Commit graph

11 commits

Author SHA1 Message Date
Seungha Yang
418e6991c1 d3d11decoder: Check decoder status report
... and if h/w decoder reports error, increase error count.
2020-02-28 13:21:00 +09:00
Seungha Yang
4643dc1c12 d3d11decoder: Ensure the written bitstream buffer size is 128 bytes aligned
DXVA spec is saying that the size of bitstream buffer provided by hardware decoder
should be 128 bytes aligned. And also the host software decoder should
align the size of written buffer to 128 bytes. That means if the slice
(or frame in case of VP9) size is not aligned with 128 bytes,
the rest of non 128 bytes aligned memory should be zero-padded.

In addition to aligning implementation, some variables are renamed
to be more intuitive by this commit.
2020-02-24 14:46:27 +00:00
Seungha Yang
fe72bf6053 d3d11decoder: Register elements per GPU device with capability check
This implementation is similar to what we've done for nvcodec plugin.
Since supported resolution, profiles, and formats are device dependent ones,
single template caps cannot represent them, so this modification
will help autoplugging and fallback.

Note that the legacy gpu list and list of resolution to query were
taken from chromium's code.
2020-02-18 11:58:45 +00:00
Seungha Yang
3e78afbe0a d3d11decoder: Move handle_frame implementation to baseclass
... and remove unused start, stop method from subclass.

Current implementation does not require subclass specific behavior
for the handle_frame() method.
2020-02-12 12:34:58 +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
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
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
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
Seungha Yang
0e7b6526b8 d3d11: Add vp9 decoder element
Based on gstreamer-vaapi and Chromium implemetation.
2019-12-31 02:13:48 +00:00