Commit graph

25140 commits

Author SHA1 Message Date
Seungha Yang
9835289239 d3d11window: Do not check shader resource view if not doing conversion
If d3d11window does not convert format internally, shader resource view
is not required. Note that shader resource view is used for
color conversion using shader but when conversion is not required,
we just copy input input texture to backbuffer.
2019-12-10 04:06:28 +00:00
Julien Isorce
b681d6f62e msdkvpp: check mfx surface nullity for the input buffer
In theory it should not happen but it happened to me
in some cases where it failed to allocate some video
buffers so this was a consequence of a corner case.
Better to be safe than sorry.
2019-12-10 03:00:13 +00:00
Seungha Yang
8154b22a88 d3d11window: Clear old swapchain per prepare
_prepare() might be called multiple times for given window, so clear
old swapchain if any.

Fixes: https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/1138
2019-12-10 10:58:28 +09:00
Olivier Crête
411bde315c srtp: Remove %z as it doesn't work on Windows 2019-12-09 15:41:13 -05:00
Alicia Boya García
f816903e65 gsttestsrcbin: Avoid not-linked errors when switching tracks
The previous implementation had a very high reproducibility race where
if after a track switch, the ex-active track pad completed a buffer
chain (now returning not-linked) the flow combiner had all their pads in
non-linked state, propagating it as an error and stopping the pipeline.

By resetting the flow combiner in response to RECONFIGURE events that
race is made impossible.
2019-12-09 18:12:29 +01:00
Julien Isorce
3bae199863 msdkdec: fix assertion 'frame->ref_count > 0' failed
Can happen if the oldest frame is the current frame
and if gst_video_decoder_finish_frame failed in which
case the current is unref and then drop instead of
just drop.
This patch also removes some assumptions, it was strange
to call unref and finish_frame in gst_msdkdec_finish_task.
In principle when owning a frame, the code should either
unref, or drop or finish.
2019-12-09 16:10:51 +00:00
Seungha Yang
5bf10d8781 d3d11window: Always set dxgi colorspace if possible
Not only for the 10 bits RGB case with HDR metadata, set proper color space
to swapchain in order to make color representaion correct
2019-12-09 12:22:15 +00:00
Matthew Waters
526afac736 vtdec: add support for outputing vulkan images 2019-12-09 01:49:31 +00:00
Matthew Waters
52ff97d085 vulkan/image: expose initialization function for subclasses 2019-12-09 01:49:30 +00:00
Matthew Waters
1c6f3e4b84 vulkan/macos: link directly to MoltenVK
It's currently the only sane way we can use MoltenVK functions to
integrate with Metal API.

It also removes the need to specify the VK_ICD_FILENAMES environment
variable pointing to MoltenVK_icd.json.
2019-12-09 01:49:30 +00:00
Matthew Waters
acac78c1ce applemedia: rename IOSurfaceMemory -> IOSurfaceGLMemory 2019-12-09 01:49:30 +00:00
Matthew Waters
0560946c82 videotexturecache: implement GL specifics as a subclass 2019-12-09 01:49:30 +00:00
Matthew Waters
ff5ba2f126 applemedia/videocache: make a GObject subclass 2019-12-09 01:49:30 +00:00
Matthew Waters
27f4fb060d avfvideosrc: don't leak texture caches
If decide_allocation is called multiple times, then we would continually
overwrite the previous cache without freeing
2019-12-09 01:49:30 +00:00
Aaron Boxer
e9891dfe14 d3d11: translate windows error codes to human readable strings
This will help with debugging.
2019-12-07 16:09:03 -06:00
Xavier Claessens
da584995f6 mlaudiosink: Fix crash when stopping pipeline
This is a bug in LuminOS 0.97.0.
2019-12-06 15:29:29 +00:00
Xavier Claessens
380ab8123b Add mlaudiosink element 2019-12-06 15:29:29 +00:00
Stéphane Cerveau
1711369526 openh264enc: keep the headers
be able to resend the headers on demand after a key-unit request
2019-12-06 08:35:00 +00:00
Sebastian Dröge
f776e2df96 decklink: Return new references to the devices from get_devices()
Otherwise the caller will free the devices we store internally.
2019-12-05 21:22:18 +02:00
Stéphane Cerveau
c28e7d928d dash: move parser nodes/types to separated files
Rename GstMpdClient to GstMPDClient and use GObject model.

Move nodes to file from gstmpdparser.c:
- GstMPDRootNode
- GstMPDBaseURLNode
- GstMPDUTCTimingNode
- GstMPDMetricsNode
- GstMPDMetricsRangeNode
- GstMPDSNode
- GstMPDSegmentTimelineNode
- GstSegmentTemplateNode
- GstMPDSegmentURLNode
- GstMPDSegmentListNode
- GstMPDPeriodNode
- GstMPDRepresentationNode
- GstMPDsubRepresentationNode
- GstMPDAdaptationSetNode
- GstMPDContentComponentNode
- GstMPDSubsetNode
- GstMPDProgramInformationNode

Move types to gstmpdhelper from gstmpdparser.c:

- GstURLType
- GstDescriptorType
- GstSegmentBaseType
- GstMPDMultSegmentBaseType
- GstMPDRepresentationBaseType

Cleanup naming when possible.
2019-12-05 09:06:37 +00:00
Stéphane Cerveau
86b251b7d1 dash: split mpdparser, mpdclient and xmlhelper
provide a separate namespace for mpd helper
for xml parsing and the real mpd parsing.
2019-12-05 09:06:37 +00:00
Seungha Yang
4eac9d0ae6 d3dvideosink: Fix warning for unhandled enum in switch
d3dhelpers.c:135:3: warning: enumeration value 'D3DFMT_D32_LOCKABLE' not handled in switch [-Wswitch]
2019-12-05 04:31:54 +00:00
Matthew Waters
c3685bafa4 vulkanviewconvert: clear the cached uniforms on caps change
Caps changes can change the output/input layout which needs to be
reflected in the input uniforms to the shader.
2019-12-05 03:21:21 +00:00
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
71befc477f d3d11window: Invoke resize task with high priority
On resize event, swapchain should be configured with higher priority
than the other tasks since it's directly related to visual artifacts.
2019-12-05 02:29:18 +00:00
Seungha Yang
d2b85683de d3d11device: Add gst_d3d11_device_thread_add_full method
I would be used to invoke GPU task with specified priority.
2019-12-05 02:29:18 +00:00
Seungha Yang
7cab47ddda d3d11videosinkbin: Drop d3d11 color convert element
d3d11videosink can convert color space now, so the conversion element
seems to be redundant.
2019-12-05 02:29:18 +00:00
Seungha Yang
ca3ddf7848 d3d11videosink: Add color conversion support
Draw to back buffer texture directly. It would reduce the number of
copy at least once when color conversion is required.
2019-12-05 02:29:18 +00:00
Seungha Yang
622733ed0d d3d11converter: Skip setup converter if input and output formats are equal 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
42ca123f0f d3d11: Split shader to reuse code 2019-12-05 02:29:18 +00:00
Seungha Yang
59d9589722 d3d11videosink: Draw window with cached texture on resize
This would render nicer than presenting scene with broken aspect ratio,
especially in case of low framerate.
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
5ce4748cc0 d3d11device: Add debug message for CreateTexture2D failure 2019-12-05 02:29:18 +00:00
Seungha Yang
914d2df79e d3d11device: Fix misreading debug message 2019-12-05 02:29:18 +00:00
Seungha Yang
71ae632b25 d3d11colorconvert: Disable color conversion with software rasterizer
It's much slower than our CPU based color-converter in most case.
2019-12-05 02:29:18 +00:00
Seungha Yang
79e88b76da d3d11videosink: Handle context query
Propagate d3d11device via context query.
2019-12-05 02:29:18 +00:00
Seungha Yang
5edf64d655 d3d11colorconvert: Avoid copy in/out texture if possible
When input and/or output d3d11memory has its own view, use them for
rendering to avoid texture copy
2019-12-05 02:29:18 +00:00
Seungha Yang
da3545e8c8 d3d11memory: Allocate texture with required views
Store required resource views with d3d11 texture when it requested.
2019-12-05 02:29:18 +00:00
Seungha Yang
4e4fb8a577 d3d11: Add d3d11videosinkbin element
New wrapper element to support d3d11 memory upload, color conversion, and
rendering at once.
2019-12-05 02:29:18 +00:00
Seungha Yang
79ac41ec5b d3d11: Add color space conversion element using shader
Add d3d11colorconvert element for color space conversion.
Currently {RGB, YUV} to RGB conversion is supported.
2019-12-05 02:29:18 +00:00
Seungha Yang
01903c47f7 d3d11memory: Register mininal compare function for GstD3D11AllocationParams
The d3d11 allocation param is stored in GstStructure so it should
provide compare function for later use such as gst_structure_is_equal()
2019-12-05 02:29:18 +00:00
Seungha Yang
0778fa8043 d3d11window: Set render target whenever drawing
Device context's render target might be updated for offscreen rendering
2019-12-05 02:29:18 +00:00
Seungha Yang
a687f06b59 d3d11videosink: Specify d3d11 memory caps feature on sinkpad template 2019-12-05 02:29:18 +00:00
Seungha Yang
c17c1346ee d3d11: Introduce d3d11 upload/download element
That's equivalent to glupload and gldownload elements but for d3d11
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
d4c75f32dd d3d11: Add method for querying d3d11 memory type
... and fix misreading "private" annotation.
2019-12-05 02:29:18 +00:00
Seungha Yang
8da5237e22 d3d11device: Store selected d3d feature level
Depending on selected feature level, d3d11 API usage can be different.
Instead of querying the selected feature level by user whenever required,
store it once by d3d11device.
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
7ae4105c6e d3d11device: Don't allow auto adapter selection
Change to d3d11device to be created with explicit target adapter index,
and expose some readonly device properties
2019-12-05 02:29:18 +00:00