ARGS (&texture));
if (!gst_d3d12_result (hr, self->device)) {
@ -244,8 +247,7 @@ gst_d3d12_overlay_rect_new (GstD3D12OverlayCompositor * self,
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
desc = CD3DX12_RESOURCE_DESC::Buffer (size);
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&staging));
if (!gst_d3d12_result (hr, self->device)) {
@ -333,8 +335,7 @@ gst_d3d12_overlay_rect_new (GstD3D12OverlayCompositor * self,
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (VertexData) * 4);
auto hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
auto hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_buf));
if (!gst_d3d12_result (hr, self->device)) {
@ -547,9 +548,12 @@ gst_d3d12_overlay_compositor_setup_shader (GstD3D12OverlayCompositor * self)
CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_UPLOAD);
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (indices));
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&index_buf));
if (!gst_d3d12_result (hr, self->device)) {

View file

@ -547,9 +547,12 @@ setup_snow_render (GstD3D12TestSrc * self, RenderContext * ctx,
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (UvVertexData) * 4
+ sizeof (indices));
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > vertex_index_upload;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, self->device)) {
@ -571,8 +574,7 @@ setup_snow_render (GstD3D12TestSrc * self, RenderContext * ctx,
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
ComPtr < ID3D12Resource > vertex_index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, self->device)) {
@ -938,9 +940,12 @@ setup_smpte_render (GstD3D12TestSrc * self, RenderContext * ctx)
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (ColorVertexData) * 4 * 20
+ sizeof (WORD) * 6 * 20);
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > vertex_index_upload;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, self->device)) {
@ -963,8 +968,7 @@ setup_smpte_render (GstD3D12TestSrc * self, RenderContext * ctx)
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
ComPtr < ID3D12Resource > vertex_index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, self->device)) {
@ -1119,9 +1123,12 @@ setup_checker_render (GstD3D12TestSrc * self, RenderContext * ctx,
D3D12_RESOURCE_DESC buffer_desc =
CD3DX12_RESOURCE_DESC::Buffer (sizeof (UvVertexData) * 4
+ sizeof (indices));
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > vertex_index_upload;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr,
IID_PPV_ARGS (&vertex_index_upload));
if (!gst_d3d12_result (hr, self->device)) {
@ -1143,8 +1150,7 @@ setup_checker_render (GstD3D12TestSrc * self, RenderContext * ctx,
heap_prop = CD3DX12_HEAP_PROPERTIES (D3D12_HEAP_TYPE_DEFAULT);
ComPtr < ID3D12Resource > vertex_index_buf;
hr = device->CreateCommittedResource (&heap_prop,
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
hr = device->CreateCommittedResource (&heap_prop, heap_flags,
&buffer_desc, D3D12_RESOURCE_STATE_COMMON, nullptr,
IID_PPV_ARGS (&vertex_index_buf));
if (!gst_d3d12_result (hr, self->device)) {
@ -1611,7 +1617,10 @@ gst_d3d12_test_src_setup_context (GstD3D12TestSrc * self, GstCaps * caps)
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS);
D3D12_CLEAR_VALUE clear_value = { };
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (self->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
clear_value.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
clear_value.Color[0] = 0.0f;
clear_value.Color[1] = 0.0f;