Commit graph

23 commits

Author SHA1 Message Date
Seungha Yang
4337031430 d3d11device: Add an optional flags argument for creating device
Extend gst_d3d11_device_new() method so that caller can specify
D3D11_CREATE_DEVICE_FLAG value to use.

See https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_create_device_flag
for more detail about D3D11_CREATE_DEVICE_FLAG

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1901>
2020-12-22 01:14:54 +09:00
Seungha Yang
59a1897c39 d3d11: Privatize d3d11memory implementation
Hide most of symbols of GstD3D11Memory object.
GstD3D11Memory is one of primary resource for imcoming d3d11 library
and it's expected to be a extensible feature.
Hiding implementation detail would be helpful for later use case.

Summary of this commit:
* Now all native Direct3D11 resources are private of GstD3D11Memory.
  To access native resources, getter methods need to be used
  or generic map (e.g., gst_memory_map) API should be called
  apart from some exceptional case such as d3d11decoder case.
* Various helper methods are added for GstBuffer related operations
  and in order to remove duplicated code.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
2020-12-21 01:02:37 +09:00
Seungha Yang
f1e3e5276a d3d11: Add a helper method for d3d11buffferpool setup
Remove duplicated code for d3d11buffferpool setup.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1892>
2020-12-21 01:02:37 +09:00
Seungha Yang
a9314b4554 d3d11upload/d3d11download: Make use of staging buffer
... instead of direct cpu map for d3d11memory object. In this way,
we don't need per GstD3D11Memory staging texture.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1627>
2020-10-04 15:44:03 +00:00
Seungha Yang
f35eeaa02b d3d11: Don't hold staging texture
Staging texture is used for memory transfer between system and
gpu memory. Apart from d3d11{upload,download} elements, however,
it should happen very rarely.

Before this commit, d3d11bufferpool was allocating at least one
staging texture in order to calculate cpu accessible memory size,
and it wasn't freed for later use of the texture unconditionally.
But it will increase system memory usage. Although GstD3D11memory
object is implemented so that support CPU access, most memory
transfer will happen in d3d11{upload,download} elements.

By this commit, the initial staging texture will be freed immediately
once cpu accessible memory size is calculated.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1627>
2020-10-04 15:44:03 +00:00
Seungha Yang
205ad89802 d3d11: Store more device information in context structure
It would be more informative for debugging

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1507>
2020-08-12 14:04:55 +00:00
Seungha Yang
ff9157eef4 d3d11: Selected adapter index should be unsigned integer
If d3d11device was created successfully, the index of adapter
must not be negative value

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1507>
2020-08-12 14:04:55 +00:00
Seungha Yang
c1093e3481 plugins: Use g_win32_error_message for HRESULT to string conversion
We don't need to duplicate a method for HRESULT error code to string
conversion. This patch is intended to
* Remove duplicated code
* Ensure FormatMessageW (Unicode version) and avoid FormatMessageA
  (ANSI version), as the ANSI format is not portable at all.
  Note that if "UNICODE" is not defined, FormatMessageA will be aliased
  as FormatMessage by default.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1442>
2020-07-18 11:05:52 +09:00
Seungha Yang
495ed45d05 d3d11decoder: Disable zero-copy for Qualcomm devices
Qualcomm driver looks buggy in zero-copy scenario. Even if we disable
zero-copy, device-to-device memory copy will be used with d3d11videosink
which should be fast enough.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1432>
2020-07-12 01:40:45 +09:00
Seungha Yang
f899728dd4 d3d11: Don't assume response of context query has valid d3d11 device context
Peer elements should return FALSE if d3d11 device context is unavailable
but it might happen for some reason (e.g., wrong implementation or so)

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1347>
2020-06-16 11:23:34 +00:00
Seungha Yang
d12c0c4c7b d3d11utils: Add a helper method for checking Xbox device
Required for some cases to work around device specific issue

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1339>
2020-06-16 10:49:02 +00:00
Seungha Yang
0e842c74b6 d3d11: Move scoring util method for colorspace conversion to colorconvert element
It's used only by colorconvert element.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1275>
2020-05-19 17:25:05 +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
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
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
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
199caccc41 d3d11: Initialize debug categories of non-GstElement implementation in plugin init
That's the way to expose debug category to --gst-debug-help
2019-12-05 02:29:18 +00:00
Seungha Yang
c9cb08fcd4 d3d11colorconvert: Split color space converter to reuse code 2019-12-05 02:29:18 +00:00
Seungha Yang
ddd13fc7c0 d3d11: Add support for D3D11_USAGE_DYNAMIC
D3D11 dynamic texture is a special memory type, which is mainly used for
frequent CPU write access to the texture. For now, this texture type
does not support gst_memory_{map,unmap}
2019-12-05 02:29:18 +00:00
Seungha Yang
6c3311a39e d3d11: Refactor d3d11 memory and dxgi format usage
* Create staging texture only when the CPU access is requested.
Note that we should avoid the CPU access to d3d11 memory as mush as possible.
Incoming d3d11upload and d3d11download will take this GPU memory upload/download.

* Upload/Download texture memory from/to staging only if it needed, similar to
GstGL PBO implementation.

* Define more dxgi formats for future usage (e.g., color conversion, dxva2 decoder).
Because I420_* formats are not supported formats by dxgi, each plane should
be handled likewise GstGL separately, but NV12/P10 formats might be supported ones.
So we decide the number of d3d11memory per GstBuffer for video memory depending on
OS version and dxgi format. For instance, if NV12 is supported by OS,
only one d3d11memory with DXGI_FORMAT_NV12 texture can be allocated by this commit.
One use case of such texture is DXVA. In case DXVA decoder, it might need to produce decoded data
to one DXGI_FORMAT_NV12 instead of seperate Y and UV planes.
Such behavior will be controlled via configuration of GstD3D11BufferPool and
default configuration is separate resources per plane.
2019-12-05 02:29:18 +00:00
Seungha Yang
4ff0e62b72 d3d11: Don't share d3d11 device context unconditionally without checking adapter
Do not accept any GstD3D11Device context which has different adapter
index from the required one. For example, if a d3d11 element is expecting
d3d11 device with adapter 1 (i.e., the second GPU), any d3d11 device
context having different adapter could not be shared with
the d3d11 element.
2019-12-05 02:29:18 +00:00
Seungha Yang
494ec13316 d3d11: Rename native handle getter and context utils functions
Make them consistent with cuda context utils functions.
Put in-only parameter before all in-out parameters, and add _handle()
suffix to native handle getter functions.
2019-12-05 02:29:18 +00:00
Seungha Yang
5c3879ace6 d3d11videosink: Add new Direct3D11 video render plugin
Direct3D11 was shipped as part of Windows7 and it's obviously
primary graphics API on Windows.

This plugin includes HDR10 rendering if following requirements are satisfied
* IDXGISwapChain4::SetHDRMetaData is available (decleared in dxgi1_5.h)
* Display can support DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 color space
* Upstream provides 10 bitdepth format with smpte-st 2084 static metadata
2019-07-08 08:31:47 +00:00