If parent and child windows are running on different thread,
there is always a chance to cause deadlock as DefWindowProc() call
from child window thread might be blocked until the message
is handled by parent's window procedure.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1299>
GObject::dispose method can be called multiple times. As win32 d3d11window
has an internal thread and because GObject::dispose method could be called from the
thread, it might cause problems such as trying to join self-thread
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1299>
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>
D3D11_CREATE_DEVICE_DEBUG flag will be used while creating d3d11 device
to activate debug layer. However, if system doesn't support the
debug layer for some reason, we should try to create d3d11 device
without the flag. Debug layer should be optional for device creation.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1217>
We should directly check the values of the `debug` and `optimization`
options instead.
`get_option('buildtype')` will return `'custom'` for most combinations
of `-Doptimization` and `-Ddebug`, but those two will always be set
correctly if only `-Dbuildtype` is set. So we should look at those
options directly.
For the two-way mapping between `buildtype` and `optimization`
+ `debug`, see this table:
https://mesonbuild.com/Builtin-options.html#build-type-options
DXVA supports two kinds of texture structure for DPB, one is
"1) texture array" and the other is "2) array of texture".
1) is a type of texture which is single ID3D11Texture2D object having
ArraySize greater than one. So the ID3D11Texture2D itself is a set of texture.
Each sub texture of this type mush have identical resolution, format and so on,
and the number of sub texture in a texture array is fixed.
2) is an array of usual ID3D11Texture2D object. That means each
ID3D11Texture2D is independent each other and might have different resolution as well.
Moreover, we can modify the number of frames of the array dynamically.
This type is more flexible than "1) texture array" in terms of dynamic
behavior and also this type of texture can be used for shader resource view
but "1) texture array" couldn't be.
If "2) array of texture" is supported by driver, DXVA spec is saying that
it's preferred format over "1) texture array" in terms of performance.
The set of supported color space by DXGI is not full combination of
our colorimetry. That means we should convert color space to one
of supported color space by DXGI. This commit modifies the color space
selection step so that d3d11window can find the best matching DXGI color space
first and then the selected input/output color space will be referenced
by shader and/or d3d11videoprocessor.
VP9 codec allows resizing reference frame by spec. Handling this case
is a bit tricky especially when the resizing happens on non-keyframe,
because pre-allocated decoder textures (i.e., dpb) have negotiated
resolution and to change resolution meanwhile decoding on non-keyframe,
each texture might need to be re-created, copied to new dpb somehow,
and re-negotiated with downstream.
Due to the complicated requirement of negotiation driven
resizing handling, this commit adds shader into d3d11decoder object
to resize only corresponding frames. Note that if the resolution change
is detected on keyframe, decoder will re-negotiate with downstream.
Not only any textures for decoder output view, any destination texture
which would be copied from decoder output texture need to be aligned too.
Otherwise driver sometimes crashed/hung (not sure why).
Resolution of NV12, P010, and P016 formats must be multiple of two.
Otherwise texture cannot be created. Instead of doing this alignment
per API consumer side, do this in buffer pool for simplicity.
Now that the system_frame_number is saved on the pictures we can use
gst_video_decoder_get_frame() helper instead of getting the full list
and looping over it.
On new_segment, the decoder is expected to negotiate. The decoder may want to
pre-allocate the needed buffers. Pass the max_dpb_size as this is needed to
determin how many buffers should be allocated.
This introduce a library which contains a set of base classes which
handles the parsing and the state tracking for the purpose of decoding
different CODECs. Currently H264, H265 and VP9 are supported. These
bases classes are used to decode with low level decoding API like DXVA,
NVDEC, VDPAU, VAAPI and V4L2 State Less decoders. The new library is
named gstreamer-codecs-1.0 / libgstcodecs.
This commit moves parsing code for superframe and frame header into
handle_frame() method, and removes parse() implementation from vp9decoder
baseclass.
The combination of
- multiple frames are packed in a given input buffer (i.e., superframe)
- reverse playback
seems to be complicated and also it doesn't work as intended in some case
* Remove redundant variables for width/height and par from GstD3D11Window.
GstVideoInfo holds all the values.
* Don't need to pass par to gst_d3d11_window_prepare().
It will be parsed from caps again
* Remove duplicated math
Fixing regression of the commit 9dada90108
gst_d3d11_result() will print warning message when HRESULT != S_OK.
However, since the retry is trivial stuff, check hr == E_PENDING first
and do not warn it.
The DXGI_PRESENT_ALLOW_TEARING flag might cause unexpected tearing
side effect. Setting it in fullscreen mode only seems to be
the correct usage as in the Microsoft's direct3d examples.
DXVA spec is saying that the size of bitstream buffer provided by hardware decoder
should be 128 bytes aligned. And also the host software decoder should
align the size of written buffer to 128 bytes. That means if the slice
(or frame in case of VP9) size is not aligned with 128 bytes,
the rest of non 128 bytes aligned memory should be zero-padded.
In addition to aligning implementation, some variables are renamed
to be more intuitive by this commit.
This implementation is similar to what we've done for nvcodec plugin.
Since supported resolution, profiles, and formats are device dependent ones,
single template caps cannot represent them, so this modification
will help autoplugging and fallback.
Note that the legacy gpu list and list of resolution to query were
taken from chromium's code.
gst_video_frame_copy will copy input frame to stating texture
of fallback frame. Then, we need to map fallback texture with GST_MAP_D3D11
flag to upload the staging texture to render texture. Otherwise
the render texture wouldn't be updated.
Source texture (decoder view) might be larger than destination (staging) texture.
In that case, D3D11_BOX structure should be passed to CopySubresourceRegion method
in order to specify the exact target area.