Ideally, GPU waiting should be scheduled just before executing command list.
But handling the case outside of converter is a bit complicated.
Under an assumption that constructed command list will be executed
immediately, schedules GPU-side waiting inside of conversion method
to simplify the flow.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6749>
Fixing below debug layer report
ID3D12Device::CreateCommittedResource: Ignoring InitialState D3D12_RESOURCE_STATE_COPY_DEST.
Buffers are effectively created in state D3D12_RESOURCE_STATE_COMMON.
Buffer resource will be automatically promoted to D3D12_RESOURCE_STATE_COPY_DEST
at the very first COPY operation time.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5895>
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>
Conversion will happen when constructed command list is executed,
not by converter element. Thus this object should not map output buffer
with write flag which will result in error if multiple threads
are building commands for the same output target frame.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5875>