/* GStreamer * Copyright (C) 2023 Seungha Yang * * This library is free software; you cln 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 "gstd3d12.h" #include "gstd3d12-private.h" #include #include #include #include #include GST_DEBUG_CATEGORY_STATIC (gst_d3d12_command_queue_debug); #define GST_CAT_DEFAULT gst_d3d12_command_queue_debug /* *INDENT-OFF* */ using namespace Microsoft::WRL; struct GCData { GCData (gpointer user_data, GDestroyNotify destroy_notify, guint64 fence_value) : data (user_data), notify(destroy_notify), fence_val (fence_value) {} ~GCData () { if (notify) notify (data); } gpointer data = nullptr; GDestroyNotify notify = nullptr; guint64 fence_val = 0; }; typedef std::shared_ptr GCDataPtr; struct gc_cmp { bool operator()(const GCDataPtr &a, const GCDataPtr &b) { return a->fence_val > b->fence_val; } }; struct _GstD3D12CommandQueuePrivate { ~_GstD3D12CommandQueuePrivate () { { std::lock_guard lk (lock); shutdown = true; cond.notify_one (); } g_clear_pointer (&gc_thread, g_thread_join); auto completed = fence->GetCompletedValue (); if (fence_val > completed) fence->SetEventOnCompletion (completed, nullptr); } D3D12_COMMAND_QUEUE_DESC desc; ComPtr device; ComPtr cq; ComPtr fence; guint64 fence_val = 0; GThread *gc_thread = nullptr; std::priority_queue, gc_cmp> gc_list; std::mutex execute_lock; std::mutex lock; std::condition_variable cond; bool shutdown = false; size_t queue_size = 0; }; /* *INDENT-ON* */ static void gst_d3d12_command_queue_finalize (GObject * object); #define gst_d3d12_command_queue_parent_class parent_class G_DEFINE_TYPE (GstD3D12CommandQueue, gst_d3d12_command_queue, GST_TYPE_OBJECT); static void gst_d3d12_command_queue_class_init (GstD3D12CommandQueueClass * klass) { auto object_class = G_OBJECT_CLASS (klass); object_class->finalize = gst_d3d12_command_queue_finalize; } static void gst_d3d12_command_queue_init (GstD3D12CommandQueue * self) { self->priv = new GstD3D12CommandQueuePrivate (); } static void gst_d3d12_command_queue_finalize (GObject * object) { auto self = GST_D3D12_COMMAND_QUEUE (object); delete self->priv; G_OBJECT_CLASS (parent_class)->finalize (object); } /** * gst_d3d12_command_queue_new: * @device: a #GstD3D12Device * @desc: a D3D12_COMMAND_QUEUE_DESC * @fence_flags: a D3D12_FENCE_FLAGS * @queue_size: command queue size, Sets zero for unlimited queue size * * Creates GstD3D12CommandQueue with given parameters. * * Returns: (transfer full): a new #GstD3D12CommandQueue instance * * Since: 1.26 */ GstD3D12CommandQueue * gst_d3d12_command_queue_new (ID3D12Device * device, const D3D12_COMMAND_QUEUE_DESC * desc, D3D12_FENCE_FLAGS fence_flags, guint queue_size) { g_return_val_if_fail (device, nullptr); g_return_val_if_fail (desc, nullptr); GST_D3D12_CALL_ONCE_BEGIN { GST_DEBUG_CATEGORY_INIT (gst_d3d12_command_queue_debug, "d3d12commandqueue", 0, "d3d12commandqueue"); } GST_D3D12_CALL_ONCE_END; ComPtr < ID3D12CommandQueue > cq; auto hr = device->CreateCommandQueue (desc, IID_PPV_ARGS (&cq)); if (FAILED (hr)) { GST_WARNING ("Couldn't create command queue, hr: 0x%x", (guint) hr); return nullptr; } ComPtr < ID3D12Fence > fence; hr = device->CreateFence (0, fence_flags, IID_PPV_ARGS (&fence)); if (FAILED (hr)) { GST_ERROR ("Couldn't create fence, hr: 0x%x", (guint) hr); return nullptr; } auto self = (GstD3D12CommandQueue *) g_object_new (GST_TYPE_D3D12_COMMAND_QUEUE, nullptr); gst_object_ref_sink (self); auto priv = self->priv; priv->device = device; priv->cq = cq; priv->fence = fence; priv->queue_size = queue_size; return self; } /** * gst_d3d12_command_queue_get_handle: * @queue: a #GstD3D12CommandQueue * * Gets command queue handle * * Return: (transfer none): ID3D12CommandQueue handle * * Since: 1.26 */ ID3D12CommandQueue * gst_d3d12_command_queue_get_handle (GstD3D12CommandQueue * queue) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), nullptr); return queue->priv->cq.Get (); } /** * gst_d3d12_command_queue_get_fence_handle: * @queue: a #GstD3D12CommandQueue * * Gets fence handle handle * * Return: (transfer none): ID3D12Fence handle * * Since: 1.26 */ ID3D12Fence * gst_d3d12_command_queue_get_fence_handle (GstD3D12CommandQueue * queue) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), nullptr); return queue->priv->fence.Get (); } static HRESULT gst_d3d12_command_queue_execute_command_lists_unlocked (GstD3D12CommandQueue * queue, guint num_command_lists, ID3D12CommandList ** command_lists, guint64 * fence_value) { auto priv = queue->priv; priv->fence_val++; if (num_command_lists) priv->cq->ExecuteCommandLists (num_command_lists, command_lists); auto hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "Signal failed"); priv->fence_val--; } else if (fence_value) { *fence_value = priv->fence_val; } if (priv->queue_size > 0) { auto completed = priv->fence->GetCompletedValue (); if (completed == G_MAXUINT64) { GST_ERROR_OBJECT (queue, "Device removed"); return DXGI_ERROR_DEVICE_REMOVED; } if (completed + priv->queue_size < priv->fence_val) { hr = priv->fence->SetEventOnCompletion (priv->fence_val - priv->queue_size, nullptr); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed"); return hr; } } } return hr; } /** * gst_d3d12_command_queue_execute_command_lists: * @queue: a #GstD3D12CommandQueue * @num_command_lists: command list size * @command_lists: (allow-none): array of ID3D12CommandList * @fence_value: (out) (optional): fence value of submitted command * * Executes command list and signals queue. If @num_command_lists is zero, * Only fence signal is executed with fence value increment. * * Return: HRESULT code * * Since: 1.26 */ HRESULT gst_d3d12_command_queue_execute_command_lists (GstD3D12CommandQueue * queue, guint num_command_lists, ID3D12CommandList ** command_lists, guint64 * fence_value) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG); auto priv = queue->priv; std::lock_guard < std::mutex > lk (priv->execute_lock); return gst_d3d12_command_queue_execute_command_lists_unlocked (queue, num_command_lists, command_lists, fence_value); } /** * gst_d3d12_command_queue_execute_command_lists_full: * @queue: a #GstD3D12CommandQueue * @num_fences_to_wait: the number of fences to wait * @fences_to_wait: (allow-none): array of ID3D11Fence * @fence_values_to_wait: (allow-none): array of fence value to wait * @num_command_lists: command list size * @command_lists: (allow-none): array of ID3D12CommandList * @fence_value: (out) (optional): fence value of submitted command * * Executes wait if @num_fences_to_wait is non-zero, and executes command list. * * Return: HRESULT code * * Since: 1.26 */ HRESULT gst_d3d12_command_queue_execute_command_lists_full (GstD3D12CommandQueue * queue, guint num_fences_to_wait, ID3D12Fence ** fences_to_wait, const guint64 * fence_values_to_wait, guint num_command_lists, ID3D12CommandList ** command_lists, guint64 * fence_value) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG); g_return_val_if_fail (num_fences_to_wait == 0 || (fences_to_wait && fence_values_to_wait), E_INVALIDARG); auto priv = queue->priv; std::lock_guard < std::mutex > lk (priv->execute_lock); for (guint i = 0; i < num_fences_to_wait; i++) { auto fence = fences_to_wait[i]; auto val = fence_values_to_wait[i]; if (fence != priv->fence.Get () && fence->GetCompletedValue () < val) { auto hr = priv->cq->Wait (fence, val); if (FAILED (hr)) return hr; } } return gst_d3d12_command_queue_execute_command_lists_unlocked (queue, num_command_lists, command_lists, fence_value); } /** * gst_d3d12_command_queue_execute_wait: * @queue: a #GstD3D12CommandQueue * @fence: a ID3D12Fence * @fence_value: fence value to wait * * Exectues ID3D12CommandQueue::Wait() operation * * Return: %TRUE if successful * * Since: 1.26 */ HRESULT gst_d3d12_command_queue_execute_wait (GstD3D12CommandQueue * queue, ID3D12Fence * fence, guint64 fence_value) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG); g_return_val_if_fail (fence, E_INVALIDARG); auto priv = queue->priv; return priv->cq->Wait (fence, fence_value); } /** * gst_d3d12_command_queue_get_completed_value: * @queue: a #GstD3D12CommandQueue * * Gets completed fence value * * Returns: Completed fence value * * Since: 1.26 */ guint64 gst_d3d12_command_queue_get_completed_value (GstD3D12CommandQueue * queue) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), G_MAXUINT64); return queue->priv->fence->GetCompletedValue (); } /** * gst_d3d12_command_queue_fence_wait: * @queue: a #GstD3D12CommandQueue * @fence_value: fence value to wait * * Blocks calling CPU thread until command corresponding @fence_value * is completed. If @fence_value is %G_MAXUINT64, this method will block * calling thread until all pending GPU operations are completed * * Returns: HRESULT code * * Since: 1.26 */ HRESULT gst_d3d12_command_queue_fence_wait (GstD3D12CommandQueue * queue, guint64 fence_value) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG); auto priv = queue->priv; guint64 fence_to_wait = fence_value; HRESULT hr; if (fence_value == G_MAXUINT64) { std::lock_guard < std::mutex > lk (priv->execute_lock); priv->fence_val++; hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "Signal failed"); priv->fence_val--; return hr; } fence_to_wait = priv->fence_val; } auto completed = priv->fence->GetCompletedValue (); if (completed < fence_to_wait) { hr = priv->fence->SetEventOnCompletion (fence_to_wait, nullptr); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed"); return hr; } } return S_OK; } static gpointer gst_d3d12_command_queue_gc_thread (GstD3D12CommandQueue * self) { auto priv = self->priv; GST_INFO_OBJECT (self, "Entering GC thread"); while (true) { GCDataPtr gc_data; { std::unique_lock < std::mutex > lk (priv->lock); while (!priv->shutdown && priv->gc_list.empty ()) priv->cond.wait (lk); if (priv->shutdown) break; auto completed = priv->fence->GetCompletedValue (); while (!priv->gc_list.empty ()) { auto top = priv->gc_list.top (); if (top->fence_val > completed) { gc_data = top; priv->gc_list.pop (); break; } GST_LOG_OBJECT (self, "Releasing fence data, completed %" G_GUINT64_FORMAT ", fence value %" G_GUINT64_FORMAT, completed, top->fence_val); priv->gc_list.pop (); } } if (gc_data) { GST_LOG_OBJECT (self, "Waiting for fence data %" G_GUINT64_FORMAT, gc_data->fence_val); auto hr = priv->fence->SetEventOnCompletion (gc_data->fence_val, nullptr); if (FAILED (hr)) { GST_ERROR_OBJECT (self, "SetEventOnCompletion failed"); } else { GST_LOG_OBJECT (self, "Waiting done, %" G_GUINT64_FORMAT, gc_data->fence_val); } } } GST_INFO_OBJECT (self, "Leaving GC thread"); return nullptr; } /** * gst_d3d12_command_queue_set_notify: * @queue: a #GstD3D12CommandQueue * @fence_value: target fence value * @fence_data: user data * @notify: a #GDestroyNotify * * Schedules oneshot @notify callback. * * This method is designed for garbage collection task. * Users can construct a storage which holds graphics command associated * resources (e.g., command allocator, descriptors, and textures) and pass * the storage with destructor, in order to keep resources alive during * command execution. * * GstD3D12CommandQueue launches internal worker thread to monitor fence value * and once it reaches the scheduled value, @notify will be called with @fence_data * * Since: 1.26 */ void gst_d3d12_command_queue_set_notify (GstD3D12CommandQueue * queue, guint64 fence_value, gpointer fence_data, GDestroyNotify notify) { g_return_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue)); auto priv = queue->priv; std::lock_guard < std::mutex > elk (priv->execute_lock); auto gc_data = std::make_shared < GCData > (fence_data, notify, fence_value); if (!priv->gc_thread) { priv->gc_thread = g_thread_new ("GstD3D12Gc", (GThreadFunc) gst_d3d12_command_queue_gc_thread, queue); } GST_LOG_OBJECT (queue, "Pushing GC data %" G_GUINT64_FORMAT, fence_value); std::lock_guard < std::mutex > lk (priv->lock); priv->gc_list.push (std::move (gc_data)); priv->cond.notify_one (); } /** * gst_d3d12_command_queue_drain: * @queue: a #GstD3D12CommandQueue * * Waits for all scheduled GPU commands to be finished * * Returns: HRESULT code * * Since: 1.26 */ HRESULT gst_d3d12_command_queue_drain (GstD3D12CommandQueue * queue) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG); auto priv = queue->priv; std::priority_queue < GCDataPtr, std::vector < GCDataPtr >, gc_cmp > gc_list; { std::lock_guard < std::mutex > elk (priv->execute_lock); priv->fence_val++; auto hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "Signal failed"); priv->fence_val--; return hr; } auto completed = priv->fence->GetCompletedValue (); if (completed < priv->fence_val) { hr = priv->fence->SetEventOnCompletion (priv->fence_val, nullptr); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed"); return hr; } } { if (priv->gc_thread != g_thread_self ()) { std::lock_guard < std::mutex > lk (priv->lock); gc_list = priv->gc_list; priv->gc_list = { }; } else { priv->gc_list = { }; } } } return S_OK; } HRESULT gst_d3d12_command_queue_idle_for_swapchain (GstD3D12CommandQueue * queue, guint64 fence_value) { g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG); auto priv = queue->priv; guint64 fence_to_wait = fence_value; HRESULT hr; { std::lock_guard < std::mutex > lk (priv->execute_lock); if (fence_value < priv->fence_val) { fence_to_wait = fence_value + 1; } else { priv->fence_val++; hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "Signal failed"); priv->fence_val--; return hr; } fence_to_wait = priv->fence_val; } } auto completed = priv->fence->GetCompletedValue (); if (completed < fence_to_wait) { hr = priv->fence->SetEventOnCompletion (fence_to_wait, nullptr); if (FAILED (hr)) { GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed"); return hr; } } return S_OK; }