With this patch, the caps is registered in the order of memory features
as: VAMemory, DMABuf then raw caps in linux path, and D3D11Memory then
raw caps in windows path. It helps to prioritize the video memory for all
msdk elements when doing negotiation.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5898>
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>
Since DXGI desktop duplication API does not work with Direct3D12 device,
this element will use Direct3D11 device to acquire frame.
Then other rendering operations (e.g., texture copy, render pipeline) will
happen using Direct3D12 API
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5883>
- Fix skipsize on _update_backlog failure.
- Add robustness to AU completion detection by using AUD when present. If we've
received a AUD we overwrite the first VCL NAL detection when the result was
negative. VCL following AUD is the first VCL of next AU.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5862>
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>
Instead of only supporting writing SPU data directly to YUV frames,
render the SPU data to an intermediate AYUV overlay buffer. The overlay
data is then blended to the video frame.
For the PGS format, the overlay buffer size is set to the size of the
Composition Window, and its position in the overlay composition is set
to the window position. The objects to render are now cropped when the
cropping flag is set.
For the Vobsub format, the overlay buffer size is set to the size of the
Display Area.
Once rendered, the overlay composition rectangle is now moved and scaled
to fit the video output size, to avoid clipping.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5827>
Shader visible descriptors occupy GPU resource and there are hardware
limits. Thus, in order to minimize the amount of shader visible heaps,
only non shader visible descriptor heap (staging) will be held by d3d12memory.
Then converter will copy the staging descriptor to shader visible
descriptor heap per draw.
Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5875>
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>