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3 commits

Author SHA1 Message Date
Hyunjun Ko
b08b8ddae3 msdk: manage MSDK surfaces seperately
Currently a gst buffer has one mfxFrameSurface when it's allocated and
can't be changed.
This is based on that the life of gst buffer and mfxFrameSurface would
be same.
But it's not true. Sometimes even if a gst buffer of a frame is finished
on downstream,
mfxFramesurface coupled with the gst buffer is still locked, which means
it's still being used in the driver.

So this patch does this.
Every time a gst buffer is acquired from the pool, it confirms if the
surface coupled with the buffer is unlocked.
If not, replace it with new unlocked one.
In this way, user(decoder or encoder) doesn't need to manage gst buffers
including locked surface.

To do that, this patch includes the following:
1. GstMsdkContext
- Manages MSDK surfaces available, used, locked respectively as the
following:
  1\ surfaces_avail : surfaces which are free and unused anywhere
  2\ surfaces_used : surfaces coupled with a gst buffer and being used
now.
  3\ surfaces_locked : surfaces still locked even after the gst buffer
is released.

- Provide an api to get MSDK surface available.
- Provide an api to release MSDK surface.

2. GstMsdkVideoMemory
- Gets a surface available when it's allocated.
- Provide an api to get an available surface with new unlocked one.
- Provide an api to release surface in the msdk video memory.

3. GstMsdkBufferPool
- In acquire_buffer, every time a gst buffer is acquired, get new
available surface from the list.
- In release_buffer, it confirms if the buffer's surface is unlocked or
not.
  - If unlocked, it is put to the available list.
  - If still locked, it is put to the locked list.

This also fixes bug #793525.

https://bugzilla.gnome.org/show_bug.cgi?id=793413
https://bugzilla.gnome.org/show_bug.cgi?id=793525
2018-03-08 11:37:12 -09:00
Hyunjun Ko
76a82feae7 msdk: Avoid build failures on Windows until d3d allocator is implemented
https://bugzilla.gnome.org/show_bug.cgi?id=790752
2018-02-13 13:54:03 -09:00
Hyunjun Ko
2542b2d34d msdk: supports bufferpool
Implements 2 memory allocators:
1\ GstMsdkSystemAllocator: This will allocate system memory.
2\ GstMsdkVideoAllocator: This will allocate device memory depending
on the platform. (eg. VASurface)

Currently GstMsdkBufferPool uses video allocator currently by default
only on linux. On Windows, we should use system memory until d3d
allocator
is implemented.

https://bugzilla.gnome.org/show_bug.cgi?id=790752
2018-02-13 13:44:08 -09:00