There are a few places which require deep copy
(basesink on drain for example). Also this implementation can be
useful for future use case.
One probable future use case is that copying DPB texture to
another texture for in-place transform since our DPB texture is never
writable, and therefore copying is unavoidable.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2308>
We should lock memory object with gst_d3d11_device_lock() first
then GST_D3D11_MEMORY_LOCK() need to be used.
One observed deadlock case is that:
- Thread A takes d3d11 device lock
- At the same time, Thread B tries CPU map to d3d11memory which requires
d3d11 device lock as well, but it's already taken by Thread A.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2267>
Found while working on GStreamer-rs documentation, some enums had this
bit of text pasted verbatim in the enum documentation rather than
attached to the enum-variant. Fortunately it seems these in WebRTC and
D3D11 are the only ones matching the non-@-prefixed pattern:
^ \* GST_\w+:\s*\w+
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2118>
Enable zero-copy if downstream proposed pool and therefore decoder
can know the amount of buffer required by downstream.
Otherwise decoder will copy when our DPB pool has no sufficient
buffers for later decoding operation.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2097>
Major changes:
* GstD3D11Allocator: This allocator is now device-independent object
which can allocate GstD3D11Memory object for any GstD3D11Device.
User can get this object via gst_allocator_find(GST_D3D11_MEMORY_NAME)
* GstD3D11PoolAllocator: A new allocator implementation for texture pool.
From now on GstD3D11BufferPool will make use of this memory pool allocator
to avoid frequent texture reallocation. That usually happens because
of buffer copy (gst_buffer_make_writable for example)
In addition to that, GstD3D11BufferPool will provide GstBuffer with
GstVideoMeta, because CPU access to a GstD3D11Memory without GstVideoMeta
is almost impossible since GPU drivers needs padding for stride alignment.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2097>
... instead of QueryInterface-ing per elements. Note that
ID3D11VideoDevice and ID3D11VideoContext objects might not be available
if device doesn't support video interface.
So GstD3D11Device object will create those objects only when requested.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2079>
* Don't warn for live object, since ID3D11Debug itself seems to be
holding refcount of ID3D11Device at the moment we called
ID3D11Debug::ReportLiveDeviceObjects(). It would report live object
always
* Device might not be able to support some formats (e.g., P010)
especially in case of WARP device. We don't need to warn about that.
* gst_d3d11_device_new() can be used for device enumeration. Don't warn
even if we cannot create D3D11 device with given adapter index therefore.
* Don't warn for HLSL compiler warning. It's just noise and
should not be critical thing at all
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1986>
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>