Seungha Yang
76fd732d42
qsv: Check d3d shared resource tier using D3D11 API
...
We can check the tier using d3d11 API. Thus, don't need to
create d3d12 device
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7099 >
2024-06-26 16:25:06 +00:00
Seungha Yang
40f7d7f1f7
d3d11device: Add device-removed-reason property
...
In addition to device removed status monitoring in gst_d3d11_result()
method, if ID3D11Device4 interface is available,
an event handle will be used for device removed status update.
And "device-removed" signal is removed since applications can monitor
the device removed status via gobject notify
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6699 >
2024-04-21 12:06:03 +00:00
Seungha Yang
cab1f3e547
d3d11: Port to d3dshader library
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Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6434 >
2024-03-24 22:28:14 +09:00
Alexander Slobodeniuk
6a6a4bf1a4
d3d11device: raise 'device-removed' signal on DXGI_ERROR_DEVICE_REMOVED
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When this error gets caught the GstD3D11Device object raises the new
"device-removed" signal. This allows to handle the error from outside:
stop the playback, re-create the player, replace the catched GstContext by
the new one.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6193 >
2024-03-13 17:25:31 +00:00
Seungha Yang
c57fe82a93
d3d11: Implement helper object for converter
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This object will upload system memory to GPU and preprocess
texture using compute shader or software converter if needed
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5691 >
2023-11-20 20:29:13 +09:00
Seungha Yang
5f44390b3e
d3d11converter: Reuse rasterizer state object
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Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5572 >
2023-10-28 22:12:17 +09:00
Seungha Yang
f52ecb9607
d3d11converter: Add support for HLSL precompile and bytecode caching
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Precompile pixel shaders for simple conversion path
(without gamma/primaries conversion) in case of MSVC build.
Even if runtime compile is required (cross-compiled or complex conversion
path), do it only once and reuse the compiled bytecode.
This precompile/caching can save about 95% of time taken by
gst_d3d11_converter_new() call.
Fixes: https://gitlab.freedesktop.org/gstreamer/gstreamer/-/issues/3004
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5457 >
2023-10-11 18:40:46 +00:00
Seungha Yang
83a576e854
d3d11: Reuse sampler object
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The linear sampler object can be reused
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5457 >
2023-10-11 18:40:46 +00:00
Seungha Yang
92cc5722c8
d3d11: Pass HLSL source size to compile function
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The string size is known at build time
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5457 >
2023-10-11 18:40:46 +00:00
Seungha Yang
cf1286b0e9
d3d11: Add support for HLSL precompile and shader caching
...
Compile HLSL at build time in case of MSVC, and use it if device
supports shader model 5. Also cache/reuse pixel shader and vertex
shader objects.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5426 >
2023-10-03 09:42:03 +00:00