Commit graph

3744 commits

Author SHA1 Message Date
Jan Schmidt
6c1e5ab311 androidmedia: Support float i-frame-interval
Android 25 added support for i-frame-interval to be a floating
point value. Store the property as a float and use the newer
version when it's available.
2020-02-09 02:19:12 +11:00
Jan Schmidt
29e3d09014 androidmedia: Allow dynamic bitrate changes on Android >= 19
Android 19 added an API for dynamically changing the bitrate in a running
codec.

Also make it so that even when not update-able at runtime, parameters will at least
be stored so that they take effect the next the codec is restarted.
2020-02-09 02:19:12 +11:00
Jan Schmidt
1b8bf1be01 androidmedia: Handle force-keyunit requests
Use API from Android 19 to request a keyframe from the MediaCodec
when indicated by the base class.
2020-02-09 02:19:12 +11:00
Jan Schmidt
cfe318ea03 androidmedia: Permit Codec surface to be NULL
The AMC encoder wrapper doesn't support input surfaces yet,
and passes NULL when configuring the underlying codec.

This was broken in commit 7fcf3e
Fixes https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/1102
2020-02-09 02:19:12 +11:00
Nirbheek Chauhan
3ca87d9988 nvcodec: Fix crash in decoder on 32-bit Windows
Same fix as 1a7ea45ffd, but I didn't
test the decoder so I missed that the function pointers here weren't
using the correct calling convention too.
2020-02-06 13:39:52 +00:00
Seungha Yang
478fb29974 d3d11window: Clear cached buffer per new caps
d3d11window holds one buffer to redraw client area per resize event.

When the input format is being changed, this buffer should be cleared
to avoid mismatch beween newly configured shader/videoprocessor and
the format of previously cached buffer.
2020-02-06 00:46:46 +09:00
Sebastian Dröge
5b8ff98f96 nvdec: Don't leak template caps when registering elements with old NVIDIA driver 2020-02-05 09:49:20 +00:00
Seungha Yang
371b181292 d3d11decoder: Use consistent resolution between output caps and video meta
h264/h265 decoded buffer might have crop area then we need to
adjust video meta based on the padding space
2020-02-05 00:52:48 +00:00
Seungha Yang
2f32f30b62 d3d11memory: Add a method to specify padding space 2020-02-05 00:52:48 +00:00
Seungha Yang
f852ce01e4 d3d11decoder: Add support for zero-copy playback
When downstream support d3d11 memory with forward playback case,
expose decoder output view memory objects without copying.
2020-02-05 00:52:48 +00:00
Seungha Yang
69f7f958a0 d3d11decoder: Create decoder output view whenever it's required
Whatever the reason, buffer in pool might be freed then we need to
configure decoder output views again.
2020-02-05 00:52:48 +00:00
Seungha Yang
567575e33d d3d11decoder: Need to zero initilized for g_once
A vairable to be used for g_once, it should be zero initialized
2020-02-05 00:52:48 +00:00
Seungha Yang
8ff667e463 d3d11allocator: Work as if buffer pool when running on texture array mode
Because the size of texture array cannot be updated dynamically,
allocator should block the allocation request. This cannot be
done at buffer pool side if this d3d11 memory is shared among
multiple buffer objects. Note that setting NO_SHARE flag to
d3d11 memory is very inefficient. It would cause most likey
copy of the d3d11 texture.
2020-02-05 00:52:48 +00:00
Seungha Yang
4d02858f66 d3d11videosink: Fix fallback buffer copy
Since we don't use dynamic texture now, cpu access to the fallback
texture should not happen.
2020-02-05 00:52:48 +00:00
Seungha Yang
2aa9f0bd6c d3d11window: Don't create swapchain again per caps change
Creating swapchain is relatively heavy operation. If output dxgi format
is not being chagned, we don't need to destroy and create swachain again.
2020-02-05 00:52:48 +00:00
Seungha Yang
c1d2d9171d d3d11window: Invoke initial resize method from baseclass
... instead of calling from subclass in order for baseclass to handle
more things between swapchain creation and resource creation.
2020-02-05 00:52:48 +00:00
Seungha Yang
7aad9187e4 d3d11videosink: Use ID3D11VideoProcessor interface
...for color space conversion if available

ID3D11VideoProcessor is equivalent to DXVA-HD video processor
which might use specialized blocks for video processing
instead of general GPU resource. In addition to that feature,
we need to use this API for color space conversion of DXVA2 decoder
output memory, because any d3d11 texture arrays that were
created with D3D11_BIND_DECODER cannot be used for shader resource.

This is prework for d3d11decoder zero-copy rendering and also
for conditional HDR tone-map support.
Note that some Intel platform is known to support tone-mapping
at the driver level using this API on Windows 10.
2020-02-05 00:52:48 +00:00
Seungha Yang
122a9b93eb d3d11: Add video processor object
ID3D11VideoProcessor interface provides various image conversion
methods. Note that it's analogous to VAAPI VPP.
2020-02-05 00:52:48 +00:00
Seungha Yang
a967db3b20 d3d11format: Add util methods for mapping DXGI color space with ours
Move color space mapping and hdr10 metadata conversion methods to
d3d11format in order to reuse the code.
2020-02-05 00:52:48 +00:00
Seungha Yang
3f4a84bd32 nvenc: Query maximum supported API version
We've been using NvEncodeAPICreateInstance method to find the supported API
version, but that seems to be insufficient since there is a case
where plugin failed in opening encoding session even if NvEncodeAPICreateInstance
succeeded. Asking driver about the version would be the most certain way.
2020-02-03 14:15:28 +00:00
Nicolas Dufresne
115b65d1ab kmssink: Fix crash with force-modesetting=1
This is a master regression, we would allocate a bo without having
created the allocator yet. As of now, we lazily create the allocator.
2020-01-31 10:01:51 -05:00
Seungha Yang
5d160a8968 msdkdec: Fix GstMsdkContext leak 2020-01-29 15:35:21 +09:00
Seungha Yang
a8fff639c8 msdk: Clear reference counted object in dispose() method
Follow GObject's memory management model
2020-01-29 15:35:21 +09:00
Haihao Xiang
ac9c9d8efc msdk: use cached response for DMABuf when the frame size is same
User is seeing corrupted display when running `videotestsrc !
video/x-raw,format=NV12,width=xxx,height=xxx ! msdkh265enc ! msdkh265dec
! glimagesink` with changed frame size, e.g. from 1920x1080 to 1920x240

The root cause is a same dmabuf fd is used for frames with
different size, which causes some unexpected result. This patch requires
cached response is used for frames with same size only for DMABuf, so a
dmabuf fd can't be used for frames with different size any more.
2020-01-28 03:46:04 +00:00
Seungha Yang
e97ef8a562 d3d11window_win32: Let DXGI choose client area
Don't specify the resolution of backbuffer. Then dxgi will let us know the
actual client area. When upstream resolution is chagned, updating the size
of backbuffer without the consideration for client size would cause mismatch
between them.
2020-01-26 12:13:24 +00:00
Nicolas Dufresne
d393232bc2 nvdec: Do not map GStreamer discont to CUVid discont
Setting the CUVID_PKT_DISCONTINUITY implies clearing any past information
about the stream in the decoder. The GStreamer discont flag is used for
discontinuity caused by a seek, for first buffer and if a buffer was
dropped. In the first two cases, the parsers and demuxers should ensure we
start from a synchronization point, so it's unlikely that delta will be
matched against the wrong state.

For packet lost, the discontinuity flag will prevent the decoder from doing
any concealment, with a result that ca be much worst visually, or freeze the
playback until an IDR is met. It's better to let the decoder handle that for
us.

Removing this flag, also workaround a but in NVidia parser that makes it
ignore our ENDOFFRAME flag and increase the latency by one frame.
2020-01-25 13:39:03 +00:00
Nicolas Dufresne
a28ce16b3f nvdec: Tell the parser we have complete pictures
This sets the CUVID_PKT_ENDOFPICTURE flag in order to inform the decoder that
we have a complete picture. This should remove one frame latency otherwise
introduce by NVidia parser.
2020-01-25 13:39:03 +00:00
Seungha Yang
20d85c95d0 d3d11window_corewindow: Always call methods of CoreWindow interface from UI thread
Like swapchain panel implementation, most methods of CoreWindow
should be called from UI thread.
2020-01-23 03:49:19 +00:00
Haihao Xiang
e3ebebc20b msdk: Fix compiler warning
This patch fixed compiler warning below:

[1/4] Compiling C object 'sys/msdk/dc44ea0@@gstmsdk@sha/gstmsdkvpp.c.o'.
../../gst-plugins-bad/sys/msdk/gstmsdkvpp.c: In function
‘gst_msdkvpp_context_prepare’:
../../gst-plugins-bad/sys/msdk/gstmsdkvpp.c:214:7: warning: suggest
parentheses around operand of ‘!’ or change ‘&’ to ‘&&’ or ‘!’ to ‘~’
[-Wparentheses]
2020-01-21 18:37:10 +00:00
Seungha Yang
a10f26aa3a nvenc: Do not access to broken encode session
If an encode session failed in initializing, the encode
session would be broken and the next nvenc API will cause crash.

Fixes: https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/1179
2020-01-21 16:34:41 +09:00
Nirbheek Chauhan
1bcf44bb1f msdk: Fix increasing memory usage in dynamic pipelines
Our context is non-persistent, and we propagate it throughout the
pipeline. This means that if we try to reuse any gstmsdk element by
removing it from the pipeline and then re-adding it, we'll clone the
mfxSession and create a new gstmsdk context as a child of the old one
inside `gst_msdk_context_new_with_parent()`.

Normally this only allocates a few KB inside the driver, but on
Windows it seems to allocate tens of MBs which leads to linearly
increasing memory usage for each PLAYING->NULL->PLAYING state cycle
for the process. The contexts will only be freed when the pipeline
itself goes to `NULL`, which would defeat the purpose of dynamic
pipelines.

Essentially, we need to optimize the case in which the element is
removed from the pipeline and re-added and the same context is re-set
on it. To detect that case, we set the context on `old_context`, and
compare it to the new one when preparing the context. If they're the
same, we don't need to do anything.

Fixes https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/946
2020-01-21 00:38:41 +00:00
Nirbheek Chauhan
6834a12112 msdk: Reorganize context preparation code
Split it out into a separate function with early exits to make the
flow clearer, and document what the function is doing clearly.
No functional changes.
2020-01-21 00:38:41 +00:00
Nirbheek Chauhan
e83d5fd8d6 msdk: Fix warning about unused variable on Windows 2020-01-21 00:38:41 +00:00
Nirbheek Chauhan
c0d778c2c7 msdk: Use gst_clear_object()
`gst_object_replace()` is not supposed to be used for unreffing and
NULLing objects.
2020-01-21 00:38:41 +00:00
Nirbheek Chauhan
bda687344b nvcodec: Print debug info when initializing nvenc
We weren't printing the return value.
2020-01-20 17:15:55 +05:30
Nirbheek Chauhan
1a7ea45ffd nvcodec: Fix crash on 32-bit Windows
We weren't using the correct calling convention when calling CUDA and
CUVID APIs. `CUDAAPI` is `__stdcall` on Windows. This was working fine
on x64 because `__stdcall` is ignored and there's no special calling
convention. However, on x86, we need to use `__stdcall`.
2020-01-20 17:15:55 +05:30
Nirbheek Chauhan
7e93ae0638 nvcodec: cuda.h only needs glib.h, not gst.h
Just a nitpick. Also, force the compiler to use our stub header
instead of searching for it in the include paths.
2020-01-20 15:10:51 +05:30
Josep Torra
ef37446460 msdkdec: align frame list using decoded timestamp
Before this change decoder used the oldest frame in the list to pair it
with the decoded surface. This only works when there's a perfect stream
like HEADERS,SYNCPOINT,DELTA...

When playing RTSP streams we can get imperfect streams like HEADERS,
DELTA,SYNCPOINT,DELTA... In this case decoder drops the frames
between HEADERS and SYNCPOINT which leads into using wrong PTS on
the output frames.

With this change we inject the input PTS into the bitstream and use it
to align the internal frame list with the actually decoded position.

Fixes playback with:
```
gst-launch-1.0 rtspsrc location=... latency=0 drop-on-latency=1 ! ...
```
2020-01-19 04:26:15 +00:00
Seungha Yang
e8d527df93 nvenc: Query supported minimum resolution
Hard-coded 16x16 resolution is likely to differ from the device's support
in most cases. If we can use NV_ENC_CAPS_WIDTH_MIN and NV_ENC_CAPS_HEIGHT_MIN,
update pad template with returned value.
2020-01-16 15:24:03 +00:00
Seungha Yang
58a663c1e5 nvcodec: Bump SDK header to version 9.1
Update header to query minimum resolution of encoder and to control
the number of reference frame if it's supported
2020-01-16 15:24:03 +00:00
Haihao Xiang
52abbeeefb msdkdec: support transform_meta virtual method
Allow the base class to copy GstVideoRegionOfInterestMeta data to the
output buffer when calling gst_video_decoder_finish_frame
2020-01-15 00:47:12 +00:00
Haihao Xiang
8512624a41 msdkenc: set ROI region for msdk{h264, h265}enc
A reconfig is needed when ROI is changed, otherwise the ROI parameters won't
take effect
2020-01-15 00:47:12 +00:00
Haihao Xiang
84e234a8c7 msdkenc: add set_extra_params virtual method
set_extra_params is added to allow sub class to add extra mfx parameters
for changed input frame or meta data
2020-01-15 00:47:12 +00:00
Haihao Xiang
0e2fc39f24 msdkenc: add need_reconfig virtual method
need_reconfig is added to allow sub class requires a reconfig when
the input frame or the MetaData (e.g. GstVideoRegionOfInterestMeta)
attached to the input frame is changed.
2020-01-15 00:47:12 +00:00
Seungha Yang
6e73e762c5 d3d11h265dec: Fix wrong NoRaslOutputFlag setting
... and handle EOS and EOB nals.

Only the first CRA picture should be associated with NoRaslOutputFlag
as the comment in code.
2020-01-14 08:47:30 +00:00
Nirbheek Chauhan
b7d91711f7 ipcpipeline: Minimal fixes that allow building with MSVC 2020-01-14 09:23:02 +05:30
Nirbheek Chauhan
c8db7a9127 ipcpipeline: Rework compiler checks
`pipe()` isn't used since 15927b6511,
and `socketpair()` from `#include <sys/socket.h>` is used only in the
examples. In practice, you can use probably also use anything that
allows you to create fd pairs, such as named pipes or anonymous pipes.

We use the cross-platform GstPollFD API in the plugin.
2020-01-14 09:23:02 +05:30
Seungha Yang
96f0f4b613 d3d11memory: Always use native DXGI format if device support it
Use consistent memory layout between dxva and other shader use case.
For example, use DXGI_FORMAT_NV12 texture format instead of
two textures with DXGI_FORMAT_R8_UNORM and DXGI_FORMAT_R8G8_UNORM.
2020-01-13 01:58:08 +00:00
Seungha Yang
9ee40679b5 Revert "d3d11: Add support for D3D11_USAGE_DYNAMIC"
This reverts commit ddd13fc7c0

Dynamic usage can reduce the number of copy per frame but make
things complicated and the benefit seems to not significant.
Also since we don't provide _map() method for the dynamic usage,
application cannot read buffers which make "last-sample" property
unusable in case of d3d11videosink.
2020-01-13 01:58:08 +00:00
Seungha Yang
e188893963 d3d11: Don't register decoders if unavailable
DXVA requires a hardware interface but may not be available,
such as in the case of VMs or when the GPU vendor does not provide a decoder interface.
2020-01-11 17:42:04 +09:00
Seungha Yang
616082d14a d3d11decoder: Don't return not initialized object from _new() method
... and change some debug levels since initialization failure might not be fatal.
2020-01-11 17:42:04 +09:00
Nicolas Dufresne
6d6e897762 decklink: Silence no driver / no SO messages
This g_once() is called everywhere, even in provider. This cause
spurious error when device monitor is used. Just silence or remove
the spurious logs.
2020-01-10 08:00:05 +00:00
Haihao Xiang
bdf9a76226 Revert "msdkdec: make sure to use video memory on Linux"
Commit a1584b6 caused big performance drop if the downstream element
is not a msdk element because it is very slow to read data from video
memory directly.

This reverts commit a1584b6f99.
2020-01-10 01:36:40 +00:00
Seungha Yang
49a1f022fd d3d11colorconverter: Handle P016_LE format
P016 format is no different than P010. Not much things to add code.
2020-01-09 16:29:47 +00:00
Seungha Yang
bbab229905 d3d11colorconverter: Add support for YUV to YUV conversion 2020-01-09 16:29:47 +00:00
Seungha Yang
a122f305f9 d3d11colorconverter: Add support for RGB to YUV conversion
... and remove code for RGBx since it's not supported format
by our d3d11 implementation for now.
2020-01-09 16:29:47 +00:00
Seungha Yang
da50cc4d92 d3d11format: Remove invalid format from supported format list 2020-01-09 16:29:47 +00:00
Sebastian Dröge
e4389146d9 decklinkvideosink: Always configure 10 bit YUV for VANC frames
If 8 bit are required by the device/mode then it will be converted internally
by the SDK, but the SDK won't automatically convert from 8 to 10 bit. As
such, always use 10 bit VANC.

Some devices require configuring also a 10 bit video format when using
10 bit VANC is required but those would fail regardless and the
application would have to configure the correct video format.

With newer versions of the SDK this information can be retrieved via the
BMDDeckLinkVANCRequires10BitYUVVideoFrames flag but we don't use a new
enough SDK version yet to extract this information.
2020-01-09 12:54:04 +02:00
Seungha Yang
e4daa2ef43 d3d11: Add support for Universal Windows Platform
Initial UWP support via new window (CoreWindow and SwapChainPanel) implementation.
2020-01-06 20:14:51 +09:00
Seungha Yang
43a8eb9e92 d3d11decoder: Fix build on non-desktop target
Although the target platform of D3D11 decoding API are both desktop and UWP app,
DXVA header is blocked by "WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)"
which is meaning that that's only for desktop app.
To workaround this inconsistent annoyingness, we need to define WINAPI_PARTITION_DESKTOP
regardless of target WinAPI partition.
2020-01-06 18:45:56 +09:00
Haihao Xiang
9064de27f9 msdkvp9enc: fix 10bit encoding
The codec profile should be consistent with the frame fourcc code, this
fixes pipeline below:

gst-launch-1.0 videotestsrc ! \
video/x-raw,width=320,height=240,format=P010_10LE ! msdkvp9enc ! \
fakesink
2020-01-06 03:54:57 +00:00
Haihao Xiang
da22ff3846 msdkvp9enc: fix width and height
The frame width and height is rounded up to 128 and 32 since commit
8daac1c, so the width, height for initialization should be rounded up to
128 and 32 too because the MSDK VP9 encoder will do some check on width
and height.

Sample pipeline:
gst-launch-1.0 videotestsrc ! \
video/x-raw,width=320,height=240,format=NV12 ! msdkvp9enc ! fakesink
2020-01-06 03:54:57 +00:00
Haihao Xiang
d6fbec5a44 msdk: make sure the found response meets the request
Otherwise the re-used msdk response doesn't have enough frames so it is
possible the pipeline will be broken
2020-01-06 02:16:53 +00:00
Julien Isorce
f578eab6fd msdkenc: renegotiate when video info changes
Renegotiation was implemented for bitrate change. We can re-use
the same sequence when video info changes except that this can be
executed right away when receiving the new input format. I.e. no
need to wait for the next call to handle_frame.
2020-01-06 01:13:28 +00:00
Philippe Normand
9f1fbd3649 decklink: Fix crash when probing without driver
If there is no decklink hardware/driver, the devices list is empty (NULL), so
this needs to be checked before iterating over the list.
2020-01-05 16:20:18 +00:00
Julien Isorce
4e6a1b9634 msdkdec: trigger renegotiation if video info changes
Useful when framerate changes. Previously it was only checking
for resolution change but renego should happen if any video
info changes.
2020-01-03 10:19:57 -08:00
Julien Isorce
a1584b6f99 msdkdec: make sure to use video memory on Linux
The block that sets use_video_memory flag is after the
the condition `if gst_msdk_context_prepare` but it
always returns false when there is no other msdk elements.
So the decoder ends up with use_video_memory as FALSE.
Note that msdkvpp always set use_video_memory as TRUE.

When use_video_memory is FALSE then the msdkdec allocates
the output frames with posix_memalign (see gstmsdksystemmemory.c).
The result is then copied back to the GstVideoPool's buffers
(or to the downstream pool's buffers if any).
When use_video_memory is TRUE then the msdkdec uses vaCreateSurfaces
to create vaapi surfaces for the hw decoder to decode into
(see gstmsdkvideomemory.c). The result is then copied to either
the internal GstVideoPool and to the downstream pool if any.
(vaDeriveImage/vaMapBuffer is used in order to read the surfaces)
2020-01-03 07:08:23 +00:00
Seungha Yang
b88af2e4fe msdkdec: Correct return value of GstVideoDecoder::flush()
Use boolean instead of GstFlowReturn as declared.
Note that since base class does not check return value of GstVideoDecoder::flush(),
this would not cause any change of behavior.
2020-01-02 12:22:07 +09:00
Haihao Xiang
a819f05851 msdkdec: free unlocked msdk surface before output buffer allocation
https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/merge_requests/924
is trying to use video memory for decoding on Linux, which reveals a
hidden bug in msdkdec.

For video memory, it is possible that a locked mfx surface is not used
indeed and it will be un-locked later in MSDK, so we have to check the
associated MSDK surface to find out and free un-used surfaces, otherwise
it is easy to exhaust all pre-allocated mfx surfaces and get errors below:

0:00:00.777324879 27290 0x564b65a510a0 ERROR                default
gstmsdkvideomemory.c:77:gst_msdk_video_allocator_get_surface: failed to
get surface available
0:00:00.777429079 27290 0x564b65a510a0 ERROR         msdkbufferpool
gstmsdkbufferpool.c:260:gst_msdk_buffer_pool_alloc_buffer:<msdkbufferpool0>
failed to create new MSDK memory

Note the sample code in MSDK does similar thing in
CBuffering::SyncFrameSurfaces()
2020-01-02 00:43:36 +00:00
Seungha Yang
a139c8c7e8 d3d11: Add h265 decoder element
Some DPB management implementation is taken from gstreamer-vaapi
2019-12-31 02:13:48 +00:00
Seungha Yang
0e7b6526b8 d3d11: Add vp9 decoder element
Based on gstreamer-vaapi and Chromium implemetation.
2019-12-31 02:13:48 +00:00
Seungha Yang
586390b1ba d3d11: Add h264 decoder element
New decoder implementation based on dxva2 on d3d11 APIs. The DPB
management implementation is taken from Chromium.
2019-12-31 02:13:48 +00:00
Seungha Yang
7bfdeaf161 d3d11: Add support for Array typed texture memory
A ID3D11Texture2D memory can consist of multiple planes with array.
For array typed memory, GstD3D11Allocator will allocate new GstD3D11Memory
with increased reference count to the ID3D11Texture2D but different array index.
2019-12-31 02:13:48 +00:00
Stéphane Cerveau
add7878e14 bad: use of g_value_dup_string
Use helper method to get string from GValue.
2019-12-30 14:13:03 +00:00
Seungha Yang
81dde0f5b8 d3d11: Aggregate d3d11 memory usage query for dynamic-usage type decision
Even if one of downstream d3d11 elements can support dynamic-usage memory,
another one might not support it. Also, to support dynamic-usage,
both upstream and downstream d3d11device must be the same object.
2019-12-28 05:43:44 +00:00
Seungha Yang
d731bcb18a d3d11colorconvert: Remove device type dependent behavior
If d3d11colorconvert element is configured, do color space conversion
regardless of the device type whether it's S/W emulation or real H/W.
Since d3d11colorconvert is no more a child of d3d11videosinkbin,
we don't need this behavior. Note that previous code was added to
avoid color space conversion from d3d11videosink if no hardware
device is available (S/W emulation of d3d11 is too slow).
2019-12-28 05:43:44 +00:00
Seungha Yang
46186356ca d3d11colorconverter: Fix unmatched lock/unlock pair 2019-12-28 05:43:44 +00:00
Seungha Yang
ab80c771df d3d11upload: Don't hard overwrite caps features to support d3d11 memory passthrough
d3d11upload should be able to support upstream d3d11 memory, not only system memory.

Fix for following pipeline
d3d11upload ! "video/x-raw(memory:D3D11Memory)" ! d3d11videosink
2019-12-28 05:43:44 +00:00
Seungha Yang
5298d95195 d3d11window: Make use of partial presentation with IDXGISwapChain1::Present1
Since we might draw on partial area of backbuffer in case of force-aspect-ratio,
presenting only updated area is more efficient way.

See also https://docs.microsoft.com/ko-kr/windows/win32/direct3ddxgi/dxgi-1-2-presentation-improvements
2019-12-24 20:10:54 +09:00
Seungha Yang
487a41d312 d3d11videosink: Add support for overlay composition
Add d3d11overlaycompositor object to draw overlay image
on render target using Blend method.
2019-12-24 19:00:45 +09:00
Seungha Yang
a5295509af d3d11: Enable dxgi debug layer and always try to pop d3d11/dxgi debug message if possible
Note that dxgi and d3d11 sdk debug will be enabled on debug build
2019-12-24 19:00:40 +09:00
Seungha Yang
49bccf0433 nvcodec: Refactor plugin initialization
Create CUDA context per device, instead of per codec and encoder/decoder.
Allocating CUDA context is heavy operation so we should reuse it
as much as possible.

Fixes: https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/1130
2019-12-24 08:10:14 +00:00
Seungha Yang
0e013fe539 d3d11videosink: Use dynamic texture for fallback buffer
Upload CPU memory to texture directly by using dynamic usage texture.
This will reduce at least one step of staging copy per frame.
2019-12-20 19:21:02 +09:00
Seungha Yang
65cace22e2 d3d11colorconvert: Set TRANSFER_NEED_DOWNLOAD flag to output memory for later cpu access
Otherwise CPU cannot access texture via gst_memory_map()
2019-12-20 19:21:02 +09:00
Seungha Yang
18e13404a2 d3d11colorconvert: Use shader resource and render target bind flags together
The output of d3d11colorconvert would be used for rendering (i.e., shader resource)
2019-12-20 19:21:02 +09:00
Seungha Yang
62c8d19e01 d3d11window: Change aspect-ratio mode from window thread
Call DXGI API from window thread as much as possible
2019-12-20 19:21:02 +09:00
Seungha Yang
1b687d556a d3d11videosink: Add support for full screen mode
borderless top-most style full screen mode support.
Basically fullscreen toggle mode is disabled by default. To enable it
use "fullscreen-toggle-mode" property to allow fullscreen mode change
by user input and/or property.
2019-12-20 19:21:02 +09:00
Seungha Yang
0788492461 d3d11: Use GRecMutex to protect immediate context and dxgi API call
In some cases, rendering and dxgi (e.g., swapchain) APIs should be
called from window message pump thread, but current design (dedicated d3d11 thread)
make it impossible. To solve it, change concurrency model to locking based one
from single-thread model.
2019-12-20 19:21:03 +09:00
Seungha Yang
a0a85cd80c d3d11window: Prefer to use flip-sequential over discard
flip-sequential is more efficient than discard
2019-12-20 11:15:12 +09:00
Seungha Yang
1424de0a4a d3d11window: Don't hold backbuffer interface
We don't need to hold it
2019-12-20 11:15:12 +09:00
Seungha Yang
32d618c677 d3d11window: Use CreateSwapChainForHwnd if available
That's recommended way from MS and CreateSwapChainForHwnd supports
more options than CreateSwapChain
2019-12-20 11:15:12 +09:00
Seungha Yang
9fd0b62f2d d3d11: Use configuration file for dxgi header version check 2019-12-20 11:15:12 +09:00
Seungha Yang
23b47a7ec1 d3d11window: Use allow-tearing mode if device supports it
As the recommendation from MS.
2019-12-20 11:15:12 +09:00
Seungha Yang
72b6b3557d d3d11window: Disable fullscreen mode change by alt + enter
Disable full screen mode change until proper handling is implemented
2019-12-20 11:15:12 +09:00
Seungha Yang
9dada90108 d3d11videosink: Remove resizing window hack and unify resizing flow
In earlier implementation of d3d11videosink where no shader was implemented,
the aspect ratio and render size were adjusted by manipulating the backbuffer size
with unintuitive formula. Since now we do color conversion and resize using
shader, we can remove the hack.
2019-12-20 11:15:12 +09:00
Seungha Yang
61cb6b2bbe d3d11: Pass GstD3D11Memory object to ensure_{shader_resource,render_target}_view methods
The method name indicates it should be d3d11memory, so passing
GstD3D11Memory seems to make more sense than GstMemory.
2019-12-20 11:15:12 +09:00
Seungha Yang
7c041f1934 d3d11videosink: Don't specify crop meta to allocation query
d3d11videosink could not handle it for now
2019-12-20 11:15:12 +09:00
Aaron Boxer
c8193b1615 d3dvideosink: hold class lock for entire duration of class destruction
This avoids a race condition currently when temporarily releasing the
lock and then re-acquiring.
2019-12-18 13:15:06 -05:00
Aaron Boxer
7cb6dbefba d3dvideosink: improve concurrency on hidden window create/destroy 2019-12-18 13:15:06 -05:00
Aaron Boxer
eff0117b5a d3dvideosink: use thread pool to handle events from hidden window event queue
window event queue now does not lock on the class lock, so we can now shut
it down without releasing the class lock, thus avoiding a potential race when
stopping the sink.
2019-12-18 13:15:06 -05:00