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d3d11videosink: Use GPU memory copy if possible
Even if fallback buffer is required (e.g., shader resource view is unavailable), use direct GPU memory copy if possible. It must be much faster than system memory copy approach. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1339>
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73b39407a6
commit
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1 changed files with 51 additions and 2 deletions
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@ -784,6 +784,45 @@ invalid_buffer:
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}
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}
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static gboolean
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gst_d3d11_video_sink_copy_d3d11_to_d3d11 (GstD3D11VideoSink * self,
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GstBuffer * inbuf, GstBuffer * outbuf)
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{
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gint i;
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ID3D11DeviceContext *context_handle =
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gst_d3d11_device_get_device_context_handle (self->device);
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g_return_val_if_fail (gst_buffer_n_memory (inbuf) ==
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gst_buffer_n_memory (outbuf), FALSE);
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GST_LOG_OBJECT (self, "Copy to fallback buffer using device memory copy");
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gst_d3d11_device_lock (self->device);
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for (i = 0; i < gst_buffer_n_memory (inbuf); i++) {
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GstD3D11Memory *in_mem =
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(GstD3D11Memory *) gst_buffer_peek_memory (inbuf, i);
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GstD3D11Memory *out_mem =
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(GstD3D11Memory *) gst_buffer_peek_memory (outbuf, i);
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D3D11_BOX src_box;
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/* input buffer might be larger than render size */
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src_box.left = 0;
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src_box.top = 0;
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src_box.front = 0;
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src_box.back = 1;
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src_box.right = out_mem->desc.Width;
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src_box.bottom = out_mem->desc.Height;
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ID3D11DeviceContext_CopySubresourceRegion (context_handle,
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(ID3D11Resource *) out_mem->texture, 0, 0, 0, 0,
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(ID3D11Resource *) in_mem->texture, in_mem->subresource_index,
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&src_box);
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}
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gst_d3d11_device_unlock (self->device);
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return TRUE;
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}
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static GstFlowReturn
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gst_d3d11_video_sink_show_frame (GstVideoSink * sink, GstBuffer * buf)
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{
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@ -793,6 +832,7 @@ gst_d3d11_video_sink_show_frame (GstVideoSink * sink, GstBuffer * buf)
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GstVideoRectangle rect = { 0, };
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GstBuffer *render_buf;
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gboolean need_unref = FALSE;
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gboolean do_device_copy = TRUE;
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gint i;
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render_buf = buf;
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@ -805,6 +845,7 @@ gst_d3d11_video_sink_show_frame (GstVideoSink * sink, GstBuffer * buf)
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if (!gst_is_d3d11_memory (mem)) {
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GST_LOG_OBJECT (sink, "not a d3d11 memory, need fallback");
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render_buf = NULL;
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do_device_copy = FALSE;
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break;
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}
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@ -812,6 +853,7 @@ gst_d3d11_video_sink_show_frame (GstVideoSink * sink, GstBuffer * buf)
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if (dmem->device != self->device) {
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GST_LOG_OBJECT (sink, "different d3d11 device, need fallback");
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render_buf = NULL;
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do_device_copy = FALSE;
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break;
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}
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@ -834,7 +876,7 @@ gst_d3d11_video_sink_show_frame (GstVideoSink * sink, GstBuffer * buf)
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GST_LOG_OBJECT (sink,
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"shader resource view is unavailable, need fallback");
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render_buf = NULL;
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break;
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/* keep run loop in order to upload staging memory to device memory */
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}
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}
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@ -860,7 +902,14 @@ gst_d3d11_video_sink_show_frame (GstVideoSink * sink, GstBuffer * buf)
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}
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}
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if (!gst_d3d11_video_sink_upload_frame (self, buf, render_buf)) {
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if (do_device_copy) {
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if (!gst_d3d11_video_sink_copy_d3d11_to_d3d11 (self, buf, render_buf)) {
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GST_ERROR_OBJECT (self, "cannot copy frame");
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gst_buffer_unref (render_buf);
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return GST_FLOW_ERROR;
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}
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} else if (!gst_d3d11_video_sink_upload_frame (self, buf, render_buf)) {
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GST_ERROR_OBJECT (self, "cannot upload frame");
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gst_buffer_unref (render_buf);
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