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>
This commit is contained in:
Seungha Yang 2023-03-02 02:51:21 +09:00
parent ac869214ad
commit 95ca40c4ab

View file

@ -231,7 +231,6 @@ class D3D11DesktopDupObject
public: public:
D3D11DesktopDupObject () D3D11DesktopDupObject ()
: device_(nullptr) : device_(nullptr)
, fence_(nullptr)
, metadata_buffer_(nullptr) , metadata_buffer_(nullptr)
, metadata_buffer_size_(0) , metadata_buffer_size_(0)
, vertex_buffer_(nullptr) , vertex_buffer_(nullptr)
@ -247,7 +246,11 @@ public:
if (vertex_buffer_) if (vertex_buffer_)
delete[] vertex_buffer_; delete[] vertex_buffer_;
gst_clear_d3d11_fence (&fence_); if (keyed_mutex_) {
keyed_mutex_->ReleaseSync (0);
keyed_mutex_ = nullptr;
}
gst_clear_object (&device_); gst_clear_object (&device_);
} }
@ -282,7 +285,7 @@ public:
D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0; texture_desc.CPUAccessFlags = 0;
/* source element may hold different d3d11 device object */ /* source element may hold different d3d11 device object */
texture_desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED; texture_desc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX;
hr = device_handle->CreateTexture2D (&texture_desc, hr = device_handle->CreateTexture2D (&texture_desc,
nullptr, &shared_texture_); nullptr, &shared_texture_);
@ -291,6 +294,21 @@ public:
return GST_FLOW_ERROR; return GST_FLOW_ERROR;
} }
hr = shared_texture_.As (&keyed_mutex_);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (device, "Couldn't get keyed mutex interface");
shared_texture_ = nullptr;
return GST_FLOW_ERROR;
}
hr = keyed_mutex_->AcquireSync (0, INFINITE);
if (hr != S_OK) {
GST_ERROR_OBJECT (device, "Couldn't acquire sync");
keyed_mutex_ = nullptr;
shared_texture_ = nullptr;
return GST_FLOW_ERROR;
}
device_ = (GstD3D11Device *) gst_object_ref (device); device_ = (GstD3D11Device *) gst_object_ref (device);
return GST_FLOW_OK; return GST_FLOW_OK;
@ -547,8 +565,8 @@ public:
{ {
ID3D11DeviceContext *context_handle = nullptr; ID3D11DeviceContext *context_handle = nullptr;
ComPtr <ID3D11Texture2D> tex; ComPtr <ID3D11Texture2D> tex;
ComPtr < IDXGIKeyedMutex > other_keyed_mutex;
HRESULT hr; HRESULT hr;
gboolean is_shared = FALSE;
context_handle = gst_d3d11_device_get_device_context_handle (device); context_handle = gst_d3d11_device_get_device_context_handle (device);
@ -574,24 +592,21 @@ public:
if (!gst_d3d11_result (hr, device)) if (!gst_d3d11_result (hr, device))
return GST_FLOW_ERROR; return GST_FLOW_ERROR;
if (fence_ && fence_->device != device) hr = tex.As (&other_keyed_mutex);
gst_clear_d3d11_fence (&fence_); if (!gst_d3d11_result (hr, device))
if (!fence_)
fence_ = gst_d3d11_device_create_fence (device);
if (!fence_)
return GST_FLOW_ERROR; return GST_FLOW_ERROR;
is_shared = TRUE; /* release sync from our device, and acquire for other device */
keyed_mutex_->ReleaseSync (0);
other_keyed_mutex->AcquireSync (0, INFINITE);
} }
context_handle->CopySubresourceRegion (texture, 0, 0, 0, 0, context_handle->CopySubresourceRegion (texture, 0, 0, 0, 0,
tex.Get(), 0, cropBox); tex.Get(), 0, cropBox);
if (is_shared) { if (other_keyed_mutex) {
if (!gst_d3d11_fence_signal (fence_) || !gst_d3d11_fence_wait (fence_)) other_keyed_mutex->ReleaseSync (0);
return GST_FLOW_ERROR; keyed_mutex_->AcquireSync (0, INFINITE);
} }
return GST_FLOW_OK; return GST_FLOW_OK;
@ -1472,9 +1487,9 @@ private:
PTR_INFO ptr_info_; PTR_INFO ptr_info_;
DXGI_OUTDUPL_DESC output_desc_; DXGI_OUTDUPL_DESC output_desc_;
GstD3D11Device * device_; GstD3D11Device * device_;
GstD3D11Fence * fence_;
ComPtr<ID3D11Texture2D> shared_texture_; ComPtr<ID3D11Texture2D> shared_texture_;
ComPtr<IDXGIKeyedMutex> keyed_mutex_;
ComPtr<ID3D11RenderTargetView> rtv_; ComPtr<ID3D11RenderTargetView> rtv_;
ComPtr<ID3D11Texture2D> move_texture_; ComPtr<ID3D11Texture2D> move_texture_;
ComPtr<ID3D11VertexShader> vs_; ComPtr<ID3D11VertexShader> vs_;