/* GStreamer * Copyright (C) 2023 Seungha Yang * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstd3d12memory.h" #include "gstd3d12device.h" #include "gstd3d12utils.h" #include "gstd3d12format.h" #include #include #include #include #include #include GST_DEBUG_CATEGORY_EXTERN (gst_d3d12_allocator_debug); #define GST_CAT_DEFAULT gst_d3d12_allocator_debug static GstD3D12Allocator *_d3d12_memory_allocator = nullptr; /* *INDENT-OFF* */ using namespace Microsoft::WRL; struct _GstD3D12MemoryPrivate { ComPtr resource; ComPtr srv_heap; ComPtr rtv_heap; guint srv_increment_size = 0; guint rtv_increment_size = 0; guint num_srv = 0; guint num_rtv = 0; D3D12_RESOURCE_DESC desc; D3D12_RESOURCE_STATES state; /* Queryied via ID3D12Device::GetCopyableFootprints */ D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout[GST_VIDEO_MAX_PLANES]; guint64 size; guint num_subresources; guint subresource_index[GST_VIDEO_MAX_PLANES]; std::recursive_mutex lock; }; /* *INDENT-ON* */ GST_DEFINE_MINI_OBJECT_TYPE (GstD3D12Memory, gst_d3d12_memory); static gpointer gst_d3d12_memory_map_full (GstMemory * mem, GstMapInfo * info, gsize maxsize) { GstD3D12Memory *dmem = GST_D3D12_MEMORY_CAST (mem); GstD3D12MemoryPrivate *priv = dmem->priv; GstMapFlags flags = info->flags; if ((flags & GST_MAP_D3D12) == 0) { GST_ERROR ("CPU access to d3d12 resource is not allowed yet"); return nullptr; } /* Holds lock while we are being mapped. We will not allow concurrent * access to the texture unlike D3D11 for now * (unless we use D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS flag) */ priv->lock.lock (); return priv->resource.Get (); } static void gst_d3d12_memory_unmap_full (GstMemory * mem, GstMapInfo * info) { GstD3D12Memory *dmem = GST_D3D12_MEMORY_CAST (mem); GstD3D12MemoryPrivate *priv = dmem->priv; if ((info->flags & GST_MAP_D3D12) == 0) { GST_ERROR ("CPU access to d3d12 resource is not allowed yet"); return; } priv->lock.unlock (); } static GstMemory * gst_d3d12_memory_share (GstMemory * mem, gssize offset, gssize size) { /* TODO: impl. */ return nullptr; } gboolean gst_is_d3d12_memory (GstMemory * mem) { return mem != nullptr && mem->allocator != nullptr && (GST_IS_D3D12_ALLOCATOR (mem->allocator) || GST_IS_D3D12_POOL_ALLOCATOR (mem->allocator)); } void gst_d3d12_memory_init_once (void) { GST_D3D12_CALL_ONCE_BEGIN { _d3d12_memory_allocator = (GstD3D12Allocator *) g_object_new (GST_TYPE_D3D12_ALLOCATOR, nullptr); gst_object_ref_sink (_d3d12_memory_allocator); gst_object_ref (_d3d12_memory_allocator); gst_allocator_register (GST_D3D12_MEMORY_NAME, GST_ALLOCATOR_CAST (_d3d12_memory_allocator)); } GST_D3D12_CALL_ONCE_END; } ID3D12Resource * gst_d3d12_memory_get_resource_handle (GstD3D12Memory * mem) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); return mem->priv->resource.Get (); } gboolean gst_d3d12_memory_get_state (GstD3D12Memory * mem, D3D12_RESOURCE_STATES * state) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); if (!mem->priv->lock.try_lock ()) { GST_WARNING ("Resource %p is owned by other thread, try map first", mem); return FALSE; } if (state) *state = mem->priv->state; mem->priv->lock.unlock (); return TRUE; } gboolean gst_d3d12_memory_set_state (GstD3D12Memory * mem, D3D12_RESOURCE_STATES state) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); if (!mem->priv->lock.try_lock ()) { GST_WARNING ("Resource %p is owned by other thread, try map first", mem); return FALSE; } mem->priv->state = state; mem->priv->lock.unlock (); /* XXX: This might not be sufficient. We should know the type of command list * (queue) where the resource was used in for the later use. * Probably we can infer it by using state though. */ return TRUE; } gboolean gst_d3d12_memory_get_subresource_index (GstD3D12Memory * mem, guint plane, guint * index) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (index != nullptr, FALSE); if (plane >= mem->priv->num_subresources) { GST_WARNING_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Invalid plane %d", plane); return FALSE; } *index = mem->priv->subresource_index[plane]; return TRUE; } gboolean gst_d3d12_memory_get_plane_count (GstD3D12Memory * mem, guint * count) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (count != nullptr, FALSE); *count = mem->priv->num_subresources; return TRUE; } gboolean gst_d3d12_memory_get_plane_size (GstD3D12Memory * mem, guint plane, gint * width, gint * height, gint * stride, gsize * offset) { GstD3D12MemoryPrivate *priv; g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); priv = mem->priv; if (plane >= priv->num_subresources) { GST_WARNING_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Invalid plane %d", plane); return FALSE; } if (width) *width = (gint) priv->layout[plane].Footprint.Width; if (height) *height = (gint) priv->layout[plane].Footprint.Height; if (stride) *stride = (gint) priv->layout[plane].Footprint.RowPitch; if (offset) *offset = (gsize) priv->layout[plane].Offset; return TRUE; } static gboolean create_shader_resource_views (GstD3D12Memory * mem) { GstD3D12MemoryPrivate *priv = mem->priv; HRESULT hr; guint num_formats = 0; ID3D12Device *device; DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES]; if (!gst_d3d12_dxgi_format_to_resource_formats (priv->desc.Format, formats)) { GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Failed to get resource formats for DXGI format %d", priv->desc.Format); return FALSE; } for (guint i = 0; i < G_N_ELEMENTS (formats); i++) { if (formats[i] == DXGI_FORMAT_UNKNOWN) break; num_formats++; } g_assert (priv->srv_heap == nullptr); device = gst_d3d12_device_get_device_handle (mem->device); priv->srv_increment_size = device->GetDescriptorHandleIncrementSize (D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); D3D12_DESCRIPTOR_HEAP_DESC heap_desc = { }; heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heap_desc.NumDescriptors = num_formats; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; heap_desc.NodeMask = 0; ComPtr < ID3D12DescriptorHeap > srv_heap; hr = device->CreateDescriptorHeap (&heap_desc, IID_PPV_ARGS (&srv_heap)); if (!gst_d3d12_result (hr, mem->device)) { GST_ERROR_OBJECT (mem->device, "Failed to create SRV descriptor heap"); return FALSE; } auto srv_handle = srv_heap->GetCPUDescriptorHandleForHeapStart (); for (guint i = 0; i < num_formats; i++) { D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { }; srv_desc.Format = formats[i]; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Texture2D.MostDetailedMip = 0; srv_desc.Texture2D.MipLevels = 1; srv_desc.Texture2D.PlaneSlice = i; srv_desc.Texture2D.ResourceMinLODClamp = 0xf; device->CreateShaderResourceView (priv->resource.Get (), &srv_desc, srv_handle); srv_handle.ptr += priv->srv_increment_size; } priv->srv_heap = srv_heap; priv->num_srv = num_formats; return TRUE; } static gboolean gst_d3d12_memory_ensure_shader_resource_view (GstD3D12Memory * mem) { GstD3D12MemoryPrivate *priv = mem->priv; if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) != 0) { GST_LOG_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Shader resource was denied"); return FALSE; } std::lock_guard < std::recursive_mutex > lk (priv->lock); if (priv->num_srv) return TRUE; return create_shader_resource_views (mem); } guint gst_d3d12_memory_get_shader_resource_view_size (GstD3D12Memory * mem) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), 0); if (!gst_d3d12_memory_ensure_shader_resource_view (mem)) return 0; return mem->priv->num_srv; } gboolean gst_d3d12_memory_get_shader_resource_view (GstD3D12Memory * mem, guint index, D3D12_CPU_DESCRIPTOR_HANDLE * srv) { GstD3D12MemoryPrivate *priv; g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (srv != nullptr, FALSE); if (!gst_d3d12_memory_ensure_shader_resource_view (mem)) return FALSE; priv = mem->priv; if (index >= priv->num_srv) { GST_ERROR ("Invalid SRV index %d", index); return FALSE; } g_assert (priv->srv_heap != nullptr); auto srv_handle = priv->srv_heap->GetCPUDescriptorHandleForHeapStart (); srv_handle.ptr += ((gsize) index * priv->srv_increment_size); *srv = srv_handle; return TRUE; } static gboolean create_render_target_views (GstD3D12Memory * mem) { GstD3D12MemoryPrivate *priv = mem->priv; HRESULT hr; guint num_formats = 0; ID3D12Device *device; DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES]; if (!gst_d3d12_dxgi_format_to_resource_formats (priv->desc.Format, formats)) { GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Failed to get resource formats for DXGI format %d", priv->desc.Format); return FALSE; } for (guint i = 0; i < G_N_ELEMENTS (formats); i++) { if (formats[i] == DXGI_FORMAT_UNKNOWN) break; num_formats++; } g_assert (priv->rtv_heap == nullptr); device = gst_d3d12_device_get_device_handle (mem->device); priv->rtv_increment_size = device->GetDescriptorHandleIncrementSize (D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_DESCRIPTOR_HEAP_DESC heap_desc = { }; heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; heap_desc.NumDescriptors = num_formats; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; heap_desc.NodeMask = 0; ComPtr < ID3D12DescriptorHeap > rtv_heap; hr = device->CreateDescriptorHeap (&heap_desc, IID_PPV_ARGS (&rtv_heap)); if (!gst_d3d12_result (hr, mem->device)) { GST_ERROR_OBJECT (mem->device, "Failed to create SRV descriptor heap"); return FALSE; } auto rtv_handle = rtv_heap->GetCPUDescriptorHandleForHeapStart (); for (guint i = 0; i < num_formats; i++) { D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = { }; rtv_desc.Format = formats[i]; rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; rtv_desc.Texture2D.MipSlice = 0; rtv_desc.Texture2D.PlaneSlice = i; device->CreateRenderTargetView (priv->resource.Get (), &rtv_desc, rtv_handle); rtv_handle.ptr += priv->rtv_increment_size; } priv->rtv_heap = rtv_heap; priv->num_rtv = num_formats; return TRUE; } static gboolean gst_d3d12_memory_ensure_render_target_view (GstD3D12Memory * mem) { GstD3D12MemoryPrivate *priv = mem->priv; if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) == 0) { GST_LOG_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Render target is not allowed"); return FALSE; } std::lock_guard < std::recursive_mutex > lk (priv->lock); if (priv->num_rtv) return TRUE; return create_render_target_views (mem); } guint gst_d3d12_memory_get_render_target_view_size (GstD3D12Memory * mem) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), 0); if (!gst_d3d12_memory_ensure_render_target_view (mem)) return 0; return mem->priv->num_rtv; } gboolean gst_d3d12_memory_get_render_target_view (GstD3D12Memory * mem, guint index, D3D12_CPU_DESCRIPTOR_HANDLE * rtv) { GstD3D12MemoryPrivate *priv; g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (rtv != nullptr, FALSE); if (!gst_d3d12_memory_ensure_render_target_view (mem)) return FALSE; priv = mem->priv; if (index >= priv->num_rtv) { GST_ERROR ("Invalid RTV index %d", index); return FALSE; } g_assert (priv->rtv_heap != nullptr); auto rtv_handle = priv->rtv_heap->GetCPUDescriptorHandleForHeapStart (); rtv_handle.ptr += ((gsize) index * priv->rtv_increment_size); *rtv = rtv_handle; return TRUE; } /* GstD3D12Allocator */ #define gst_d3d12_allocator_parent_class alloc_parent_class G_DEFINE_TYPE (GstD3D12Allocator, gst_d3d12_allocator, GST_TYPE_ALLOCATOR); static GstMemory *gst_d3d12_allocator_dummy_alloc (GstAllocator * allocator, gsize size, GstAllocationParams * params); static GstMemory *gst_d3d12_allocator_alloc_internal (GstD3D12Allocator * self, GstD3D12Device * device, const D3D12_HEAP_PROPERTIES * heap_props, D3D12_HEAP_FLAGS heap_flags, const D3D12_RESOURCE_DESC * desc, D3D12_RESOURCE_STATES initial_state, const D3D12_CLEAR_VALUE * optimized_clear_value); static void gst_d3d12_allocator_free (GstAllocator * allocator, GstMemory * mem); static void gst_d3d12_allocator_class_init (GstD3D12AllocatorClass * klass) { GstAllocatorClass *allocator_class = GST_ALLOCATOR_CLASS (klass); allocator_class->alloc = gst_d3d12_allocator_dummy_alloc; allocator_class->free = gst_d3d12_allocator_free; } static void gst_d3d12_allocator_init (GstD3D12Allocator * allocator) { GstAllocator *alloc = GST_ALLOCATOR_CAST (allocator); alloc->mem_type = GST_D3D12_MEMORY_NAME; alloc->mem_map_full = gst_d3d12_memory_map_full; alloc->mem_unmap_full = gst_d3d12_memory_unmap_full; alloc->mem_share = gst_d3d12_memory_share; GST_OBJECT_FLAG_SET (alloc, GST_ALLOCATOR_FLAG_CUSTOM_ALLOC); } static GstMemory * gst_d3d12_allocator_dummy_alloc (GstAllocator * allocator, gsize size, GstAllocationParams * params) { g_return_val_if_reached (nullptr); } static void gst_d3d12_allocator_free (GstAllocator * allocator, GstMemory * mem) { GstD3D12Memory *dmem = GST_D3D12_MEMORY_CAST (mem); GST_LOG_OBJECT (allocator, "Free memory %p", mem); /* XXX: probably we might want to check whether this resource is still * being used by GPU or not, via fence or something */ gst_clear_object (&dmem->device); delete dmem->priv; g_free (dmem); } static GstMemory * gst_d3d12_allocator_alloc_wrapped (GstD3D12Allocator * self, GstD3D12Device * device, const D3D12_RESOURCE_DESC * desc, D3D12_RESOURCE_STATES initial_state, ID3D12Resource * resource, guint array_slice) { GstD3D12Memory *mem; GstD3D12MemoryPrivate *priv; ID3D12Device *device_handle = gst_d3d12_device_get_device_handle (device); guint8 num_subresources = gst_d3d12_get_format_plane_count (device, desc->Format); if (num_subresources == 0) { GST_ERROR_OBJECT (self, "Couldn't get format info"); return nullptr; } mem = g_new0 (GstD3D12Memory, 1); mem->priv = priv = new GstD3D12MemoryPrivate (); priv->desc = *desc; priv->num_subresources = num_subresources; priv->resource = resource; priv->state = initial_state; mem->device = (GstD3D12Device *) gst_object_ref (device); mem->priv->size = 0; for (guint i = 0; i < mem->priv->num_subresources; i++) { UINT64 size; /* One notable difference between D3D12/D3D11 is that, D3D12 introduced * *PLANE* slice concept. That means, Each plane of YUV format * (e.g, DXGI_FORMAT_NV12) can be accessible in D3D12 but that wasn't * allowed in D3D11. As a result, the way for calculating subresource index * is changed. This is an example of subresource indexing * for array size == 3 with NV12 format. * * Array 0 Array 1 Array 2 * +-------------+-------------+-------------+ * | Y plane : 0 | Y plane : 1 | Y plane : 2 | * +-------------+-------------+-------------+ * | UV plane: 3 | UV plane: 4 | UV plane: 5 | * +-------------+-------------+-------------+ */ mem->priv->subresource_index[i] = gst_d3d12_calculate_subresource (0, array_slice, i, 1, desc->DepthOrArraySize); device_handle->GetCopyableFootprints (&priv->desc, priv->subresource_index[i], 1, 0, &priv->layout[i], nullptr, nullptr, &size); /* Update offset manually */ if (i > 1) { priv->layout[i].Offset = priv->layout[i - 1].Offset + priv->layout[i - 1].Footprint.RowPitch * priv->layout[i - 1].Footprint.Height; } priv->size += size; } gst_memory_init (GST_MEMORY_CAST (mem), (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (self), nullptr, mem->priv->size, 0, 0, mem->priv->size); GST_LOG_OBJECT (self, "Allocated new memory %p with size %" G_GUINT64_FORMAT, mem, priv->size); return GST_MEMORY_CAST (mem); } static GstMemory * gst_d3d12_allocator_alloc_internal (GstD3D12Allocator * self, GstD3D12Device * device, const D3D12_HEAP_PROPERTIES * heap_props, D3D12_HEAP_FLAGS heap_flags, const D3D12_RESOURCE_DESC * desc, D3D12_RESOURCE_STATES initial_state, const D3D12_CLEAR_VALUE * optimized_clear_value) { ID3D12Device *device_handle; HRESULT hr; ComPtr < ID3D12Resource > resource; device_handle = gst_d3d12_device_get_device_handle (device); hr = device_handle->CreateCommittedResource (heap_props, heap_flags, desc, initial_state, optimized_clear_value, IID_PPV_ARGS (&resource)); if (!gst_d3d12_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create texture"); return nullptr; } return gst_d3d12_allocator_alloc_wrapped (self, device, desc, initial_state, resource.Get (), 0); } GstMemory * gst_d3d12_allocator_alloc (GstD3D12Allocator * allocator, GstD3D12Device * device, const D3D12_HEAP_PROPERTIES * heap_props, D3D12_HEAP_FLAGS heap_flags, const D3D12_RESOURCE_DESC * desc, D3D12_RESOURCE_STATES initial_state, const D3D12_CLEAR_VALUE * optimized_clear_value) { g_return_val_if_fail (GST_IS_D3D12_ALLOCATOR (allocator), nullptr); g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), nullptr); g_return_val_if_fail (heap_props != nullptr, nullptr); g_return_val_if_fail (desc != nullptr, nullptr); if (desc->DepthOrArraySize > 1) { GST_ERROR_OBJECT (allocator, "Array is not supported, use pool allocator"); return nullptr; } return gst_d3d12_allocator_alloc_internal (allocator, device, heap_props, heap_flags, desc, initial_state, optimized_clear_value); } gboolean gst_d3d12_allocator_set_active (GstD3D12Allocator * allocator, gboolean active) { GstD3D12AllocatorClass *klass; g_return_val_if_fail (GST_IS_D3D12_ALLOCATOR (allocator), FALSE); klass = GST_D3D12_ALLOCATOR_GET_CLASS (allocator); if (klass->set_actvie) return klass->set_actvie (allocator, active); return TRUE; } /* GstD3D12PoolAllocator */ /* *INDENT-OFF* */ struct _GstD3D12PoolAllocatorPrivate { _GstD3D12PoolAllocatorPrivate() { outstanding = 0; } /* For the case where DepthOrArraySize > 1 */ ComPtr resource; D3D12_HEAP_PROPERTIES heap_props; D3D12_HEAP_FLAGS heap_flags; D3D12_RESOURCE_DESC desc; D3D12_RESOURCE_STATES initial_state; D3D12_CLEAR_VALUE clear_value; gboolean clear_value_is_valid = FALSE; std::queue queue; std::mutex lock; std::condition_variable cond; gboolean started = FALSE; gboolean active = FALSE; std::atomic outstanding; guint cur_mems = 0; gboolean flushing = FALSE; }; /* *INDENT-ON* */ static void gst_d3d12_pool_allocator_finalize (GObject * object); static gboolean gst_d3d12_pool_allocator_set_active (GstD3D12Allocator * allocator, gboolean active); static gboolean gst_d3d12_pool_allocator_start (GstD3D12PoolAllocator * self); static gboolean gst_d3d12_pool_allocator_stop (GstD3D12PoolAllocator * self); static gboolean gst_d3d12_memory_release (GstMiniObject * mini_object); #define gst_d3d12_pool_allocator_parent_class pool_alloc_parent_class G_DEFINE_TYPE (GstD3D12PoolAllocator, gst_d3d12_pool_allocator, GST_TYPE_D3D12_ALLOCATOR); static void gst_d3d12_pool_allocator_class_init (GstD3D12PoolAllocatorClass * klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); GstD3D12AllocatorClass *d3d12alloc_class = GST_D3D12_ALLOCATOR_CLASS (klass); gobject_class->finalize = gst_d3d12_pool_allocator_finalize; d3d12alloc_class->set_actvie = gst_d3d12_pool_allocator_set_active; } static void gst_d3d12_pool_allocator_init (GstD3D12PoolAllocator * self) { self->priv = new GstD3D12PoolAllocatorPrivate (); } static void gst_d3d12_pool_allocator_finalize (GObject * object) { GstD3D12PoolAllocator *self = GST_D3D12_POOL_ALLOCATOR (object); GST_DEBUG_OBJECT (self, "Finalize"); gst_d3d12_pool_allocator_stop (self); delete self->priv; g_clear_object (&self->device); G_OBJECT_CLASS (pool_alloc_parent_class)->finalize (object); } /* must be called with the lock */ static gboolean gst_d3d12_pool_allocator_start (GstD3D12PoolAllocator * self) { GstD3D12PoolAllocatorPrivate *priv = self->priv; ID3D12Device *device_handle; HRESULT hr; if (priv->started) return TRUE; /* Nothing to do */ if (priv->desc.DepthOrArraySize == 1) { priv->started = TRUE; return TRUE; } device_handle = gst_d3d12_device_get_device_handle (self->device); if (!priv->resource) { ComPtr < ID3D12Resource > resource; hr = device_handle->CreateCommittedResource (&priv->heap_props, priv->heap_flags, &priv->desc, priv->initial_state, priv->clear_value_is_valid ? &priv->clear_value : nullptr, IID_PPV_ARGS (&resource)); if (!gst_d3d12_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to allocate texture"); return FALSE; } priv->resource = resource; } for (guint i = 0; i < priv->desc.DepthOrArraySize; i++) { GstMemory *mem; mem = gst_d3d12_allocator_alloc_wrapped (_d3d12_memory_allocator, self->device, &priv->desc, priv->initial_state, priv->resource.Get (), i); priv->cur_mems++; priv->queue.push (mem); } priv->started = TRUE; return TRUE; } static gboolean gst_d3d12_pool_allocator_set_active (GstD3D12Allocator * allocator, gboolean active) { GstD3D12PoolAllocator *self = GST_D3D12_POOL_ALLOCATOR (allocator); GstD3D12PoolAllocatorPrivate *priv = self->priv; GST_LOG_OBJECT (self, "active %d", active); std::unique_lock < std::mutex > lk (priv->lock); /* just return if we are already in the right state */ if (priv->active == active) { GST_LOG_OBJECT (self, "allocator was in the right state"); return TRUE; } if (active) { if (!gst_d3d12_pool_allocator_start (self)) { GST_ERROR_OBJECT (self, "start failed"); return FALSE; } priv->active = TRUE; priv->flushing = FALSE; } else { priv->flushing = TRUE; priv->active = FALSE; priv->cond.notify_all (); /* when all memory objects are in the pool, free them. Else they will be * freed when they are released */ GST_LOG_OBJECT (self, "outstanding memories %d, (in queue %u)", priv->outstanding.load (), (guint) priv->queue.size ()); if (priv->outstanding == 0) { if (!gst_d3d12_pool_allocator_stop (self)) { GST_ERROR_OBJECT (self, "stop failed"); return FALSE; } } } return TRUE; } static void gst_d3d12_pool_allocator_free_memory (GstD3D12PoolAllocator * self, GstMemory * mem) { GstD3D12PoolAllocatorPrivate *priv = self->priv; priv->cur_mems--; GST_LOG_OBJECT (self, "freeing memory %p (%u left)", mem, priv->cur_mems); GST_MINI_OBJECT_CAST (mem)->dispose = nullptr; gst_memory_unref (mem); } /* must be called with the lock */ static void gst_d3d12_pool_allocator_clear_queue (GstD3D12PoolAllocator * self) { GstD3D12PoolAllocatorPrivate *priv = self->priv; GST_LOG_OBJECT (self, "Clearing queue"); while (!priv->queue.empty ()) { GstMemory *mem = priv->queue.front (); priv->queue.pop (); gst_d3d12_pool_allocator_free_memory (self, mem); } GST_LOG_OBJECT (self, "Clear done"); } /* must be called with the lock */ static gboolean gst_d3d12_pool_allocator_stop (GstD3D12PoolAllocator * self) { GstD3D12PoolAllocatorPrivate *priv = self->priv; GST_DEBUG_OBJECT (self, "Stop"); if (priv->started) { gst_d3d12_pool_allocator_clear_queue (self); priv->started = FALSE; } else { GST_DEBUG_OBJECT (self, "Wasn't started"); } return TRUE; } static void gst_d3d12_pool_allocator_release_memory (GstD3D12PoolAllocator * self, GstMemory * mem) { GstD3D12PoolAllocatorPrivate *priv = self->priv; GST_LOG_OBJECT (self, "Released memory %p", mem); GST_MINI_OBJECT_CAST (mem)->dispose = nullptr; mem->allocator = (GstAllocator *) gst_object_ref (_d3d12_memory_allocator); /* keep it around in our queue */ priv->queue.push (mem); priv->outstanding--; priv->cond.notify_all (); priv->lock.unlock (); gst_object_unref (self); } static gboolean gst_d3d12_memory_release (GstMiniObject * mini_object) { GstMemory *mem = GST_MEMORY_CAST (mini_object); GstD3D12PoolAllocator *alloc; GstD3D12PoolAllocatorPrivate *priv; g_assert (mem->allocator != nullptr); if (!GST_IS_D3D12_POOL_ALLOCATOR (mem->allocator)) { GST_LOG_OBJECT (mem->allocator, "Not our memory, free"); return TRUE; } alloc = GST_D3D12_POOL_ALLOCATOR (mem->allocator); priv = alloc->priv; priv->lock.lock (); /* if flushing, free this memory */ if (alloc->priv->flushing) { priv->lock.unlock (); GST_LOG_OBJECT (alloc, "allocator is flushing, free %p", mem); return TRUE; } /* return the memory to the allocator */ gst_memory_ref (mem); gst_d3d12_pool_allocator_release_memory (alloc, mem); return FALSE; } /* must be called with the lock */ static GstFlowReturn gst_d3d12_pool_allocator_alloc (GstD3D12PoolAllocator * self, GstMemory ** mem) { GstD3D12PoolAllocatorPrivate *priv = self->priv; GstMemory *new_mem; /* we allcates texture array during start */ if (priv->desc.DepthOrArraySize > 1) return GST_FLOW_EOS; /* increment the allocation counter */ new_mem = gst_d3d12_allocator_alloc_internal (_d3d12_memory_allocator, self->device, &priv->heap_props, priv->heap_flags, &priv->desc, priv->initial_state, priv->clear_value_is_valid ? &priv->clear_value : nullptr); if (!new_mem) { GST_ERROR_OBJECT (self, "Failed to allocate new memory"); return GST_FLOW_ERROR; } priv->cur_mems++; *mem = new_mem; return GST_FLOW_OK; } /* must be called with the lock */ static GstFlowReturn gst_d3d12_pool_allocator_acquire_memory_internal (GstD3D12PoolAllocator * self, GstMemory ** memory, std::unique_lock < std::mutex > &lk) { GstD3D12PoolAllocatorPrivate *priv = self->priv; GstFlowReturn ret = GST_FLOW_ERROR; do { if (priv->flushing) { GST_DEBUG_OBJECT (self, "we are flushing"); return GST_FLOW_FLUSHING; } if (!priv->queue.empty ()) { *memory = priv->queue.front (); priv->queue.pop (); GST_LOG_OBJECT (self, "acquired memory %p", *memory); return GST_FLOW_OK; } /* no memory, try to allocate some more */ GST_LOG_OBJECT (self, "no memory, trying to allocate"); ret = gst_d3d12_pool_allocator_alloc (self, memory); if (ret == GST_FLOW_OK) return ret; /* something went wrong, return error */ if (ret != GST_FLOW_EOS) break; GST_LOG_OBJECT (self, "waiting for free memory or flushing"); priv->cond.wait (lk); } while (TRUE); return ret; } GstD3D12PoolAllocator * gst_d3d12_pool_allocator_new (GstD3D12Device * device, const D3D12_HEAP_PROPERTIES * heap_props, D3D12_HEAP_FLAGS heap_flags, const D3D12_RESOURCE_DESC * desc, D3D12_RESOURCE_STATES initial_state, const D3D12_CLEAR_VALUE * optimized_clear_value) { GstD3D12PoolAllocator *self; g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), nullptr); g_return_val_if_fail (heap_props != nullptr, nullptr); g_return_val_if_fail (desc != nullptr, nullptr); gst_d3d12_memory_init_once (); self = (GstD3D12PoolAllocator *) g_object_new (GST_TYPE_D3D12_POOL_ALLOCATOR, nullptr); gst_object_ref_sink (self); self->device = (GstD3D12Device *) gst_object_ref (device); self->priv->heap_props = *heap_props; self->priv->heap_flags = heap_flags; self->priv->desc = *desc; self->priv->initial_state = initial_state; if (optimized_clear_value) { self->priv->clear_value = *optimized_clear_value; self->priv->clear_value_is_valid = TRUE; } else { self->priv->clear_value_is_valid = FALSE; } return self; } GstFlowReturn gst_d3d12_pool_allocator_acquire_memory (GstD3D12PoolAllocator * allocator, GstMemory ** memory) { GstFlowReturn ret; GstD3D12PoolAllocatorPrivate *priv; g_return_val_if_fail (GST_IS_D3D12_POOL_ALLOCATOR (allocator), GST_FLOW_ERROR); g_return_val_if_fail (memory != nullptr, GST_FLOW_ERROR); priv = allocator->priv; std::unique_lock < std::mutex > lk (priv->lock); ret = gst_d3d12_pool_allocator_acquire_memory_internal (allocator, memory, lk); if (ret == GST_FLOW_OK) { GstMemory *mem = *memory; /* Replace default allocator with ours */ gst_object_unref (mem->allocator); mem->allocator = (GstAllocator *) gst_object_ref (allocator); GST_MINI_OBJECT_CAST (mem)->dispose = gst_d3d12_memory_release; priv->outstanding++; } return ret; }