It seems that when D3D11CreateDevice collides in time
with other D3D11 calls, in particular the proccess of
creating a shader, it can corrupt the memory in the driver.
D3D11 spec doesn't seem to require any thread safety from
D3D11CreateDevice. Following MSDN, it is supposed to be called
in the beginning of the proccess, while GStreamer calls it with each
new pipeline.
Such crashes in the driver were frequently reproducing on the
Intel UHD 630 machine.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6702>
Direct3D feature level 10 supported GPUs were released
more than 15 years ago, around the time when Windows
Vista / 7 were released. Also our d3d11 plugin/library
does not support feature level 9.x very well already.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5709>
_alloca CRT function is deprecated. Moreover, stack allocation
for string is not a good idea. We can use _malloca inline
function instead, but all use of _alloca in d3d11 library/plugin
are not performance critical path at all.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/3652>
GstDXGIGetDebugInterface() is unused when targeting UWP. We directly
call DXGIGetDebugInterface1() in that case.
Fixes build failure:
../gst-libs/gst/d3d11/gstd3d11device.cpp(271): error C2440: '=': cannot convert from 'HRESULT (__cdecl *)(UINT,const IID &,void **)' to 'DXGIGetDebugInterface_t'
../gst-libs/gst/d3d11/gstd3d11device.cpp(271): note: This conversion requires a reinterpret_cast, a C-style cast or function-style cast
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/3118>
* Private header name is changed to gstd3d11-private.h to follow
naming convention
* Add Since mark everywhere
* Update member variable names to be consistent with the other
object implementations in this library
* Correct outdated documentation
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2945>
GLib's GRecMutex will allocate another heap memory for CRITICAL_SECTION
struct and g_rec_mutex_lock/g_rec_mutex_unlock use WIN32 APIs actually.
We don't need such intermediate function calls and redundant heap allocation.
Just call WIN32 APIs directly.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2845>
Depending on device feature level, d3d11 runtime can support
ID3D11Fence which is equivalent to ID3D12Fence.
Waiting using fence has performance-wise benefit over pulling
ID3D11Query status. If ID3D11Fence is not supported by device,
then ID3D11Query will be used instead.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2790>
Our Direct3D11 abstraction layer has been improved and
it gained good shape from API point of view.
Also, On Windows, GstD3D11 has various advantages over GstGL
in terms of compatibility/stability/feature/performance.
Note that WGL implementation is known to be buggy for some
drivers/vendors/scenario (that's a reason why Google implemented ANGLE).
Moreover, GstGL is not fully optimized for Windows unfortunately.
It's the time to open this interface to application developers
for various optimized processing using our Direct3D11
infrastructure.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2646>
* Enhance debug log to print human readable D3D11_FORMAT_SUPPORT flags
value, instead of packed numeric flagset value.
* Only device supported format will be added to format table.
Depending on device feature level (i.e., D3D9 feature devices),
16bits formats will not be supported. Although there might be formats
we deinfed but not supported, it will not be a major issue in practice
since our D3D11 implementation does not support legacy devices already
(known limitation) and also old d3dvideosink will be promoted in that case.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2441>
Note that AYUV and AYUV64 formats will be used to expand format
support, especially some packed YUV formats (e.g., Y410, YUY2)
are common DXGI formats used for hardware decoder/encoder on Windows
but those formats cannot be used as a render target. We need to handle
them differently without pixel shader help, using compute shader
for example.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1699>
Remove all the d3d11 and dxgi header version dependent ifdef
and bump the minimum requirement to d3d11_4.h and dxgi1_6.h.
We are already failing support old Visual Studio (Windows SDK actually)
such as Visual Studio 2015. Note that our MinGW toolchain satisfies
the requirement.
From runtime point of view, this change should be fine since
we are checking OS version with IUnknown::QueryInterface()
everywhere in order to check API availability
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1684>
* gst_d3d11_device_new_for_adapter_luid()
Used for creating D3D11 device for a DXGI adapter (i.e., GPU)
corresponding to a LUID (Locally Unique Identifier).
This method can be useful for interop with other APIs such as
Direct3D12, MediaFoundation, CUDA, etc.
* gst_d3d11_device_new_wrapped()
Allows creating a new GstD3D11Device object by using already
configured ID3D11Device. This is conceptually equivalent to
gst_gl_context_new_wrapped()
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1098>