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d3d11: Update comments
Remove copy & paste mistake (this is not GstGL) and add more description. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1374>
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2 changed files with 11 additions and 13 deletions
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@ -370,9 +370,11 @@ gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool, GstBuffer ** buffer,
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GstFlowReturn ret = GST_FLOW_OK;
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buf = gst_buffer_new ();
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/* For texture-array case, we release memory in reset_buffer() so that it can
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* be returned to allocator. So our acquire_buffer() method is expecting
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* empty buffer in that case. Don't fill memory here for non-texture-array */
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/* In case of texture-array, we are releasing memory objects in
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* the GstBufferPool::reset_buffer() so that GstD3D11Memory objects can be
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* returned to the GstD3D11PoolAllocator. So, underlying GstD3D11Memory
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* will be filled in the later GstBufferPool::acquire_buffer() call.
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* Don't fill memory here for non-texture-array therefore */
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if (!priv->texture_array_pool) {
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ret = gst_d3d11_buffer_pool_fill_buffer (self, buf);
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if (ret != GST_FLOW_OK) {
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@ -421,8 +423,9 @@ gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool, GstBuffer * buffer)
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GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
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GstD3D11BufferPoolPrivate *priv = self->priv;
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/* if we are using texture array, return memory to allocator, so that
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* memory pool allocator can wake up if it's waiting for available memory */
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/* If we are using texture array, we should return GstD3D11Memory to
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* to the GstD3D11PoolAllocator, so that the allocator can wake up
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* if it's waiting for available memory object */
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if (priv->texture_array_pool) {
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GST_LOG_OBJECT (self, "Returning memory to allocator");
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gst_buffer_remove_all_memory (buffer);
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@ -327,8 +327,9 @@ run_d3d11_context_query (GstElement * element, GstD3D11Device ** device)
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}
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}
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/* 2) although we found d3d11 device context above, the element does not want
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* to use the context. Then try to find from the other direction */
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/* 2) although we found d3d11 device context above, the context might not be
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* expected/wanted one by the element (e.g., belongs to the other GPU).
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* Then try to find it from the other direction */
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if (*device == NULL && run_query (element, query, GST_PAD_SINK)) {
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gst_query_parse_context (query, &ctxt);
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if (ctxt) {
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@ -354,12 +355,6 @@ run_d3d11_context_query (GstElement * element, GstD3D11Device ** device)
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gst_element_post_message (element, msg);
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}
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/*
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* Whomever responds to the need-context message performs a
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* GstElement::set_context() with the required context in which the element
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* is required to update the display_ptr or call gst_gl_handle_set_context().
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*/
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gst_query_unref (query);
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}
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