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d3d11screencapturesrc: Use keyed mutex instead of fence
D3D11 runtime might not support ID3D11Fence, and if so GstD3D11Fence abstraction will use ID3D11Query instead. However, since the ID3D11Query requires busy waiting, keyed mutex is better approach. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/4094>
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1 changed files with 31 additions and 16 deletions
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@ -231,7 +231,6 @@ class D3D11DesktopDupObject
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public:
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public:
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D3D11DesktopDupObject ()
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D3D11DesktopDupObject ()
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: device_(nullptr)
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: device_(nullptr)
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, fence_(nullptr)
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, metadata_buffer_(nullptr)
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, metadata_buffer_(nullptr)
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, metadata_buffer_size_(0)
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, metadata_buffer_size_(0)
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, vertex_buffer_(nullptr)
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, vertex_buffer_(nullptr)
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@ -247,7 +246,11 @@ public:
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if (vertex_buffer_)
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if (vertex_buffer_)
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delete[] vertex_buffer_;
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delete[] vertex_buffer_;
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gst_clear_d3d11_fence (&fence_);
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if (keyed_mutex_) {
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keyed_mutex_->ReleaseSync (0);
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keyed_mutex_ = nullptr;
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}
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gst_clear_object (&device_);
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gst_clear_object (&device_);
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}
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}
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@ -282,7 +285,7 @@ public:
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.CPUAccessFlags = 0;
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/* source element may hold different d3d11 device object */
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/* source element may hold different d3d11 device object */
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texture_desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
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texture_desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
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hr = device_handle->CreateTexture2D (&texture_desc,
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hr = device_handle->CreateTexture2D (&texture_desc,
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nullptr, &shared_texture_);
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nullptr, &shared_texture_);
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@ -291,6 +294,21 @@ public:
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return GST_FLOW_ERROR;
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return GST_FLOW_ERROR;
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}
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}
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hr = shared_texture_.As (&keyed_mutex_);
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if (!gst_d3d11_result (hr, device)) {
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GST_ERROR_OBJECT (device, "Couldn't get keyed mutex interface");
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shared_texture_ = nullptr;
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return GST_FLOW_ERROR;
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}
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hr = keyed_mutex_->AcquireSync (0, INFINITE);
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if (hr != S_OK) {
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GST_ERROR_OBJECT (device, "Couldn't acquire sync");
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keyed_mutex_ = nullptr;
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shared_texture_ = nullptr;
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return GST_FLOW_ERROR;
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}
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device_ = (GstD3D11Device *) gst_object_ref (device);
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device_ = (GstD3D11Device *) gst_object_ref (device);
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return GST_FLOW_OK;
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return GST_FLOW_OK;
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@ -547,8 +565,8 @@ public:
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{
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{
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ID3D11DeviceContext *context_handle = nullptr;
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ID3D11DeviceContext *context_handle = nullptr;
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ComPtr <ID3D11Texture2D> tex;
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ComPtr <ID3D11Texture2D> tex;
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ComPtr < IDXGIKeyedMutex > other_keyed_mutex;
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HRESULT hr;
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HRESULT hr;
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gboolean is_shared = FALSE;
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context_handle = gst_d3d11_device_get_device_context_handle (device);
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context_handle = gst_d3d11_device_get_device_context_handle (device);
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@ -574,24 +592,21 @@ public:
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if (!gst_d3d11_result (hr, device))
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if (!gst_d3d11_result (hr, device))
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return GST_FLOW_ERROR;
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return GST_FLOW_ERROR;
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if (fence_ && fence_->device != device)
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hr = tex.As (&other_keyed_mutex);
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gst_clear_d3d11_fence (&fence_);
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if (!gst_d3d11_result (hr, device))
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if (!fence_)
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fence_ = gst_d3d11_device_create_fence (device);
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if (!fence_)
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return GST_FLOW_ERROR;
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return GST_FLOW_ERROR;
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is_shared = TRUE;
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/* release sync from our device, and acquire for other device */
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keyed_mutex_->ReleaseSync (0);
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other_keyed_mutex->AcquireSync (0, INFINITE);
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}
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}
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context_handle->CopySubresourceRegion (texture, 0, 0, 0, 0,
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context_handle->CopySubresourceRegion (texture, 0, 0, 0, 0,
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tex.Get(), 0, cropBox);
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tex.Get(), 0, cropBox);
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if (is_shared) {
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if (other_keyed_mutex) {
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if (!gst_d3d11_fence_signal (fence_) || !gst_d3d11_fence_wait (fence_))
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other_keyed_mutex->ReleaseSync (0);
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return GST_FLOW_ERROR;
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keyed_mutex_->AcquireSync (0, INFINITE);
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}
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}
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return GST_FLOW_OK;
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return GST_FLOW_OK;
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@ -1472,9 +1487,9 @@ private:
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PTR_INFO ptr_info_;
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PTR_INFO ptr_info_;
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DXGI_OUTDUPL_DESC output_desc_;
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DXGI_OUTDUPL_DESC output_desc_;
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GstD3D11Device * device_;
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GstD3D11Device * device_;
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GstD3D11Fence * fence_;
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ComPtr<ID3D11Texture2D> shared_texture_;
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ComPtr<ID3D11Texture2D> shared_texture_;
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ComPtr<IDXGIKeyedMutex> keyed_mutex_;
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ComPtr<ID3D11RenderTargetView> rtv_;
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ComPtr<ID3D11RenderTargetView> rtv_;
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ComPtr<ID3D11Texture2D> move_texture_;
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ComPtr<ID3D11Texture2D> move_texture_;
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ComPtr<ID3D11VertexShader> vs_;
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ComPtr<ID3D11VertexShader> vs_;
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