AS-IS:
D3D11Convert class is baseclass of D3D11ColorConvert and D3D11Scale
* GstD3D11Convert
|_ GstD3D11ColorConvert
|_ GstD3D11Scale
TO-BE:
Introducing a new base class for color conversion and/or rescale elements
* GstD3D11BaseConvert
|_ GstD3D11Convert
|_ GstD3D11ColorConvert
|_ GstD3D11Scale
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2029>
Move d3d11 device, memory, buffer pool and minimal method
to gst-libs so that other plugins can access d3d11 resource.
Since Direct3D is primary graphics API on Windows, we need
this infrastructure for various plugins can share GPU resource
without downloading GPU memory.
Note that this implementation is public only for -bad scope
for now.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/464>
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>
Output texture of d3d11 decoder cannot have the bind flag
D3D11_BIND_SHADER_RESOURCE (meaning that it cannot be used for shader
input resource). So d3d11convert (and it's subclasses) was copying
texture into another internal texture to use d3d11 shader.
It's obviously overhead and we can avoid texture copy for
colorspace conversion or resizing via ID3D11VideoProcessor
as it supports decoder output texture.
This commit would be a visible optimization for d3d11 decoder with
d3d11compositor use case because we can avoid texture copy per frame.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1718>
New d3d11colorconvert and d3d11scale elements will perform only
colorspace conversion and rescale, respectively. Those new elements
would be useful when only colorspace conversion or rescale is required
and the other part should be done by another elements.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1323>
Note that newly added formats (YUY2, UYVY, and VYUY) are not supported
render target view formats. So such formats can be only input of d3d11convert
or d3d11videosink. Another note is that YUY2 format is a very common
format for hardware en/decoders on Windows.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1581>
GstD3D11ColorConverter implementation is able to rescale video as well.
By doing colorspace conversion and rescale at once, we can save
one cycle of shader pipeline which will can save GPU resource.
Since this element can support color space conversion and rescale,
it's renamed as d3d11convert
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1275>
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.
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.
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.
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).
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.
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}