/* GStreamer * Copyright (C) 2019 Seungha Yang * Copyright (C) 2020 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 #include "gstd3d11memory.h" #include "gstd3d11device.h" #include "gstd3d11utils.h" #include "gstd3d11_private.h" GST_DEBUG_CATEGORY_STATIC (gst_d3d11_allocator_debug); #define GST_CAT_DEFAULT gst_d3d11_allocator_debug static GstAllocator *_d3d11_memory_allocator; /* GstD3D11AllocationParams */ static void gst_d3d11_allocation_params_init (GType type); G_DEFINE_BOXED_TYPE_WITH_CODE (GstD3D11AllocationParams, gst_d3d11_allocation_params, (GBoxedCopyFunc) gst_d3d11_allocation_params_copy, (GBoxedFreeFunc) gst_d3d11_allocation_params_free, gst_d3d11_allocation_params_init (g_define_type_id)); /** * gst_d3d11_allocation_params_new: * @device: a #GstD3D11Device * @info: a #GstVideoInfo * @flags: a #GstD3D11AllocationFlags * @bind_flags: D3D11_BIND_FLAG value used for creating texture * @misc_flags: D3D11_RESOURCE_MISC_FLAG value used for creating texture * * Create #GstD3D11AllocationParams object which is used by #GstD3D11BufferPool * and #GstD3D11Allocator in order to allocate new ID3D11Texture2D * object with given configuration * * Returns: a #GstD3D11AllocationParams or %NULL if @info is not supported * * Since: 1.22 */ GstD3D11AllocationParams * gst_d3d11_allocation_params_new (GstD3D11Device * device, const GstVideoInfo * info, GstD3D11AllocationFlags flags, guint bind_flags, guint misc_flags) { GstD3D11AllocationParams *ret; GstD3D11Format d3d11_format; guint i; g_return_val_if_fail (info != NULL, NULL); if (!gst_d3d11_device_get_format (device, GST_VIDEO_INFO_FORMAT (info), &d3d11_format)) { GST_WARNING ("Couldn't get d3d11 format"); return NULL; } ret = g_new0 (GstD3D11AllocationParams, 1); ret->info = *info; ret->aligned_info = *info; ret->d3d11_format = d3d11_format; /* Usage Flag * https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage * * +----------------------------------------------------------+ * | Resource Usage | Default | Dynamic | Immutable | Staging | * +----------------+---------+---------+-----------+---------+ * | GPU-Read | Yes | Yes | Yes | Yes | * | GPU-Write | Yes | | | Yes | * | CPU-Read | | | | Yes | * | CPU-Write | | Yes | | Yes | * +----------------------------------------------------------+ */ /* If corresponding dxgi format is undefined, use resource format instead */ if (d3d11_format.dxgi_format == DXGI_FORMAT_UNKNOWN) { for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) { g_assert (d3d11_format.resource_format[i] != DXGI_FORMAT_UNKNOWN); ret->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (info, i); ret->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i); ret->desc[i].MipLevels = 1; ret->desc[i].ArraySize = 1; ret->desc[i].Format = d3d11_format.resource_format[i]; ret->desc[i].SampleDesc.Count = 1; ret->desc[i].SampleDesc.Quality = 0; ret->desc[i].Usage = D3D11_USAGE_DEFAULT; ret->desc[i].BindFlags = bind_flags; ret->desc[i].MiscFlags = misc_flags; } } else { ret->desc[0].Width = GST_VIDEO_INFO_WIDTH (info); ret->desc[0].Height = GST_VIDEO_INFO_HEIGHT (info); ret->desc[0].MipLevels = 1; ret->desc[0].ArraySize = 1; ret->desc[0].Format = d3d11_format.dxgi_format; ret->desc[0].SampleDesc.Count = 1; ret->desc[0].SampleDesc.Quality = 0; ret->desc[0].Usage = D3D11_USAGE_DEFAULT; ret->desc[0].BindFlags = bind_flags; ret->desc[0].MiscFlags = misc_flags; } ret->flags = flags; return ret; } /** * gst_d3d11_allocation_params_alignment: * @params: a #GstD3D11AllocationParams * @align: a #GstVideoAlignment * * Adjust Width and Height fields of D3D11_TEXTURE2D_DESC with given * @align * * Returns: %TRUE if alignment could be applied * * Since: 1.22 */ gboolean gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * params, const GstVideoAlignment * align) { guint i; guint padding_width, padding_height; GstVideoInfo *info; GstVideoInfo new_info; g_return_val_if_fail (params != NULL, FALSE); g_return_val_if_fail (align != NULL, FALSE); /* d3d11 does not support stride align. Consider padding only */ padding_width = align->padding_left + align->padding_right; padding_height = align->padding_top + align->padding_bottom; info = ¶ms->info; if (!gst_video_info_set_format (&new_info, GST_VIDEO_INFO_FORMAT (info), GST_VIDEO_INFO_WIDTH (info) + padding_width, GST_VIDEO_INFO_HEIGHT (info) + padding_height)) { GST_WARNING ("Set format fail"); return FALSE; } params->aligned_info = new_info; for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) { params->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (&new_info, i); params->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (&new_info, i); } return TRUE; } /** * gst_d3d11_allocation_params_copy: * @src: a #GstD3D11AllocationParams * * Returns: a copy of @src * * Since: 1.22 */ GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src) { GstD3D11AllocationParams *dst; g_return_val_if_fail (src != NULL, NULL); dst = g_new0 (GstD3D11AllocationParams, 1); memcpy (dst, src, sizeof (GstD3D11AllocationParams)); return dst; } /** * gst_d3d11_allocation_params_free: * @params: a #GstD3D11AllocationParams * * Free @params * * Since: 1.22 */ void gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params) { g_free (params); } static gint gst_d3d11_allocation_params_compare (const GstD3D11AllocationParams * p1, const GstD3D11AllocationParams * p2) { g_return_val_if_fail (p1 != NULL, -1); g_return_val_if_fail (p2 != NULL, -1); if (p1 == p2) return 0; return -1; } static void gst_d3d11_allocation_params_init (GType type) { static GstValueTable table = { 0, (GstValueCompareFunc) gst_d3d11_allocation_params_compare, NULL, NULL }; table.type = type; gst_value_register (&table); } /* GstD3D11Memory */ #define GST_D3D11_MEMORY_GET_LOCK(m) (&(GST_D3D11_MEMORY_CAST(m)->priv->lock)) #define GST_D3D11_MEMORY_LOCK(m) G_STMT_START { \ GST_TRACE("Locking %p from thread %p", (m), g_thread_self()); \ g_mutex_lock(GST_D3D11_MEMORY_GET_LOCK(m)); \ GST_TRACE("Locked %p from thread %p", (m), g_thread_self()); \ } G_STMT_END #define GST_D3D11_MEMORY_UNLOCK(m) G_STMT_START { \ GST_TRACE("Unlocking %p from thread %p", (m), g_thread_self()); \ g_mutex_unlock(GST_D3D11_MEMORY_GET_LOCK(m)); \ } G_STMT_END struct _GstD3D11MemoryPrivate { ID3D11Texture2D *texture; ID3D11Buffer *buffer; ID3D11Resource *staging; D3D11_TEXTURE2D_DESC desc; D3D11_BUFFER_DESC buffer_desc; guint subresource_index; ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES]; guint num_shader_resource_views; ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES]; guint num_render_target_views; ID3D11VideoDecoderOutputView *decoder_output_view; ID3D11VideoDecoder *decoder_handle; ID3D11VideoProcessorInputView *processor_input_view; ID3D11VideoProcessorOutputView *processor_output_view; D3D11_MAPPED_SUBRESOURCE map; GstD3D11MemoryNativeType native_type; GMutex lock; gint cpu_map_count; GDestroyNotify notify; gpointer user_data; }; static inline D3D11_MAP gst_d3d11_map_flags_to_d3d11 (GstMapFlags flags) { if ((flags & GST_MAP_READWRITE) == GST_MAP_READWRITE) return D3D11_MAP_READ_WRITE; else if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE) return D3D11_MAP_WRITE; else if ((flags & GST_MAP_READ) == GST_MAP_READ) return D3D11_MAP_READ; else g_assert_not_reached (); return D3D11_MAP_READ; } static ID3D11Texture2D * gst_d3d11_allocate_staging_texture (GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * ref) { D3D11_TEXTURE2D_DESC desc = { 0, }; ID3D11Texture2D *texture = NULL; ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device); HRESULT hr; desc.Width = ref->Width; desc.Height = ref->Height; desc.MipLevels = 1; desc.Format = ref->Format; desc.SampleDesc.Count = 1; desc.ArraySize = 1; desc.Usage = D3D11_USAGE_STAGING; desc.CPUAccessFlags = (D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); hr = device_handle->CreateTexture2D (&desc, NULL, &texture); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (device, "Failed to create texture"); return NULL; } return texture; } /* Must be called with d3d11 device lock */ static gboolean gst_d3d11_memory_map_cpu_access (GstD3D11Memory * dmem, D3D11_MAP map_type) { GstD3D11MemoryPrivate *priv = dmem->priv; HRESULT hr; ID3D11DeviceContext *device_context = gst_d3d11_device_get_device_context_handle (dmem->device); hr = device_context->Map (priv->staging, 0, map_type, 0, &priv->map); if (!gst_d3d11_result (hr, dmem->device)) { GST_ERROR_OBJECT (GST_MEMORY_CAST (dmem)->allocator, "Failed to map staging texture (0x%x)", (guint) hr); return FALSE; } return TRUE; } /* Must be called with d3d11 device lock */ static void gst_d3d11_memory_upload (GstD3D11Memory * dmem) { GstD3D11MemoryPrivate *priv = dmem->priv; ID3D11DeviceContext *device_context; if (!priv->staging || !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD)) return; device_context = gst_d3d11_device_get_device_context_handle (dmem->device); device_context->CopySubresourceRegion (priv->texture, priv->subresource_index, 0, 0, 0, priv->staging, 0, NULL); } /* Must be called with d3d11 device lock */ static void gst_d3d11_memory_download (GstD3D11Memory * dmem) { GstD3D11MemoryPrivate *priv = dmem->priv; ID3D11DeviceContext *device_context; if (!priv->staging || !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD)) return; device_context = gst_d3d11_device_get_device_context_handle (dmem->device); device_context->CopySubresourceRegion (priv->staging, 0, 0, 0, 0, priv->texture, priv->subresource_index, NULL); } static gpointer gst_d3d11_memory_map_full (GstMemory * mem, GstMapInfo * info, gsize maxsize) { GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem); GstD3D11MemoryPrivate *priv = dmem->priv; GstMapFlags flags = info->flags; gpointer ret = NULL; GstD3D11DeviceLockGuard lk (dmem->device); GST_D3D11_MEMORY_LOCK (dmem); memset (info->user_data, 0, sizeof (info->user_data)); info->user_data[0] = GUINT_TO_POINTER (dmem->priv->subresource_index); if ((flags & GST_MAP_D3D11) == GST_MAP_D3D11) { if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER) { /* FIXME: handle non-staging buffer */ g_assert (priv->buffer != nullptr); ret = priv->buffer; } else { gst_d3d11_memory_upload (dmem); GST_MEMORY_FLAG_UNSET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD); if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE) GST_MINI_OBJECT_FLAG_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD); g_assert (priv->texture != NULL); ret = priv->texture; goto out; } } if (priv->cpu_map_count == 0) { D3D11_MAP map_type; /* FIXME: handle non-staging buffer */ if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) { /* Allocate staging texture for CPU access */ if (!priv->staging) { priv->staging = gst_d3d11_allocate_staging_texture (dmem->device, &priv->desc); if (!priv->staging) { GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture"); goto out; } /* first memory, always need download to staging */ GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD); } gst_d3d11_memory_download (dmem); } map_type = gst_d3d11_map_flags_to_d3d11 (flags); if (!gst_d3d11_memory_map_cpu_access (dmem, map_type)) { GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture"); goto out; } } if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE) { GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD); } GST_MEMORY_FLAG_UNSET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD); priv->cpu_map_count++; ret = dmem->priv->map.pData; out: GST_D3D11_MEMORY_UNLOCK (dmem); return ret; } /* Must be called with d3d11 device lock */ static void gst_d3d11_memory_unmap_cpu_access (GstD3D11Memory * dmem) { GstD3D11MemoryPrivate *priv = dmem->priv; ID3D11DeviceContext *device_context = gst_d3d11_device_get_device_context_handle (dmem->device); device_context->Unmap (priv->staging, 0); } static void gst_d3d11_memory_unmap_full (GstMemory * mem, GstMapInfo * info) { GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem); GstD3D11MemoryPrivate *priv = dmem->priv; GstD3D11DeviceLockGuard lk (dmem->device); GST_D3D11_MEMORY_LOCK (dmem); if ((info->flags & GST_MAP_D3D11) == GST_MAP_D3D11) { if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE) GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD); goto out; } if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE) GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD); priv->cpu_map_count--; if (priv->cpu_map_count > 0) goto out; gst_d3d11_memory_unmap_cpu_access (dmem); out: GST_D3D11_MEMORY_UNLOCK (dmem); } static GstMemory * gst_d3d11_memory_share (GstMemory * mem, gssize offset, gssize size) { /* TODO: impl. */ return NULL; } static gboolean gst_d3d11_memory_update_size (GstMemory * mem) { GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem); GstD3D11MemoryPrivate *priv = dmem->priv; gsize offset[GST_VIDEO_MAX_PLANES]; gint stride[GST_VIDEO_MAX_PLANES]; gsize size; D3D11_TEXTURE2D_DESC *desc = &priv->desc; gboolean ret = FALSE; if (!priv->staging) { priv->staging = gst_d3d11_allocate_staging_texture (dmem->device, &priv->desc); if (!priv->staging) { GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture"); return FALSE; } } GstD3D11DeviceLockGuard lk (dmem->device); if (!gst_d3d11_memory_map_cpu_access (dmem, D3D11_MAP_READ_WRITE)) { GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture"); return FALSE; } gst_d3d11_memory_unmap_cpu_access (dmem); if (!gst_d3d11_dxgi_format_get_size (desc->Format, desc->Width, desc->Height, priv->map.RowPitch, offset, stride, &size)) { GST_ERROR_OBJECT (mem->allocator, "Couldn't calculate memory size"); goto out; } mem->maxsize = mem->size = size; ret = TRUE; out: GST_D3D11_CLEAR_COM (priv->staging); return ret; } /** * gst_is_d3d11_memory: * @mem: a #GstMemory * * Returns: whether @mem is a #GstD3D11Memory * * Since: 1.22 */ gboolean gst_is_d3d11_memory (GstMemory * mem) { return mem != NULL && mem->allocator != NULL && (GST_IS_D3D11_ALLOCATOR (mem->allocator) || GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator)); } /** * gst_d3d11_memory_get_native_type: * @mem: a #GstD3D11Memory * * Returns: a #GstD3D11MemoryNativeType * * Since: 1.22 */ GstD3D11MemoryNativeType gst_d3d11_memory_get_native_type (GstD3D11Memory * mem) { if (!gst_is_d3d11_memory (GST_MEMORY_CAST (mem))) return GST_D3D11_MEMORY_NATIVE_TYPE_INVALID; return mem->priv->native_type; } /** * gst_d3d11_memory_init_once: * * Initializes the Direct3D11 Texture allocator. It is safe to call * this function multiple times. This must be called before any other * GstD3D11Memory operation. * * Since: 1.22 */ void gst_d3d11_memory_init_once (void) { static gsize _init = 0; if (g_once_init_enter (&_init)) { GST_DEBUG_CATEGORY_INIT (gst_d3d11_allocator_debug, "d3d11allocator", 0, "Direct3D11 Texture Allocator"); _d3d11_memory_allocator = (GstAllocator *) g_object_new (GST_TYPE_D3D11_ALLOCATOR, NULL); gst_object_ref_sink (_d3d11_memory_allocator); gst_allocator_register (GST_D3D11_MEMORY_NAME, _d3d11_memory_allocator); g_once_init_leave (&_init, 1); } } /** * gst_d3d11_memory_get_resource_handle: * @mem: a #GstD3D11Memory * * Returns: (transfer none): a ID3D11Resource handle. Caller must not release * returned handle. * * Since: 1.22 */ ID3D11Resource * gst_d3d11_memory_get_resource_handle (GstD3D11Memory * mem) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL); switch (mem->priv->native_type) { case GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER: return mem->priv->buffer; case GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D: return mem->priv->texture; default: break; } return nullptr; } /** * gst_d3d11_memory_get_subresource_index: * @mem: a #GstD3D11Memory * * Returns: subresource index corresponding to @mem. * * Since: 1.22 */ guint gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0); if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return 0; return mem->priv->subresource_index; } /** * gst_d3d11_memory_get_texture_desc: * @mem: a #GstD3D11Memory * @desc: (out): a D3D11_TEXTURE2D_DESC * * Fill @desc with D3D11_TEXTURE2D_DESC for ID3D11Texture2D * * Returns: %TRUE if successeed * * Since: 1.22 */ gboolean gst_d3d11_memory_get_texture_desc (GstD3D11Memory * mem, D3D11_TEXTURE2D_DESC * desc) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (desc != NULL, FALSE); if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return FALSE; *desc = mem->priv->desc; return TRUE; } /** * gst_d3d11_memory_get_buffer_desc: * @mem: a #GstD3D11Memory * @desc: (out): a D3D11_BUFFER_DESC * * Fill @desc with D3D11_BUFFER_DESC for ID3D11Buffer * * Returns: %TRUE if successeed * * Since: 1.22 */ gboolean gst_d3d11_memory_get_buffer_desc (GstD3D11Memory * mem, D3D11_BUFFER_DESC * desc) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (desc != NULL, FALSE); if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER) return FALSE; *desc = mem->priv->buffer_desc; return TRUE; } /** * gst_d3d11_memory_get_resource_stride: * @mem: a #GstD3D11Memory * @stride: (out): stride of resource * * Returns: %TRUE if successeed * * Since: 1.22 */ gboolean gst_d3d11_memory_get_resource_stride (GstD3D11Memory * mem, guint * stride) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (stride != NULL, FALSE); *stride = mem->priv->map.RowPitch; return TRUE; } static gboolean create_shader_resource_views (GstD3D11Memory * mem) { GstD3D11MemoryPrivate *priv = mem->priv; guint i; HRESULT hr; guint num_views = 0; ID3D11Device *device_handle; D3D11_SHADER_RESOURCE_VIEW_DESC resource_desc; DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, }; memset (&resource_desc, 0, sizeof (D3D11_SHADER_RESOURCE_VIEW_DESC)); device_handle = gst_d3d11_device_get_device_handle (mem->device); num_views = gst_d3d11_dxgi_format_get_resource_format (priv->desc.Format, formats); if (!num_views) { GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Unknown resource formats for DXGI format %s (%d)", gst_d3d11_dxgi_format_to_string (priv->desc.Format), priv->desc.Format); return FALSE; } if ((priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) != 0) { resource_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; resource_desc.Texture2D.MipLevels = 1; for (i = 0; i < num_views; i++) { resource_desc.Format = formats[i]; hr = device_handle->CreateShaderResourceView (priv->texture, &resource_desc, &priv->shader_resource_view[i]); if (!gst_d3d11_result (hr, mem->device)) { GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Failed to create resource DXGI format %s (%d) for plane %d" " view (0x%x)", gst_d3d11_dxgi_format_to_string (formats[i]), formats[i], i, (guint) hr); goto error; } } priv->num_shader_resource_views = num_views; return TRUE; } return FALSE; error: for (i = 0; i < num_views; i++) GST_D3D11_CLEAR_COM (priv->shader_resource_view[i]); priv->num_shader_resource_views = 0; return FALSE; } static gboolean gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem) { GstD3D11MemoryPrivate *priv = mem->priv; gboolean ret = FALSE; if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return FALSE; if (!(priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) { GST_LOG_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Need BindFlags, current flag 0x%x", priv->desc.BindFlags); return FALSE; } GST_D3D11_MEMORY_LOCK (mem); if (priv->num_shader_resource_views) { ret = TRUE; goto done; } ret = create_shader_resource_views (mem); done: GST_D3D11_MEMORY_UNLOCK (mem); return ret; } /** * gst_d3d11_memory_get_shader_resource_view_size: * @mem: a #GstD3D11Memory * * Returns: the number of ID3D11ShaderResourceView that can be used * for processing GPU operation with @mem * * Since: 1.22 */ guint gst_d3d11_memory_get_shader_resource_view_size (GstD3D11Memory * mem) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0); if (!gst_d3d11_memory_ensure_shader_resource_view (mem)) return 0; return mem->priv->num_shader_resource_views; } /** * gst_d3d11_memory_get_shader_resource_view: * @mem: a #GstD3D11Memory * @index: the index of the ID3D11ShaderResourceView * * Returns: (transfer none) (nullable): a pointer to the * ID3D11ShaderResourceView or %NULL if ID3D11ShaderResourceView is unavailable * for @index * * Since: 1.22 */ ID3D11ShaderResourceView * gst_d3d11_memory_get_shader_resource_view (GstD3D11Memory * mem, guint index) { GstD3D11MemoryPrivate *priv; g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL); if (!gst_d3d11_memory_ensure_shader_resource_view (mem)) return NULL; priv = mem->priv; if (index >= priv->num_shader_resource_views) { GST_ERROR ("Invalid SRV index %d", index); return NULL; } return priv->shader_resource_view[index]; } static gboolean create_render_target_views (GstD3D11Memory * mem) { GstD3D11MemoryPrivate *priv = mem->priv; guint i; HRESULT hr; guint num_views = 0; ID3D11Device *device_handle; D3D11_RENDER_TARGET_VIEW_DESC render_desc; DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, }; memset (&render_desc, 0, sizeof (D3D11_RENDER_TARGET_VIEW_DESC)); device_handle = gst_d3d11_device_get_device_handle (mem->device); num_views = gst_d3d11_dxgi_format_get_resource_format (priv->desc.Format, formats); if (!num_views) { GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Unknown resource formats for DXGI format %s (%d)", gst_d3d11_dxgi_format_to_string (priv->desc.Format), priv->desc.Format); return FALSE; } if ((priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET) != 0) { render_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; render_desc.Texture2D.MipSlice = 0; for (i = 0; i < num_views; i++) { render_desc.Format = formats[i]; hr = device_handle->CreateRenderTargetView (priv->texture, &render_desc, &priv->render_target_view[i]); if (!gst_d3d11_result (hr, mem->device)) { GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Failed to create resource DXGI format %s (%d) for plane %d" " view (0x%x)", gst_d3d11_dxgi_format_to_string (formats[i]), formats[i], i, (guint) hr); goto error; } } priv->num_render_target_views = num_views; return TRUE; } return FALSE; error: for (i = 0; i < num_views; i++) GST_D3D11_CLEAR_COM (priv->render_target_view[i]); priv->num_render_target_views = 0; return FALSE; } static gboolean gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem) { GstD3D11MemoryPrivate *priv = mem->priv; gboolean ret = FALSE; if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return FALSE; if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) { GST_WARNING_OBJECT (GST_MEMORY_CAST (mem)->allocator, "Need BindFlags, current flag 0x%x", priv->desc.BindFlags); return FALSE; } GST_D3D11_MEMORY_LOCK (mem); if (priv->num_render_target_views) { ret = TRUE; goto done; } ret = create_render_target_views (mem); done: GST_D3D11_MEMORY_UNLOCK (mem); return ret; } /** * gst_d3d11_memory_get_render_target_view_size: * @mem: a #GstD3D11Memory * * Returns: the number of ID3D11RenderTargetView that can be used * for processing GPU operation with @mem * * Since: 1.22 */ guint gst_d3d11_memory_get_render_target_view_size (GstD3D11Memory * mem) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0); if (!gst_d3d11_memory_ensure_render_target_view (mem)) return 0; return mem->priv->num_render_target_views; } /** * gst_d3d11_memory_get_render_target_view: * @mem: a #GstD3D11Memory * @index: the index of the ID3D11RenderTargetView * * Returns: (transfer none) (nullable): a pointer to the * ID3D11RenderTargetView or %NULL if ID3D11RenderTargetView is unavailable * for @index * * Since: 1.22 */ ID3D11RenderTargetView * gst_d3d11_memory_get_render_target_view (GstD3D11Memory * mem, guint index) { GstD3D11MemoryPrivate *priv; g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL); if (!gst_d3d11_memory_ensure_render_target_view (mem)) return NULL; priv = mem->priv; if (index >= priv->num_render_target_views) { GST_ERROR ("Invalid RTV index %d", index); return NULL; } return priv->render_target_view[index]; } static gboolean gst_d3d11_memory_ensure_decoder_output_view (GstD3D11Memory * mem, ID3D11VideoDevice * video_device, ID3D11VideoDecoder * decoder, const GUID * decoder_profile) { GstD3D11MemoryPrivate *dmem_priv = mem->priv; GstD3D11Allocator *allocator; D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC desc; HRESULT hr; gboolean ret = FALSE; if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return FALSE; allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator); if (!(dmem_priv->desc.BindFlags & D3D11_BIND_DECODER)) { GST_LOG_OBJECT (allocator, "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags); return FALSE; } GST_D3D11_MEMORY_LOCK (mem); if (dmem_priv->decoder_output_view) { dmem_priv->decoder_output_view->GetDesc (&desc); if (IsEqualGUID (desc.DecodeProfile, *decoder_profile) && dmem_priv->decoder_handle == decoder) { goto succeeded; } else { /* Shouldn't happen, but try again anyway */ GST_WARNING_OBJECT (allocator, "Existing view has different decoder profile"); GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view); GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle); } } if (dmem_priv->decoder_output_view) goto succeeded; desc.DecodeProfile = *decoder_profile; desc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D; desc.Texture2D.ArraySlice = dmem_priv->subresource_index; hr = video_device->CreateVideoDecoderOutputView (dmem_priv->texture, &desc, &dmem_priv->decoder_output_view); if (!gst_d3d11_result (hr, mem->device)) { GST_ERROR_OBJECT (allocator, "Could not create decoder output view, hr: 0x%x", (guint) hr); goto done; } /* XXX: decoder output view is bound to video device, not decoder handle * from API point of view. But some driver seems to be unhappy * when decoder handle is released while there are outstanding view objects */ dmem_priv->decoder_handle = decoder; decoder->AddRef (); succeeded: ret = TRUE; done: GST_D3D11_MEMORY_UNLOCK (mem); return ret; } /** * gst_d3d11_memory_get_decoder_output_view: * @mem: a #GstD3D11Memory * @video_device: (transfer none): a ID3D11VideoDevice handle * @decoder: (transfer none): a ID3D11VideoDecoder handle * @decoder_profile: a DXVA decoder profile GUID * * Returns: (transfer none) (nullable): a pointer to the * ID3D11VideoDecoderOutputView or %NULL if ID3D11VideoDecoderOutputView is * unavailable * * Since: 1.22 */ ID3D11VideoDecoderOutputView * gst_d3d11_memory_get_decoder_output_view (GstD3D11Memory * mem, ID3D11VideoDevice * video_device, ID3D11VideoDecoder * decoder, const GUID * decoder_profile) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL); g_return_val_if_fail (video_device != NULL, NULL); g_return_val_if_fail (decoder != NULL, NULL); g_return_val_if_fail (decoder_profile != NULL, NULL); if (!gst_d3d11_memory_ensure_decoder_output_view (mem, video_device, decoder, decoder_profile)) return NULL; return mem->priv->decoder_output_view; } static gboolean check_bind_flags_for_processor_input_view (guint bind_flags) { static const guint compatible_flags = (D3D11_BIND_DECODER | D3D11_BIND_VIDEO_ENCODER | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS); if (bind_flags == 0) return TRUE; if ((bind_flags & compatible_flags) != 0) return TRUE; return FALSE; } static gboolean gst_d3d11_memory_ensure_processor_input_view (GstD3D11Memory * mem, ID3D11VideoDevice * video_device, ID3D11VideoProcessorEnumerator * enumerator) { GstD3D11MemoryPrivate *dmem_priv = mem->priv; GstD3D11Allocator *allocator; D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC desc; HRESULT hr; gboolean ret = FALSE; if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return FALSE; allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator); if (!check_bind_flags_for_processor_input_view (dmem_priv->desc.BindFlags)) { GST_LOG_OBJECT (allocator, "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags); return FALSE; } GST_D3D11_MEMORY_LOCK (mem); if (dmem_priv->processor_input_view) goto succeeded; desc.FourCC = 0; desc.ViewDimension = D3D11_VPIV_DIMENSION_TEXTURE2D; desc.Texture2D.MipSlice = 0; desc.Texture2D.ArraySlice = dmem_priv->subresource_index; hr = video_device->CreateVideoProcessorInputView (dmem_priv->texture, enumerator, &desc, &dmem_priv->processor_input_view); if (!gst_d3d11_result (hr, mem->device)) { GST_ERROR_OBJECT (allocator, "Could not create processor input view, hr: 0x%x", (guint) hr); goto done; } succeeded: ret = TRUE; done: GST_D3D11_MEMORY_UNLOCK (mem); return ret; } /** * gst_d3d11_memory_get_processor_input_view: * @mem: a #GstD3D11Memory * @video_device: a #ID3D11VideoDevice * @enumerator: a #ID3D11VideoProcessorEnumerator * * Returns: (transfer none) (nullable): a pointer to the * ID3D11VideoProcessorInputView or %NULL if ID3D11VideoProcessorInputView is * unavailable * * Since: 1.22 */ ID3D11VideoProcessorInputView * gst_d3d11_memory_get_processor_input_view (GstD3D11Memory * mem, ID3D11VideoDevice * video_device, ID3D11VideoProcessorEnumerator * enumerator) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL); g_return_val_if_fail (video_device != NULL, NULL); g_return_val_if_fail (enumerator != NULL, NULL); if (!gst_d3d11_memory_ensure_processor_input_view (mem, video_device, enumerator)) return NULL; return mem->priv->processor_input_view; } static gboolean gst_d3d11_memory_ensure_processor_output_view (GstD3D11Memory * mem, ID3D11VideoDevice * video_device, ID3D11VideoProcessorEnumerator * enumerator) { GstD3D11MemoryPrivate *priv = mem->priv; GstD3D11Allocator *allocator; D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC desc; HRESULT hr; gboolean ret; if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return FALSE; memset (&desc, 0, sizeof (D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC)); allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator); if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) { GST_LOG_OBJECT (allocator, "Need BindFlags, current flag 0x%x", priv->desc.BindFlags); return FALSE; } /* FIXME: texture array should be supported at some point */ if (priv->subresource_index != 0) { GST_FIXME_OBJECT (allocator, "Texture array is not suppoted for processor output view"); return FALSE; } GST_D3D11_MEMORY_LOCK (mem); if (priv->processor_output_view) goto succeeded; desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D; desc.Texture2D.MipSlice = 0; hr = video_device->CreateVideoProcessorOutputView (priv->texture, enumerator, &desc, &priv->processor_output_view); if (!gst_d3d11_result (hr, mem->device)) { GST_ERROR_OBJECT (allocator, "Could not create processor input view, hr: 0x%x", (guint) hr); goto done; } succeeded: ret = TRUE; done: GST_D3D11_MEMORY_UNLOCK (mem); return ret; } /** * gst_d3d11_memory_get_processor_output_view: * @mem: a #GstD3D11Memory * @video_device: a #ID3D11VideoDevice * @enumerator: a #ID3D11VideoProcessorEnumerator * * Returns: (transfer none) (nullable): a pointer to the * ID3D11VideoProcessorOutputView or %NULL if ID3D11VideoProcessorOutputView is * unavailable * * Since: 1.22 */ ID3D11VideoProcessorOutputView * gst_d3d11_memory_get_processor_output_view (GstD3D11Memory * mem, ID3D11VideoDevice * video_device, ID3D11VideoProcessorEnumerator * enumerator) { g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL); g_return_val_if_fail (video_device != NULL, NULL); g_return_val_if_fail (enumerator != NULL, NULL); if (!gst_d3d11_memory_ensure_processor_output_view (mem, video_device, enumerator)) return NULL; return mem->priv->processor_output_view; } /* GstD3D11Allocator */ struct _GstD3D11AllocatorPrivate { GstMemoryCopyFunction fallback_copy; }; #define gst_d3d11_allocator_parent_class alloc_parent_class G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11Allocator, gst_d3d11_allocator, GST_TYPE_ALLOCATOR); static GstMemory *gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator, gsize size, GstAllocationParams * params); static GstMemory *gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self, GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc, ID3D11Texture2D * texture); static void gst_d3d11_allocator_free (GstAllocator * allocator, GstMemory * mem); static void gst_d3d11_allocator_class_init (GstD3D11AllocatorClass * klass) { GstAllocatorClass *allocator_class = GST_ALLOCATOR_CLASS (klass); allocator_class->alloc = gst_d3d11_allocator_dummy_alloc; allocator_class->free = gst_d3d11_allocator_free; } static GstMemory * gst_d3d11_memory_copy (GstMemory * mem, gssize offset, gssize size) { GstD3D11Allocator *alloc = GST_D3D11_ALLOCATOR (mem->allocator); GstD3D11AllocatorPrivate *priv = alloc->priv; GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem); GstD3D11Memory *copy_dmem; GstD3D11Device *device = dmem->device; ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device); ID3D11DeviceContext *device_context = gst_d3d11_device_get_device_context_handle (device); D3D11_TEXTURE2D_DESC dst_desc = { 0, }; D3D11_TEXTURE2D_DESC src_desc = { 0, }; GstMemory *copy = NULL; GstMapInfo info; HRESULT hr; UINT bind_flags = 0; UINT supported_flags = 0; if (dmem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) return priv->fallback_copy (mem, offset, size); /* non-zero offset or different size is not supported */ if (offset != 0 || (size != -1 && (gsize) size != mem->size)) { GST_DEBUG_OBJECT (alloc, "Different size/offset, try fallback copy"); return priv->fallback_copy (mem, offset, size); } GstD3D11DeviceLockGuard lk (device); if (!gst_memory_map (mem, &info, (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) { GST_WARNING_OBJECT (alloc, "Failed to map memory, try fallback copy"); return priv->fallback_copy (mem, offset, size); } dmem->priv->texture->GetDesc (&src_desc); dst_desc.Width = src_desc.Width; dst_desc.Height = src_desc.Height; dst_desc.MipLevels = 1; dst_desc.Format = src_desc.Format; dst_desc.SampleDesc.Count = 1; dst_desc.ArraySize = 1; dst_desc.Usage = D3D11_USAGE_DEFAULT; /* If supported, use bind flags for SRV/RTV */ hr = device_handle->CheckFormatSupport (src_desc.Format, &supported_flags); if (gst_d3d11_result (hr, device)) { if ((supported_flags & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) == D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) { bind_flags |= D3D11_BIND_SHADER_RESOURCE; } if ((supported_flags & D3D11_FORMAT_SUPPORT_RENDER_TARGET) == D3D11_FORMAT_SUPPORT_RENDER_TARGET) { bind_flags |= D3D11_BIND_RENDER_TARGET; } } copy = gst_d3d11_allocator_alloc_internal (alloc, device, &dst_desc, nullptr); if (!copy) { gst_memory_unmap (mem, &info); GST_WARNING_OBJECT (alloc, "Failed to allocate new d3d11 map memory, try fallback copy"); return priv->fallback_copy (mem, offset, size); } copy_dmem = GST_D3D11_MEMORY_CAST (copy); device_context->CopySubresourceRegion (copy_dmem->priv->texture, 0, 0, 0, 0, dmem->priv->texture, dmem->priv->subresource_index, NULL); copy->maxsize = copy->size = mem->maxsize; gst_memory_unmap (mem, &info); /* newly allocated memory holds valid image data. We need download this * pixel data into staging memory for CPU access */ GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD); return copy; } static void gst_d3d11_allocator_init (GstD3D11Allocator * allocator) { GstAllocator *alloc = GST_ALLOCATOR_CAST (allocator); GstD3D11AllocatorPrivate *priv; priv = allocator->priv = (GstD3D11AllocatorPrivate *) gst_d3d11_allocator_get_instance_private (allocator); alloc->mem_type = GST_D3D11_MEMORY_NAME; alloc->mem_map_full = gst_d3d11_memory_map_full; alloc->mem_unmap_full = gst_d3d11_memory_unmap_full; alloc->mem_share = gst_d3d11_memory_share; /* Store pointer to default mem_copy method for fallback copy */ priv->fallback_copy = alloc->mem_copy; alloc->mem_copy = gst_d3d11_memory_copy; GST_OBJECT_FLAG_SET (alloc, GST_ALLOCATOR_FLAG_CUSTOM_ALLOC); } static GstMemory * gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator, gsize size, GstAllocationParams * params) { g_return_val_if_reached (NULL); } static void gst_d3d11_allocator_free (GstAllocator * allocator, GstMemory * mem) { GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem); GstD3D11MemoryPrivate *dmem_priv = dmem->priv; gint i; GST_LOG_OBJECT (allocator, "Free memory %p", mem); for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) { GST_D3D11_CLEAR_COM (dmem_priv->render_target_view[i]); GST_D3D11_CLEAR_COM (dmem_priv->shader_resource_view[i]); } GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view); GST_D3D11_CLEAR_COM (dmem_priv->processor_input_view); GST_D3D11_CLEAR_COM (dmem_priv->processor_output_view); GST_D3D11_CLEAR_COM (dmem_priv->texture); GST_D3D11_CLEAR_COM (dmem_priv->staging); GST_D3D11_CLEAR_COM (dmem_priv->buffer); GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle); gst_clear_object (&dmem->device); g_mutex_clear (&dmem_priv->lock); if (dmem_priv->notify) dmem_priv->notify (dmem_priv->user_data); g_free (dmem->priv); g_free (dmem); } static GstMemory * gst_d3d11_allocator_alloc_wrapped_internal (GstD3D11Allocator * self, GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc, ID3D11Texture2D * texture) { GstD3D11Memory *mem; mem = g_new0 (GstD3D11Memory, 1); mem->priv = g_new0 (GstD3D11MemoryPrivate, 1); gst_memory_init (GST_MEMORY_CAST (mem), (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (self), NULL, 0, 0, 0, 0); g_mutex_init (&mem->priv->lock); mem->priv->texture = texture; mem->priv->desc = *desc; mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D; mem->device = (GstD3D11Device *) gst_object_ref (device); return GST_MEMORY_CAST (mem); } typedef void (*GstD3D11ClearRTVFunc) (ID3D11DeviceContext * context_handle, ID3D11RenderTargetView * rtv); static void clear_rtv_chroma (ID3D11DeviceContext * context_handle, ID3D11RenderTargetView * rtv) { const FLOAT clear_color[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; context_handle->ClearRenderTargetView (rtv, clear_color); } static void clear_rtv_vuya (ID3D11DeviceContext * context_handle, ID3D11RenderTargetView * rtv) { const FLOAT clear_color[4] = { 0.5f, 0.5f, 0.0f, 1.0f }; context_handle->ClearRenderTargetView (rtv, clear_color); } static GstMemory * gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self, GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc, ID3D11Texture2D * texture) { ID3D11Device *device_handle; ID3D11DeviceContext *context_handle; HRESULT hr; GstMemory *mem; GstD3D11Memory *dmem; ID3D11RenderTargetView *rtv = nullptr; GstD3D11ClearRTVFunc clear_func = nullptr; device_handle = gst_d3d11_device_get_device_handle (device); if (!texture) { hr = device_handle->CreateTexture2D (desc, nullptr, &texture); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (self, "Couldn't create texture"); return nullptr; } } mem = gst_d3d11_allocator_alloc_wrapped_internal (self, device, desc, texture); if (!mem) return nullptr; /* Clear with YUV black if needed and possible * TODO: do this using UAV if RTV is not allowed (e.g., packed YUV formats) */ if ((desc->BindFlags & D3D11_BIND_RENDER_TARGET) == 0) return mem; dmem = GST_D3D11_MEMORY_CAST (mem); switch (desc->Format) { case DXGI_FORMAT_NV12: case DXGI_FORMAT_P010: case DXGI_FORMAT_P016: /* Y component will be zero already */ rtv = gst_d3d11_memory_get_render_target_view (dmem, 1); clear_func = (GstD3D11ClearRTVFunc) clear_rtv_chroma; break; case DXGI_FORMAT_AYUV: rtv = gst_d3d11_memory_get_render_target_view (dmem, 0); clear_func = (GstD3D11ClearRTVFunc) clear_rtv_vuya; break; default: return mem; } if (!rtv) return mem; context_handle = gst_d3d11_device_get_device_context_handle (device); GstD3D11DeviceLockGuard lk (device); clear_func (context_handle, rtv); return mem; } /** * gst_d3d11_allocator_alloc: * @allocator: a #GstD3D11Allocator * @device: a #GstD3D11Device * @desc: a D3D11_TEXTURE2D_DESC struct * * Returns: a newly allocated #GstD3D11Memory with given parameters. * * Since: 1.22 */ GstMemory * gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator, GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc) { GstMemory *mem; g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), NULL); g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL); g_return_val_if_fail (desc != NULL, NULL); mem = gst_d3d11_allocator_alloc_internal (allocator, device, desc, nullptr); if (!mem) return NULL; if (!gst_d3d11_memory_update_size (mem)) { GST_ERROR_OBJECT (allocator, "Failed to calculate size"); gst_memory_unref (mem); return NULL; } return mem; } /** * gst_d3d11_allocator_alloc_buffer: * @allocator: a #GstD3D11Allocator * @device: a #GstD3D11Device * @desc: a D3D11_BUFFER_DESC struct * * Returns: a newly allocated #GstD3D11Memory with given parameters. * * Since: 1.22 */ GstMemory * gst_d3d11_allocator_alloc_buffer (GstD3D11Allocator * allocator, GstD3D11Device * device, const D3D11_BUFFER_DESC * desc) { GstD3D11Memory *mem; ID3D11Buffer *buffer; ID3D11Device *device_handle; HRESULT hr; g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), nullptr); g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr); g_return_val_if_fail (desc != nullptr, nullptr); if (desc->Usage != D3D11_USAGE_STAGING) { GST_FIXME_OBJECT (allocator, "Non staging buffer is not supported"); return nullptr; } device_handle = gst_d3d11_device_get_device_handle (device); hr = device_handle->CreateBuffer (desc, nullptr, &buffer); if (!gst_d3d11_result (hr, device)) { GST_ERROR_OBJECT (allocator, "Couldn't create buffer"); return nullptr; } mem = g_new0 (GstD3D11Memory, 1); mem->priv = g_new0 (GstD3D11MemoryPrivate, 1); gst_memory_init (GST_MEMORY_CAST (mem), (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (allocator), nullptr, 0, 0, 0, 0); g_mutex_init (&mem->priv->lock); mem->priv->buffer = buffer; mem->priv->buffer_desc = *desc; mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER; mem->device = (GstD3D11Device *) gst_object_ref (device); GST_MEMORY_CAST (mem)->maxsize = GST_MEMORY_CAST (mem)->size = desc->ByteWidth; return GST_MEMORY_CAST (mem); } /** * gst_d3d11_allocator_alloc_wrapped: * @allocator: a #GstD3D11Allocator * @device: a #GstD3D11Device * @texture: a ID3D11Texture2D * @size: CPU accessible memory size * @user_data: (allow-none): user data * @notify: (allow-none): called with @user_data when the memory is freed * * Allocates memory object with @texture. The refcount of @texture * will be increased by one. * * Caller should set valid CPU acessible memory value to @size * (which is typically calculated by using staging texture and Map/Unmap) * or zero is allowed. In that case, allocator will create a temporary staging * texture to get the size and the temporary staging texture will be released. * * Caller must not be confused that @size is CPU accessible size, not raw * texture size. * * Returns: a newly allocated #GstD3D11Memory with given @texture * if successful, or %NULL if @texture is not a valid handle or configuration * is not supported. * * Since: 1.22 */ GstMemory * gst_d3d11_allocator_alloc_wrapped (GstD3D11Allocator * allocator, GstD3D11Device * device, ID3D11Texture2D * texture, gsize size, gpointer user_data, GDestroyNotify notify) { GstMemory *mem; GstD3D11Memory *dmem; D3D11_TEXTURE2D_DESC desc = { 0, }; ID3D11Texture2D *tex = nullptr; HRESULT hr; g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), nullptr); g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr); g_return_val_if_fail (texture != nullptr, nullptr); hr = texture->QueryInterface (IID_PPV_ARGS (&tex)); if (FAILED (hr)) { GST_WARNING_OBJECT (allocator, "Not a valid texture handle"); return nullptr; } tex->GetDesc (&desc); mem = gst_d3d11_allocator_alloc_internal (allocator, device, &desc, tex); if (!mem) return nullptr; if (size == 0) { if (!gst_d3d11_memory_update_size (mem)) { GST_ERROR_OBJECT (allocator, "Failed to calculate size"); gst_memory_unref (mem); return nullptr; } } else { mem->maxsize = mem->size = size; } dmem = GST_D3D11_MEMORY_CAST (mem); dmem->priv->user_data = user_data; dmem->priv->notify = notify; return mem; } /** * gst_d3d11_allocator_set_active: * @allocator: a #GstD3D11Allocator * @active: the new active state * * Controls the active state of @allocator. Default #GstD3D11Allocator is * stateless and therefore active state is ignored, but subclass implementation * (e.g., #GstD3D11PoolAllocator) will require explicit active state control * for its internal resource management. * * This method is conceptually identical to gst_buffer_pool_set_active method. * * Returns: %TRUE if active state of @allocator was successfully updated. * * Since: 1.22 */ gboolean gst_d3d11_allocator_set_active (GstD3D11Allocator * allocator, gboolean active) { GstD3D11AllocatorClass *klass; g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), FALSE); klass = GST_D3D11_ALLOCATOR_GET_CLASS (allocator); if (klass->set_actvie) return klass->set_actvie (allocator, active); return TRUE; } /* GstD3D11PoolAllocator */ #define GST_D3D11_POOL_ALLOCATOR_LOCK(alloc) (g_rec_mutex_lock(&alloc->priv->lock)) #define GST_D3D11_POOL_ALLOCATOR_UNLOCK(alloc) (g_rec_mutex_unlock(&alloc->priv->lock)) #define GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING(alloc) (g_atomic_int_get (&alloc->priv->flushing)) struct _GstD3D11PoolAllocatorPrivate { /* parent texture when array typed memory is used */ ID3D11Texture2D *texture; D3D11_TEXTURE2D_DESC desc; /* All below member variables are analogous to that of GstBufferPool */ GstAtomicQueue *queue; GstPoll *poll; /* This lock will protect all below variables apart from atomic ones * (identical to GstBufferPool::priv::rec_lock) */ GRecMutex lock; gboolean started; gboolean active; /* atomic */ gint outstanding; guint max_mems; guint cur_mems; gboolean flushing; /* Calculated memory size, based on Direct3D11 staging texture map. * Note that, we cannot know the actually staging texture memory size prior * to map the staging texture because driver will likely require padding */ gsize mem_size; }; static void gst_d3d11_pool_allocator_dispose (GObject * object); static void gst_d3d11_pool_allocator_finalize (GObject * object); static gboolean gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator, gboolean active); static gboolean gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self); static gboolean gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self); static gboolean gst_d3d11_memory_release (GstMiniObject * mini_object); #define gst_d3d11_pool_allocator_parent_class pool_alloc_parent_class G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11PoolAllocator, gst_d3d11_pool_allocator, GST_TYPE_D3D11_ALLOCATOR); static void gst_d3d11_pool_allocator_class_init (GstD3D11PoolAllocatorClass * klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); GstD3D11AllocatorClass *d3d11alloc_class = GST_D3D11_ALLOCATOR_CLASS (klass); gobject_class->dispose = gst_d3d11_pool_allocator_dispose; gobject_class->finalize = gst_d3d11_pool_allocator_finalize; d3d11alloc_class->set_actvie = gst_d3d11_pool_allocator_set_active; } static void gst_d3d11_pool_allocator_init (GstD3D11PoolAllocator * allocator) { GstD3D11PoolAllocatorPrivate *priv; priv = allocator->priv = (GstD3D11PoolAllocatorPrivate *) gst_d3d11_pool_allocator_get_instance_private (allocator); g_rec_mutex_init (&priv->lock); priv->poll = gst_poll_new_timer (); priv->queue = gst_atomic_queue_new (16); priv->flushing = 1; priv->active = FALSE; priv->started = FALSE; /* 1 control write for flushing - the flush token */ gst_poll_write_control (priv->poll); /* 1 control write for marking that we are not waiting for poll - the wait token */ gst_poll_write_control (priv->poll); } static void gst_d3d11_pool_allocator_dispose (GObject * object) { GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object); gst_clear_object (&self->device); G_OBJECT_CLASS (pool_alloc_parent_class)->dispose (object); } static void gst_d3d11_pool_allocator_finalize (GObject * object) { GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object); GstD3D11PoolAllocatorPrivate *priv = self->priv; GST_DEBUG_OBJECT (self, "Finalize"); gst_d3d11_pool_allocator_stop (self); gst_atomic_queue_unref (priv->queue); gst_poll_free (priv->poll); g_rec_mutex_clear (&priv->lock); GST_D3D11_CLEAR_COM (priv->texture); G_OBJECT_CLASS (pool_alloc_parent_class)->finalize (object); } static gboolean gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self) { GstD3D11PoolAllocatorPrivate *priv = self->priv; ID3D11Device *device_handle; HRESULT hr; guint i; if (priv->started) return TRUE; /* Nothing to do */ if (priv->desc.ArraySize == 1) { priv->started = TRUE; return TRUE; } device_handle = gst_d3d11_device_get_device_handle (self->device); if (!priv->texture) { hr = device_handle->CreateTexture2D (&priv->desc, NULL, &priv->texture); if (!gst_d3d11_result (hr, self->device)) { GST_ERROR_OBJECT (self, "Failed to allocate texture"); return FALSE; } } /* Pre-allocate memory objects */ for (i = 0; i < priv->desc.ArraySize; i++) { GstMemory *mem; priv->texture->AddRef (); mem = gst_d3d11_allocator_alloc_wrapped_internal (GST_D3D11_ALLOCATOR_CAST (_d3d11_memory_allocator), self->device, &priv->desc, priv->texture); if (i == 0) { if (!gst_d3d11_memory_update_size (mem)) { GST_ERROR_OBJECT (self, "Failed to calculate memory size"); gst_memory_unref (mem); return FALSE; } priv->mem_size = mem->size; } else { mem->size = mem->maxsize = priv->mem_size; } GST_D3D11_MEMORY_CAST (mem)->priv->subresource_index = i; g_atomic_int_add (&priv->cur_mems, 1); gst_atomic_queue_push (priv->queue, mem); gst_poll_write_control (priv->poll); } priv->started = TRUE; return TRUE; } static void gst_d3d11_pool_allocator_do_set_flushing (GstD3D11PoolAllocator * self, gboolean flushing) { GstD3D11PoolAllocatorPrivate *priv = self->priv; if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self) == flushing) return; if (flushing) { g_atomic_int_set (&priv->flushing, 1); /* Write the flush token to wake up any waiters */ gst_poll_write_control (priv->poll); } else { while (!gst_poll_read_control (priv->poll)) { if (errno == EWOULDBLOCK) { /* This should not really happen unless flushing and unflushing * happens on different threads. Let's wait a bit to get back flush * token from the thread that was setting it to flushing */ g_thread_yield (); continue; } else { /* Critical error but GstPoll already complained */ break; } } g_atomic_int_set (&priv->flushing, 0); } } static gboolean gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator, gboolean active) { GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (allocator); GstD3D11PoolAllocatorPrivate *priv = self->priv; GST_LOG_OBJECT (self, "active %d", active); GST_D3D11_POOL_ALLOCATOR_LOCK (self); /* just return if we are already in the right state */ if (priv->active == active) goto was_ok; if (active) { if (!gst_d3d11_pool_allocator_start (self)) goto start_failed; /* flush_stop may release memory objects, setting to active to avoid running * do_stop while activating the pool */ priv->active = TRUE; gst_d3d11_pool_allocator_do_set_flushing (self, FALSE); } else { gint outstanding; /* set to flushing first */ gst_d3d11_pool_allocator_do_set_flushing (self, TRUE); /* when all memory objects are in the pool, free them. Else they will be * freed when they are released */ outstanding = g_atomic_int_get (&priv->outstanding); GST_LOG_OBJECT (self, "outstanding memories %d, (in queue %d)", outstanding, gst_atomic_queue_length (priv->queue)); if (outstanding == 0) { if (!gst_d3d11_pool_allocator_stop (self)) goto stop_failed; } priv->active = FALSE; } GST_D3D11_POOL_ALLOCATOR_UNLOCK (self); return TRUE; was_ok: { GST_DEBUG_OBJECT (self, "allocator was in the right state"); GST_D3D11_POOL_ALLOCATOR_UNLOCK (self); return TRUE; } start_failed: { GST_ERROR_OBJECT (self, "start failed"); GST_D3D11_POOL_ALLOCATOR_UNLOCK (self); return FALSE; } stop_failed: { GST_ERROR_OBJECT (self, "stop failed"); GST_D3D11_POOL_ALLOCATOR_UNLOCK (self); return FALSE; } } static void gst_d3d11_pool_allocator_free_memory (GstD3D11PoolAllocator * self, GstMemory * mem) { GstD3D11PoolAllocatorPrivate *priv = self->priv; g_atomic_int_add (&priv->cur_mems, -1); GST_LOG_OBJECT (self, "freeing memory %p (%u left)", mem, priv->cur_mems); GST_MINI_OBJECT_CAST (mem)->dispose = NULL; gst_memory_unref (mem); } /* must be called with the lock */ static gboolean gst_d3d11_pool_allocator_clear_queue (GstD3D11PoolAllocator * self) { GstD3D11PoolAllocatorPrivate *priv = self->priv; GstMemory *memory; GST_LOG_OBJECT (self, "Clearing queue"); /* clear the pool */ while ((memory = (GstMemory *) gst_atomic_queue_pop (priv->queue))) { while (!gst_poll_read_control (priv->poll)) { if (errno == EWOULDBLOCK) { /* We put the memory into the queue but did not finish writing control * yet, let's wait a bit and retry */ g_thread_yield (); continue; } else { /* Critical error but GstPoll already complained */ break; } } gst_d3d11_pool_allocator_free_memory (self, memory); } GST_LOG_OBJECT (self, "Clear done"); return priv->cur_mems == 0; } /* must be called with the lock */ static gboolean gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self) { GstD3D11PoolAllocatorPrivate *priv = self->priv; GST_DEBUG_OBJECT (self, "Stop"); if (priv->started) { if (!gst_d3d11_pool_allocator_clear_queue (self)) return FALSE; priv->started = FALSE; } else { GST_DEBUG_OBJECT (self, "Wasn't started"); } return TRUE; } static inline void dec_outstanding (GstD3D11PoolAllocator * self) { if (g_atomic_int_dec_and_test (&self->priv->outstanding)) { /* all memory objects are returned to the pool, see if we need to free them */ if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) { /* take the lock so that set_active is not run concurrently */ GST_D3D11_POOL_ALLOCATOR_LOCK (self); /* now that we have the lock, check if we have been de-activated with * outstanding buffers */ if (!self->priv->active) gst_d3d11_pool_allocator_stop (self); GST_D3D11_POOL_ALLOCATOR_UNLOCK (self); } } } static void gst_d3d11_pool_allocator_release_memory (GstD3D11PoolAllocator * self, GstMemory * mem) { GST_LOG_OBJECT (self, "Released memory %p", mem); GST_MINI_OBJECT_CAST (mem)->dispose = NULL; mem->allocator = (GstAllocator *) gst_object_ref (_d3d11_memory_allocator); gst_object_unref (self); /* keep it around in our queue */ gst_atomic_queue_push (self->priv->queue, mem); gst_poll_write_control (self->priv->poll); dec_outstanding (self); } static gboolean gst_d3d11_memory_release (GstMiniObject * mini_object) { GstMemory *mem = GST_MEMORY_CAST (mini_object); GstD3D11PoolAllocator *alloc; g_assert (mem->allocator != NULL); if (!GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator)) { GST_LOG_OBJECT (mem->allocator, "Not our memory, free"); return TRUE; } alloc = GST_D3D11_POOL_ALLOCATOR (mem->allocator); /* if flushing, free this memory */ if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (alloc)) { GST_LOG_OBJECT (alloc, "allocator is flushing, free %p", mem); return TRUE; } /* return the memory to the allocator */ gst_memory_ref (mem); gst_d3d11_pool_allocator_release_memory (alloc, mem); return FALSE; } static GstFlowReturn gst_d3d11_pool_allocator_alloc (GstD3D11PoolAllocator * self, GstMemory ** mem) { GstD3D11PoolAllocatorPrivate *priv = self->priv; GstMemory *new_mem; /* we allcates texture array during start */ if (priv->desc.ArraySize > 1) return GST_FLOW_EOS; /* increment the allocation counter */ g_atomic_int_add (&priv->cur_mems, 1); new_mem = gst_d3d11_allocator_alloc_internal (GST_D3D11_ALLOCATOR_CAST (_d3d11_memory_allocator), self->device, &priv->desc, nullptr); if (!new_mem) { GST_ERROR_OBJECT (self, "Failed to allocate new memory"); g_atomic_int_add (&priv->cur_mems, -1); return GST_FLOW_ERROR; } if (!priv->mem_size) { if (!gst_d3d11_memory_update_size (new_mem)) { GST_ERROR_OBJECT (self, "Failed to calculate size"); gst_memory_unref (new_mem); g_atomic_int_add (&priv->cur_mems, -1); return GST_FLOW_ERROR; } priv->mem_size = new_mem->size; } new_mem->size = new_mem->maxsize = priv->mem_size; *mem = new_mem; return GST_FLOW_OK; } static GstFlowReturn gst_d3d11_pool_allocator_acquire_memory_internal (GstD3D11PoolAllocator * self, GstMemory ** memory) { GstFlowReturn result; GstD3D11PoolAllocatorPrivate *priv = self->priv; while (TRUE) { if (G_UNLIKELY (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self))) goto flushing; /* try to get a memory from the queue */ *memory = (GstMemory *) gst_atomic_queue_pop (priv->queue); if (G_LIKELY (*memory)) { while (!gst_poll_read_control (priv->poll)) { if (errno == EWOULDBLOCK) { /* We put the memory into the queue but did not finish writing control * yet, let's wait a bit and retry */ g_thread_yield (); continue; } else { /* Critical error but GstPoll already complained */ break; } } result = GST_FLOW_OK; GST_LOG_OBJECT (self, "acquired memory %p", *memory); break; } /* no memory, try to allocate some more */ GST_LOG_OBJECT (self, "no memory, trying to allocate"); result = gst_d3d11_pool_allocator_alloc (self, memory); if (G_LIKELY (result == GST_FLOW_OK)) /* we have a memory, return it */ break; if (G_UNLIKELY (result != GST_FLOW_EOS)) /* something went wrong, return error */ break; /* now we release the control socket, we wait for a memory release or * flushing */ if (!gst_poll_read_control (priv->poll)) { if (errno == EWOULDBLOCK) { /* This means that we have two threads trying to allocate memory * already, and the other one already got the wait token. This * means that we only have to wait for the poll now and not write the * token afterwards: we will be woken up once the other thread is * woken up and that one will write the wait token it removed */ GST_LOG_OBJECT (self, "waiting for free memory or flushing"); gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE); } else { /* This is a critical error, GstPoll already gave a warning */ result = GST_FLOW_ERROR; break; } } else { /* We're the first thread waiting, we got the wait token and have to * write it again later * OR * We're a second thread and just consumed the flush token and block all * other threads, in which case we must not wait and give it back * immediately */ if (!GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) { GST_LOG_OBJECT (self, "waiting for free memory or flushing"); gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE); } gst_poll_write_control (priv->poll); } } return result; /* ERRORS */ flushing: { GST_DEBUG_OBJECT (self, "we are flushing"); return GST_FLOW_FLUSHING; } } /** * gst_d3d11_pool_allocator_new: * @device: a #GstD3D11Device * @desc: a D3D11_TEXTURE2D_DESC for texture allocation * * Creates a new #GstD3D11PoolAllocator instance. * * Returns: (transfer full): a new #GstD3D11PoolAllocator instance * * Since: 1.22 */ GstD3D11PoolAllocator * gst_d3d11_pool_allocator_new (GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc) { GstD3D11PoolAllocator *self; g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL); g_return_val_if_fail (desc != NULL, NULL); gst_d3d11_memory_init_once (); self = (GstD3D11PoolAllocator *) g_object_new (GST_TYPE_D3D11_POOL_ALLOCATOR, NULL); gst_object_ref_sink (self); self->device = (GstD3D11Device *) gst_object_ref (device); self->priv->desc = *desc; return self; } /** * gst_d3d11_pool_allocator_acquire_memory: * @allocator: a #GstD3D11PoolAllocator * @memory: (out): a #GstMemory * * Acquires a #GstMemory from @allocator. @memory should point to a memory * location that can hold a pointer to the new #GstMemory. * * Returns: a #GstFlowReturn such as %GST_FLOW_FLUSHING when the allocator is * inactive. */ GstFlowReturn gst_d3d11_pool_allocator_acquire_memory (GstD3D11PoolAllocator * allocator, GstMemory ** memory) { GstD3D11PoolAllocatorPrivate *priv; GstFlowReturn result; g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator), GST_FLOW_ERROR); g_return_val_if_fail (memory != NULL, GST_FLOW_ERROR); priv = allocator->priv; /* assume we'll have one more outstanding buffer we need to do that so * that concurrent set_active doesn't clear the buffers */ g_atomic_int_inc (&priv->outstanding); result = gst_d3d11_pool_allocator_acquire_memory_internal (allocator, memory); if (result == 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_d3d11_memory_release; } else { dec_outstanding (allocator); } return result; } /** * gst_d3d11_pool_allocator_get_pool_size: * @allocator: a #GstD3D11PoolAllocator * @max_size: (out) (optional): the max size of pool * @outstanding_size: (out) (optional): the number of outstanding memory * * Returns: %TRUE if the size of memory pool is known * * Since: 1.22 */ gboolean gst_d3d11_pool_allocator_get_pool_size (GstD3D11PoolAllocator * allocator, guint * max_size, guint * outstanding_size) { GstD3D11PoolAllocatorPrivate *priv; g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator), FALSE); priv = allocator->priv; if (max_size) { if (priv->desc.ArraySize > 1) { *max_size = priv->desc.ArraySize; } else { /* For non-texture-array memory, we don't have any limit yet */ *max_size = 0; } } if (outstanding_size) *outstanding_size = g_atomic_int_get (&priv->outstanding); return TRUE; }