Commit graph

16 commits

Author SHA1 Message Date
Seungha Yang
2f32f30b62 d3d11memory: Add a method to specify padding space 2020-02-05 00:52:48 +00:00
Seungha Yang
8ff667e463 d3d11allocator: Work as if buffer pool when running on texture array mode
Because the size of texture array cannot be updated dynamically,
allocator should block the allocation request. This cannot be
done at buffer pool side if this d3d11 memory is shared among
multiple buffer objects. Note that setting NO_SHARE flag to
d3d11 memory is very inefficient. It would cause most likey
copy of the d3d11 texture.
2020-02-05 00:52:48 +00:00
Seungha Yang
96f0f4b613 d3d11memory: Always use native DXGI format if device support it
Use consistent memory layout between dxva and other shader use case.
For example, use DXGI_FORMAT_NV12 texture format instead of
two textures with DXGI_FORMAT_R8_UNORM and DXGI_FORMAT_R8G8_UNORM.
2020-01-13 01:58:08 +00:00
Seungha Yang
9ee40679b5 Revert "d3d11: Add support for D3D11_USAGE_DYNAMIC"
This reverts commit ddd13fc7c0

Dynamic usage can reduce the number of copy per frame but make
things complicated and the benefit seems to not significant.
Also since we don't provide _map() method for the dynamic usage,
application cannot read buffers which make "last-sample" property
unusable in case of d3d11videosink.
2020-01-13 01:58:08 +00:00
Seungha Yang
7bfdeaf161 d3d11: Add support for Array typed texture memory
A ID3D11Texture2D memory can consist of multiple planes with array.
For array typed memory, GstD3D11Allocator will allocate new GstD3D11Memory
with increased reference count to the ID3D11Texture2D but different array index.
2019-12-31 02:13:48 +00:00
Seungha Yang
a5295509af d3d11: Enable dxgi debug layer and always try to pop d3d11/dxgi debug message if possible
Note that dxgi and d3d11 sdk debug will be enabled on debug build
2019-12-24 19:00:40 +09:00
Seungha Yang
0788492461 d3d11: Use GRecMutex to protect immediate context and dxgi API call
In some cases, rendering and dxgi (e.g., swapchain) APIs should be
called from window message pump thread, but current design (dedicated d3d11 thread)
make it impossible. To solve it, change concurrency model to locking based one
from single-thread model.
2019-12-20 19:21:03 +09:00
Seungha Yang
61cb6b2bbe d3d11: Pass GstD3D11Memory object to ensure_{shader_resource,render_target}_view methods
The method name indicates it should be d3d11memory, so passing
GstD3D11Memory seems to make more sense than GstMemory.
2019-12-20 11:15:12 +09:00
Aaron Boxer
e9891dfe14 d3d11: translate windows error codes to human readable strings
This will help with debugging.
2019-12-07 16:09:03 -06:00
Seungha Yang
ddd13fc7c0 d3d11: Add support for D3D11_USAGE_DYNAMIC
D3D11 dynamic texture is a special memory type, which is mainly used for
frequent CPU write access to the texture. For now, this texture type
does not support gst_memory_{map,unmap}
2019-12-05 02:29:18 +00:00
Seungha Yang
da3545e8c8 d3d11memory: Allocate texture with required views
Store required resource views with d3d11 texture when it requested.
2019-12-05 02:29:18 +00:00
Seungha Yang
01903c47f7 d3d11memory: Register mininal compare function for GstD3D11AllocationParams
The d3d11 allocation param is stored in GstStructure so it should
provide compare function for later use such as gst_structure_is_equal()
2019-12-05 02:29:18 +00:00
Seungha Yang
6c3311a39e d3d11: Refactor d3d11 memory and dxgi format usage
* Create staging texture only when the CPU access is requested.
Note that we should avoid the CPU access to d3d11 memory as mush as possible.
Incoming d3d11upload and d3d11download will take this GPU memory upload/download.

* Upload/Download texture memory from/to staging only if it needed, similar to
GstGL PBO implementation.

* Define more dxgi formats for future usage (e.g., color conversion, dxva2 decoder).
Because I420_* formats are not supported formats by dxgi, each plane should
be handled likewise GstGL separately, but NV12/P10 formats might be supported ones.
So we decide the number of d3d11memory per GstBuffer for video memory depending on
OS version and dxgi format. For instance, if NV12 is supported by OS,
only one d3d11memory with DXGI_FORMAT_NV12 texture can be allocated by this commit.
One use case of such texture is DXVA. In case DXVA decoder, it might need to produce decoded data
to one DXGI_FORMAT_NV12 instead of seperate Y and UV planes.
Such behavior will be controlled via configuration of GstD3D11BufferPool and
default configuration is separate resources per plane.
2019-12-05 02:29:18 +00:00
Seungha Yang
d4c75f32dd d3d11: Add method for querying d3d11 memory type
... and fix misreading "private" annotation.
2019-12-05 02:29:18 +00:00
Seungha Yang
494ec13316 d3d11: Rename native handle getter and context utils functions
Make them consistent with cuda context utils functions.
Put in-only parameter before all in-out parameters, and add _handle()
suffix to native handle getter functions.
2019-12-05 02:29:18 +00:00
Seungha Yang
5c3879ace6 d3d11videosink: Add new Direct3D11 video render plugin
Direct3D11 was shipped as part of Windows7 and it's obviously
primary graphics API on Windows.

This plugin includes HDR10 rendering if following requirements are satisfied
* IDXGISwapChain4::SetHDRMetaData is available (decleared in dxgi1_5.h)
* Display can support DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 color space
* Upstream provides 10 bitdepth format with smpte-st 2084 static metadata
2019-07-08 08:31:47 +00:00