In case of tier 1 decoder, always use reference-only picture to avoid
fixed-size pool limitation and output decoded picture without
copy even for negative rate. Also do not use copy queue for GPU to GPU
copy. Copy queue is specialized for upload/download and may occupy
PCIE bandwidth. Use direct queue as recommended by vendors.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5877>
On flush event, baseclass will discard all pictures from DPB
but there can be still in-flight commands not finished yet.
Use our command queue, allocator and fence data helper objects
to keep resource available during command execution.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5877>
Zero initialization would have overhead and it's not required
most cases except for textures. Use CREATE_NOT_ZEROED flag
in case of buffer resource or if a texture will be rendered without any
prior read operation.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5875>
To achieve maximum throughput, waiting on command commit thread
is not ideal. And render-delay will introduce unwanted latency.
Best is to split thread and wait finished decoding job in a dedicated
output thread
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5812>
As a short-term solution before full d3d12 rendering feature,
copy decoded d3d12 texture to shared d3d11 texture in order to use
existing various d3d11 implementations such as conversion, resizing,
and videosink.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5356>