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d3d12: Always allocate output texture using shared heap
... if downstream preference is unknown (e.g., no proposed buffer pool by downstream), so that produced textures can be shareable with other APIs such as d3d11 or vulkan, or other processes Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7193>
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9629d78b7c
commit
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5 changed files with 13 additions and 6 deletions
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@ -2155,7 +2155,8 @@ gst_d3d12_compositor_decide_allocation (GstAggregator * agg, GstQuery * query)
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params = gst_d3d12_allocation_params_new (self->device, &info,
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GST_D3D12_ALLOCATION_FLAG_DEFAULT,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
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D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS, D3D12_HEAP_FLAG_NONE);
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D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS,
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D3D12_HEAP_FLAG_SHARED);
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} else {
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gst_d3d12_allocation_params_set_resource_flags (params,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
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@ -1571,7 +1571,10 @@ gst_d3d12_convert_decide_allocation (GstBaseTransform * trans, GstQuery * query)
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if ((device_format.format_flags & GST_D3D12_FORMAT_FLAG_OUTPUT_UAV)
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== GST_D3D12_FORMAT_FLAG_OUTPUT_UAV) {
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resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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} else {
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}
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if ((device_format.support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET) ==
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D3D12_FORMAT_SUPPORT1_RENDER_TARGET) {
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resource_flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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}
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@ -1580,7 +1583,7 @@ gst_d3d12_convert_decide_allocation (GstBaseTransform * trans, GstQuery * query)
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if (!d3d12_params) {
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d3d12_params = gst_d3d12_allocation_params_new (filter->device, &info,
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GST_D3D12_ALLOCATION_FLAG_DEFAULT, resource_flags,
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D3D12_HEAP_FLAG_NONE);
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D3D12_HEAP_FLAG_SHARED);
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} else {
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gst_d3d12_allocation_params_set_resource_flags (d3d12_params,
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resource_flags);
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@ -1793,9 +1793,12 @@ gst_d3d12_decoder_decide_allocation (GstD3D12Decoder * decoder,
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if (!params) {
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params = gst_d3d12_allocation_params_new (decoder->device, &vinfo,
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GST_D3D12_ALLOCATION_FLAG_DEFAULT,
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D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS, D3D12_HEAP_FLAG_NONE);
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
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D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS,
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D3D12_HEAP_FLAG_SHARED);
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} else {
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gst_d3d12_allocation_params_set_resource_flags (params,
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET |
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D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS);
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}
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@ -300,7 +300,7 @@ gst_d3d12_client_update_caps (GstD3D12IpcClient * self, GstCaps * caps)
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auto params = gst_d3d12_allocation_params_new (priv->device, &priv->info,
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GST_D3D12_ALLOCATION_FLAG_DEFAULT,
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D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS |
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_HEAP_FLAG_NONE);
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D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_HEAP_FLAG_SHARED);
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gst_buffer_pool_config_set_d3d12_allocation_params (config, params);
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gst_d3d12_allocation_params_free (params);
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@ -1876,7 +1876,7 @@ gst_d3d12_test_src_decide_allocation (GstBaseSrc * bsrc, GstQuery * query)
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if (!params) {
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params = gst_d3d12_allocation_params_new (self->device, &vinfo,
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GST_D3D12_ALLOCATION_FLAG_DEFAULT, resource_flags,
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D3D12_HEAP_FLAG_NONE);
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D3D12_HEAP_FLAG_SHARED);
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} else {
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gst_d3d12_allocation_params_set_resource_flags (params, resource_flags);
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gst_d3d12_allocation_params_unset_resource_flags (params,
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