/* 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 "gstd3d12.h" #include "gstd3d12memory-private.h" #include "gstd3d12-private.h" #include #include #include #include #include #include #include #include #include #include #include #include /* *INDENT-OFF* */ using namespace Microsoft::WRL; /* *INDENT-ON* */ #ifndef GST_DISABLE_GST_DEBUG #define GST_CAT_DEFAULT ensure_debug_category() static GstDebugCategory * ensure_debug_category (void) { static GstDebugCategory *cat = nullptr; GST_D3D12_CALL_ONCE_BEGIN { cat = _gst_debug_category_new ("d3d12allocator", 0, "d3d12allocator"); } GST_D3D12_CALL_ONCE_END; return cat; } #endif static GstD3D12Allocator *_d3d12_memory_allocator = nullptr; static gint gst_d3d12_allocation_params_compare (const GstD3D12AllocationParams * p1, const GstD3D12AllocationParams * p2) { g_return_val_if_fail (p1, -1); g_return_val_if_fail (p2, -1); if (p1 == p2) return 0; return -1; } static void gst_d3d12_allocation_params_init (GType type) { static GstValueTable table = { 0, (GstValueCompareFunc) gst_d3d12_allocation_params_compare, nullptr, nullptr }; table.type = type; gst_value_register (&table); } G_DEFINE_BOXED_TYPE_WITH_CODE (GstD3D12AllocationParams, gst_d3d12_allocation_params, (GBoxedCopyFunc) gst_d3d12_allocation_params_copy, (GBoxedFreeFunc) gst_d3d12_allocation_params_free, gst_d3d12_allocation_params_init (g_define_type_id)); /** * gst_d3d12_allocation_params_new: * @device: a #GstD3D12Device * @info: a #GstVideoInfo * @flags: a #GstD3D12AllocationFlags * @resource_flags: D3D12_RESOURCE_FLAGS value used for creating texture * @heap_flags: D3D12_HEAP_FLAGS value used for creating texture * * Create #GstD3D12AllocationParams object which is used by #GstD3D12BufferPool * and #GstD3D12Allocator in order to allocate new ID3D12Resource * object with given configuration * * Returns: (transfer full) (nullable): a #GstD3D12AllocationParams * or %NULL if given configuration is not supported * * Since: 1.26 */ GstD3D12AllocationParams * gst_d3d12_allocation_params_new (GstD3D12Device * device, const GstVideoInfo * info, GstD3D12AllocationFlags flags, D3D12_RESOURCE_FLAGS resource_flags, D3D12_HEAP_FLAGS heap_flags) { GstD3D12AllocationParams *ret; GstD3D12Format d3d12_format; GstVideoFormat format; g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), nullptr); g_return_val_if_fail (info, nullptr); format = GST_VIDEO_INFO_FORMAT (info); if (!gst_d3d12_device_get_format (device, format, &d3d12_format)) { GST_WARNING_OBJECT (device, "%s is not supported", gst_video_format_to_string (format)); return nullptr; } ret = g_new0 (GstD3D12AllocationParams, 1); ret->info = *info; ret->aligned_info = *info; ret->d3d12_format = d3d12_format; ret->array_size = 1; ret->flags = flags; ret->heap_flags = heap_flags; ret->resource_flags = resource_flags; return ret; } /** * gst_d3d12_allocation_params_copy: * @src: a #GstD3D12AllocationParams * * Returns: (transfer full): a copy of @src * * Since: 1.26 */ GstD3D12AllocationParams * gst_d3d12_allocation_params_copy (GstD3D12AllocationParams * src) { GstD3D12AllocationParams *dst; g_return_val_if_fail (src != NULL, NULL); dst = g_new0 (GstD3D12AllocationParams, 1); memcpy (dst, src, sizeof (GstD3D12AllocationParams)); return dst; } /** * gst_d3d12_allocation_params_free: * @params: a #GstD3D12AllocationParams * * Free @params * * Since: 1.26 */ void gst_d3d12_allocation_params_free (GstD3D12AllocationParams * params) { g_free (params); } /** * gst_d3d12_allocation_params_alignment: * @params: a #GstD3D12AllocationParams * @align: a #GstVideoAlignment * * Adjust alignment * * Returns: %TRUE if alignment could be applied * * Since: 1.26 */ gboolean gst_d3d12_allocation_params_alignment (GstD3D12AllocationParams * params, const GstVideoAlignment * align) { guint padding_width, padding_height; GstVideoInfo *info; GstVideoInfo new_info; g_return_val_if_fail (params, FALSE); g_return_val_if_fail (align, 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 failed"); return FALSE; } params->aligned_info = new_info; return TRUE; } /** * gst_d3d12_allocation_params_set_resource_flags: * @params: a #GstD3D12AllocationParams * @resource_flags: D3D12_RESOURCE_FLAGS * * Set @resource_flags * * Returns: %TRUE if successful * * Since: 1.26 */ gboolean gst_d3d12_allocation_params_set_resource_flags (GstD3D12AllocationParams * params, D3D12_RESOURCE_FLAGS resource_flags) { g_return_val_if_fail (params, FALSE); params->resource_flags |= resource_flags; return TRUE; } /** * gst_d3d12_allocation_params_unset_resource_flags: * @params: a #GstD3D12AllocationParams * @resource_flags: D3D12_RESOURCE_FLAGS * * Unset @resource_flags * * Returns: %TRUE if successful * * Since: 1.26 */ gboolean gst_d3d12_allocation_params_unset_resource_flags (GstD3D12AllocationParams * params, D3D12_RESOURCE_FLAGS resource_flags) { g_return_val_if_fail (params, FALSE); params->resource_flags &= ~resource_flags; return TRUE; } /** * gst_d3d12_allocation_params_set_heap_flags: * @params: a #GstD3D12AllocationParams * @heap_flags: D3D12_HEAP_FLAGS * * Set @heap_flags * * Returns: %TRUE if successful * * Since: 1.26 */ gboolean gst_d3d12_allocation_params_set_heap_flags (GstD3D12AllocationParams * params, D3D12_HEAP_FLAGS heap_flags) { g_return_val_if_fail (params, FALSE); params->heap_flags |= heap_flags; return TRUE; } /** * gst_d3d12_allocation_params_set_array_size: * @params: a #GstD3D12AllocationParams * @size: a texture array size * * Returns: %TRUE if successful * * Since: 1.26 */ gboolean gst_d3d12_allocation_params_set_array_size (GstD3D12AllocationParams * params, guint size) { g_return_val_if_fail (params, FALSE); g_return_val_if_fail (size > 0, FALSE); g_return_val_if_fail (size <= G_MAXUINT16, FALSE); params->array_size = size; return TRUE; } /* *INDENT-OFF* */ struct GstD3D12MemoryTokenData { GstD3D12MemoryTokenData (gpointer data, GDestroyNotify notify_func) : user_data (data), notify (notify_func) { } ~GstD3D12MemoryTokenData () { if (notify) notify (user_data); } gpointer user_data; GDestroyNotify notify; }; struct D3D11Interop { ComPtr device11; ComPtr texture11; }; struct _GstD3D12MemoryPrivate { ~_GstD3D12MemoryPrivate () { if (nt_handle) CloseHandle (nt_handle); token_map.clear (); } ComPtr resource; ComPtr staging; ComPtr srv_heap; ComPtr rtv_heap; ComPtr uav_heap; gpointer staging_ptr = nullptr; D3D12_RESOURCE_DESC desc; D3D12_HEAP_FLAGS heap_flags; HANDLE nt_handle = nullptr; std::map> token_map; std::vector> shared_texture11; /* Queryied via ID3D12Device::GetCopyableFootprints */ D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout[GST_VIDEO_MAX_PLANES]; guint64 size; guint num_subresources; D3D12_RECT subresource_rect[GST_VIDEO_MAX_PLANES]; guint subresource_index[GST_VIDEO_MAX_PLANES]; DXGI_FORMAT resource_formats[GST_VIDEO_MAX_PLANES]; guint srv_inc_size; guint rtv_inc_size; guint64 cpu_map_count = 0; std::mutex lock; gpointer user_data = nullptr; GDestroyNotify notify = nullptr; ComPtr fence; UINT64 fence_val = 0; }; /* *INDENT-ON* */ GST_DEFINE_MINI_OBJECT_TYPE (GstD3D12Memory, gst_d3d12_memory); static gboolean gst_d3d12_memory_ensure_staging_resource (GstD3D12Memory * dmem) { auto priv = dmem->priv; if (priv->staging) return TRUE; if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS) == 0) { GST_ERROR_OBJECT (dmem->device, "simultaneous access is not supported"); return FALSE; } HRESULT hr; auto device = gst_d3d12_device_get_device_handle (dmem->device); D3D12_HEAP_PROPERTIES prop = CD3DX12_HEAP_PROPERTIES (D3D12_CPU_PAGE_PROPERTY_WRITE_BACK, D3D12_MEMORY_POOL_L0); D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer (priv->size); ComPtr < ID3D12Resource > staging; hr = device->CreateCommittedResource (&prop, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc, D3D12_RESOURCE_STATE_COMMON, nullptr, IID_PPV_ARGS (&staging)); if (!gst_d3d12_result (hr, dmem->device)) { GST_ERROR_OBJECT (dmem->device, "Couldn't create staging resource"); return FALSE; } priv->staging = staging; GST_MINI_OBJECT_FLAG_SET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD); return TRUE; } static void gst_d3d12_memory_set_fence_unlocked (GstD3D12Memory * dmem, ID3D12Fence * fence, guint64 fence_val, gboolean wait) { auto priv = dmem->priv; if (priv->fence && priv->fence.Get () != fence && wait) { auto completed = priv->fence->GetCompletedValue (); if (completed < priv->fence_val) { auto hr = priv->fence->SetEventOnCompletion (priv->fence_val, nullptr); /* For debugging */ gst_d3d12_result (hr, dmem->device); } } priv->fence = fence; if (fence) priv->fence_val = fence_val; else priv->fence_val = 0; } static gboolean gst_d3d12_memory_download (GstD3D12Memory * dmem) { auto priv = dmem->priv; if (!priv->staging || !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD)) { return TRUE; } std::vector < GstD3D12CopyTextureRegionArgs > copy_args; for (guint i = 0; i < priv->num_subresources; i++) { GstD3D12CopyTextureRegionArgs args; memset (&args, 0, sizeof (args)); args.dst = CD3DX12_TEXTURE_COPY_LOCATION (priv->staging.Get (), priv->layout[i]); args.src = CD3DX12_TEXTURE_COPY_LOCATION (priv->resource.Get (), priv->subresource_index[i]); copy_args.push_back (args); } guint64 fence_val = 0; guint num_fences_to_wait = 0; ID3D12Fence *fences_to_wait[] = { priv->fence.Get () }; guint64 fence_values_to_wait[] = { priv->fence_val }; if (priv->fence) num_fences_to_wait = 1; /* Use async copy queue when downloading */ if (!gst_d3d12_device_copy_texture_region (dmem->device, copy_args.size (), copy_args.data (), nullptr, num_fences_to_wait, fences_to_wait, fence_values_to_wait, D3D12_COMMAND_LIST_TYPE_COPY, &fence_val)) { GST_ERROR_OBJECT (dmem->device, "Couldn't download texture to staging"); return FALSE; } gst_d3d12_device_fence_wait (dmem->device, D3D12_COMMAND_LIST_TYPE_COPY, fence_val); priv->fence = nullptr; priv->fence_val = 0; GST_MEMORY_FLAG_UNSET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD); return TRUE; } static gboolean gst_d3d12_memory_upload (GstD3D12Memory * dmem) { auto priv = dmem->priv; if (!priv->staging || !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD)) { return TRUE; } std::vector < GstD3D12CopyTextureRegionArgs > copy_args; for (guint i = 0; i < priv->num_subresources; i++) { GstD3D12CopyTextureRegionArgs args; memset (&args, 0, sizeof (args)); args.dst = CD3DX12_TEXTURE_COPY_LOCATION (priv->resource.Get (), priv->subresource_index[i]); args.src = CD3DX12_TEXTURE_COPY_LOCATION (priv->staging.Get (), priv->layout[i]); copy_args.push_back (args); } guint num_fences_to_wait = 0; ID3D12Fence *fences_to_wait[] = { priv->fence.Get () }; guint64 fence_values_to_wait[] = { priv->fence_val }; if (fences_to_wait[0]) num_fences_to_wait = 1; if (!gst_d3d12_device_copy_texture_region (dmem->device, copy_args.size (), copy_args.data (), nullptr, num_fences_to_wait, fences_to_wait, fence_values_to_wait, D3D12_COMMAND_LIST_TYPE_DIRECT, &priv->fence_val)) { GST_ERROR_OBJECT (dmem->device, "Couldn't upload texture"); return FALSE; } priv->fence = gst_d3d12_device_get_fence_handle (dmem->device, D3D12_COMMAND_LIST_TYPE_DIRECT); GST_MEMORY_FLAG_UNSET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD); return TRUE; } static gpointer gst_d3d12_memory_map_full (GstMemory * mem, GstMapInfo * info, gsize maxsize) { auto dmem = GST_D3D12_MEMORY_CAST (mem); auto priv = dmem->priv; GstMapFlags flags = info->flags; std::lock_guard < std::mutex > lk (priv->lock); if ((flags & GST_MAP_D3D12) != 0) { gst_d3d12_memory_upload (dmem); if ((flags & GST_MAP_WRITE) != 0) GST_MINI_OBJECT_FLAG_SET (dmem, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD); return priv->resource.Get (); } if (priv->cpu_map_count == 0) { if (!gst_d3d12_memory_ensure_staging_resource (dmem)) { GST_ERROR_OBJECT (mem->allocator, "Couldn't create readback_staging resource"); return nullptr; } if (!gst_d3d12_memory_download (dmem)) { GST_ERROR_OBJECT (mem->allocator, "Couldn't download resource"); return nullptr; } auto hr = priv->staging->Map (0, nullptr, &priv->staging_ptr); if (!gst_d3d12_result (hr, dmem->device)) { GST_ERROR_OBJECT (dmem->device, "Couldn't map readback resource"); return nullptr; } } if ((flags & GST_MAP_WRITE) != 0) GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D12_MEMORY_TRANSFER_NEED_UPLOAD); priv->cpu_map_count++; return priv->staging_ptr; } static void gst_d3d12_memory_unmap_full (GstMemory * mem, GstMapInfo * info) { auto dmem = GST_D3D12_MEMORY_CAST (mem); auto priv = dmem->priv; GstMapFlags flags = info->flags; if ((flags & GST_MAP_D3D12) == 0) { std::lock_guard < std::mutex > lk (priv->lock); g_assert (priv->cpu_map_count != 0); priv->cpu_map_count--; if (priv->cpu_map_count == 0) priv->staging->Unmap (0, nullptr); } } static GstMemory * gst_d3d12_memory_share (GstMemory * mem, gssize offset, gssize size) { /* TODO: impl. */ return nullptr; } /** * gst_is_d3d12_memory: * @mem: a #GstMemory * * Returns: %TRUE if @mem is allocated by #GstD3D12Allocator * * Since: 1.26 */ 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)); } /** * gst_d3d12_memory_sync: * @mem: a #GstD3D12Memory * * Wait for pending GPU operation * * Returns: %TRUE if successful * * Since: 1.26 */ gboolean gst_d3d12_memory_sync (GstD3D12Memory * mem) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); auto priv = mem->priv; std::lock_guard < std::mutex > lk (priv->lock); gst_d3d12_memory_upload (mem); gst_d3d12_memory_set_fence_unlocked (mem, nullptr, 0, TRUE); return TRUE; } /** * gst_d3d12_memory_init_once: * * Initializes the Direct3D12 Texture allocator. It is safe to call * this function multiple times. This must be called before any other * GstD3D12Memory operation. * * Since: 1.26 */ 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; } /** * gst_d3d12_memory_get_resource_handle: * @mem: a #GstD3D12Memory * * Returns: (transfer none) (nullable): ID3D12Resource handle * * Since: 1.26 */ 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 (); } /** * gst_d3d12_memory_get_subresource_index: * @mem: a #GstD3D12Memory * @plane: a plane index * @index: (out): subresource index of @plane * * Returns: %TRUE if returned @index is valid * * Since: 1.26 */ 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; } /** * gst_d3d12_memory_get_plane_count: * @mem: a #GstD3D12Memory * * Returns: the number of planes of resource * * Since: 1.26 */ guint gst_d3d12_memory_get_plane_count (GstD3D12Memory * mem) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), 0); return mem->priv->num_subresources; } /** * gst_d3d12_memory_get_plane_rectangle: * @mem: a #GstD3D12Memory * @plane: a plane index * @rect: (out): a rectangle of @plane * * Returns: %TRUE if returned @rect is valid * * Since: 1.26 */ gboolean gst_d3d12_memory_get_plane_rectangle (GstD3D12Memory * mem, guint plane, D3D12_RECT * rect) { g_return_val_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem)), FALSE); g_return_val_if_fail (rect, FALSE); if (plane >= mem->priv->num_subresources) return FALSE; *rect = mem->priv->subresource_rect[plane]; return TRUE; } /** * gst_d3d12_memory_get_shader_resource_view_heap: * @mem: a #GstD3D12Memory * * Gets shader invisible shader resource view descriptor heap. * Caller needs to copy returned descriptor heap to another shader visible * descriptor heap in order for resource to be used in shader. * * Returns: (transfer none) (nullable): ID3D12DescriptorHeap handle or %NULL * if the resource was allocated without shader resource view enabled * * Since: 1.26 */ ID3D12DescriptorHeap * gst_d3d12_memory_get_shader_resource_view_heap (GstD3D12Memory * mem) { auto priv = mem->priv; auto allocator = GST_MEMORY_CAST (mem)->allocator; if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE) != 0) { GST_LOG_OBJECT (allocator, "Shader resource was denied, configured flags 0x%x", (guint) priv->desc.Flags); return nullptr; } std::lock_guard < std::mutex > lk (priv->lock); if (!priv->srv_heap) { D3D12_DESCRIPTOR_HEAP_DESC desc = { }; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = priv->num_subresources; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; auto device = gst_d3d12_device_get_device_handle (mem->device); ComPtr < ID3D12DescriptorHeap > srv_heap; auto hr = device->CreateDescriptorHeap (&desc, IID_PPV_ARGS (&srv_heap)); if (!gst_d3d12_result (hr, mem->device)) { GST_ERROR_OBJECT (allocator, "Couldn't create descriptor heap"); return nullptr; } priv->srv_heap = srv_heap; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc = { }; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Texture2D.MipLevels = 1; auto cpu_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE (GetCPUDescriptorHandleForHeapStart (srv_heap)); for (guint i = 0; i < priv->num_subresources; i++) { srv_desc.Format = priv->resource_formats[i]; srv_desc.Texture2D.PlaneSlice = i; device->CreateShaderResourceView (priv->resource.Get (), &srv_desc, cpu_handle); cpu_handle.Offset (priv->srv_inc_size); } } return priv->srv_heap.Get (); } /** * gst_d3d12_memory_get_unordered_access_view_heap: * @mem: a #GstD3D12Memory * * Gets shader invisible unordered access view descriptor heap. * Caller needs to copy returned descriptor heap to another shader visible * descriptor heap in order for resource to be used in shader. * * Returns: (transfer none) (nullable): ID3D12DescriptorHeap handle or %NULL * if the resource was allocated without unordered access view enabled * * Since: 1.26 */ ID3D12DescriptorHeap * gst_d3d12_memory_get_unordered_access_view_heap (GstD3D12Memory * mem) { auto priv = mem->priv; auto allocator = GST_MEMORY_CAST (mem)->allocator; if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS) == 0) { GST_LOG_OBJECT (allocator, "Unordered access view is not allowed, configured flags 0x%x", (guint) priv->desc.Flags); return nullptr; } std::lock_guard < std::mutex > lk (priv->lock); if (!priv->uav_heap) { D3D12_DESCRIPTOR_HEAP_DESC desc = { }; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = priv->num_subresources; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; auto device = gst_d3d12_device_get_device_handle (mem->device); ComPtr < ID3D12DescriptorHeap > uav_heap; auto hr = device->CreateDescriptorHeap (&desc, IID_PPV_ARGS (&uav_heap)); if (!gst_d3d12_result (hr, mem->device)) { GST_ERROR_OBJECT (allocator, "Couldn't create descriptor heap"); return nullptr; } priv->uav_heap = uav_heap; D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc = { }; uav_desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D; auto cpu_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE (GetCPUDescriptorHandleForHeapStart (uav_heap)); for (guint i = 0; i < priv->num_subresources; i++) { uav_desc.Format = priv->resource_formats[i]; uav_desc.Texture2D.PlaneSlice = i; device->CreateUnorderedAccessView (priv->resource.Get (), nullptr, &uav_desc, cpu_handle); cpu_handle.Offset (priv->srv_inc_size); } } return priv->uav_heap.Get (); } /** * gst_d3d12_memory_get_render_target_view_heap: * @mem: a #GstD3D12Memory * * Gets render target view descriptor heap * * Returns: (transfer none) (nullable): ID3D12DescriptorHeap handle or %NULL * if the resource was allocated without render target view enabled * * Since: 1.26 */ ID3D12DescriptorHeap * gst_d3d12_memory_get_render_target_view_heap (GstD3D12Memory * mem) { auto priv = mem->priv; auto allocator = GST_MEMORY_CAST (mem)->allocator; if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) == 0) { GST_LOG_OBJECT (allocator, "Render target is not allowed, configured flags 0x%x", (guint) priv->desc.Flags); return nullptr; } std::lock_guard < std::mutex > lk (priv->lock); if (!priv->rtv_heap) { D3D12_DESCRIPTOR_HEAP_DESC desc = { }; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = priv->num_subresources; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; auto device = gst_d3d12_device_get_device_handle (mem->device); ComPtr < ID3D12DescriptorHeap > rtv_heap; auto hr = device->CreateDescriptorHeap (&desc, IID_PPV_ARGS (&rtv_heap)); if (!gst_d3d12_result (hr, mem->device)) { GST_ERROR_OBJECT (allocator, "Couldn't create descriptor heap"); return nullptr; } priv->rtv_heap = rtv_heap; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc = { }; rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; if (priv->desc.SampleDesc.Count > 1) rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS; auto cpu_handle = CD3DX12_CPU_DESCRIPTOR_HANDLE (GetCPUDescriptorHandleForHeapStart (rtv_heap)); for (guint i = 0; i < priv->num_subresources; i++) { rtv_desc.Format = priv->resource_formats[i]; if (priv->desc.SampleDesc.Count == 1) rtv_desc.Texture2D.PlaneSlice = i; device->CreateRenderTargetView (priv->resource.Get (), &rtv_desc, cpu_handle); cpu_handle.Offset (priv->rtv_inc_size); } } return priv->rtv_heap.Get (); } static gboolean gst_d3d12_memory_get_nt_handle_unlocked (GstD3D12Memory * mem, HANDLE * handle) { auto priv = mem->priv; *handle = nullptr; if (priv->nt_handle) { *handle = priv->nt_handle; return TRUE; } if ((priv->heap_flags & D3D12_HEAP_FLAG_SHARED) != D3D12_HEAP_FLAG_SHARED) return FALSE; auto device = gst_d3d12_device_get_device_handle (mem->device); auto hr = device->CreateSharedHandle (priv->resource.Get (), nullptr, GENERIC_ALL, nullptr, &priv->nt_handle); if (!gst_d3d12_result (hr, mem->device)) return FALSE; *handle = priv->nt_handle; return TRUE; } /** * gst_d3d12_memory_get_nt_handle: * @mem: a #GstD3D12Memory * @handle: (out) (transfer none) a sharable NT handle * * Gets NT handle created via ID3D12Device::CreateSharedHandle(). * Returned NT handle is owned by @mem, thus caller should not close * the @handle * * Returns: %TRUE if successful * * Since: 1.26 */ gboolean gst_d3d12_memory_get_nt_handle (GstD3D12Memory * mem, HANDLE * handle) { auto priv = mem->priv; std::lock_guard < std::mutex > lk (priv->lock); return gst_d3d12_memory_get_nt_handle_unlocked (mem, handle); } /** * gst_d3d12_memory_set_token_data: * @mem: a #GstD3D12Memory * @token: an user token * @data: an user data * @notify: a #GDestroyNotify * * Sets an opaque user data on a #GstD3D12Memory * * Since: 1.26 */ void gst_d3d12_memory_set_token_data (GstD3D12Memory * mem, gint64 token, gpointer data, GDestroyNotify notify) { auto priv = mem->priv; std::lock_guard < std::mutex > lk (priv->lock); auto old_token = priv->token_map.find (token); if (old_token != priv->token_map.end ()) priv->token_map.erase (old_token); if (data) { priv->token_map[token] = std::unique_ptr < GstD3D12MemoryTokenData > (new GstD3D12MemoryTokenData (data, notify)); } } /** * gst_d3d12_memory_get_token_data: * @mem: a #GstD3D12Memory * @token: an user token * * Gets back user data pointer stored via gst_d3d12_memory_set_token_data() * * Returns: (transfer none) (nullable): user data pointer or %NULL * * Since: 1.26 */ gpointer gst_d3d12_memory_get_token_data (GstD3D12Memory * mem, gint64 token) { auto priv = mem->priv; gpointer ret = nullptr; std::lock_guard < std::mutex > lk (priv->lock); auto old_token = priv->token_map.find (token); if (old_token != priv->token_map.end ()) ret = old_token->second->user_data; return ret; } /** * gst_d3d12_memory_set_fence: * @mem: a #GstD3D12Memory * @fence: (allow-none): a ID3D12Fence * @fence_value: fence value * @wait: waits for previously configured fence if any * * Replace fence object of @mem with new @fence. * This method will block calling thread for synchronization * if @wait is %TRUE and configured fence is different from new @fence * * Since: 1.26 */ void gst_d3d12_memory_set_fence (GstD3D12Memory * mem, ID3D12Fence * fence, guint64 fence_value, gboolean wait) { g_return_if_fail (gst_is_d3d12_memory (GST_MEMORY_CAST (mem))); auto priv = mem->priv; std::lock_guard < std::mutex > lk (priv->lock); gst_d3d12_memory_set_fence_unlocked (mem, fence, fence_value, wait); } /** * gst_d3d12_memory_get_fence: * @mem: a #GstD3D12Memory * @fence: (out) (transfer full) (allow-none): a ID3D12Fence * @fence_value: (out) (allow-none): fence value * * Gets configured fence and fence value. Valid operations against returned * fence object are ID3D12Fence::GetCompletedValue() and * ID3D12Fence::SetEventOnCompletion(). Caller should not try to update * completed value via ID3D12Fence::Signal() since the fence is likely * owned by external component and shared only for read-only operations. * * Returns: %TRUE if @mem has configured fence object * * Since: 1.26 */ gboolean gst_d3d12_memory_get_fence (GstD3D12Memory * mem, ID3D12Fence ** fence, guint64 * fence_value) { auto priv = mem->priv; std::lock_guard < std::mutex > lk (priv->lock); if (priv->fence) { if (fence) { *fence = priv->fence.Get (); (*fence)->AddRef (); } if (fence_value) *fence_value = priv->fence_val; return TRUE; } return FALSE; } /** * gst_d3d12_memory_get_d3d11_texture: * @mem: a #GstD3D12Memory * @device11: a ID3D11Device * * Opens ID3D11Texture2D texture from ID3D12Resource * * Returns: (transfer none) (nullable): ID3D11Texture2D handle or %NULL * if resource sharing is not supported * * Since: 1.26 */ ID3D11Texture2D * gst_d3d12_memory_get_d3d11_texture (GstD3D12Memory * mem, ID3D11Device * device11) { auto priv = mem->priv; g_return_val_if_fail (mem, nullptr); g_return_val_if_fail (device11, nullptr); std::lock_guard < std::mutex > lk (priv->lock); auto it = std::find_if (priv->shared_texture11.begin (), priv->shared_texture11.end (),[&](const auto & shared)->bool { return shared->device11.Get () == device11; } ); if (it != priv->shared_texture11.end ()) return (*it)->texture11.Get (); HANDLE shared_handle; /* d3d11 interop requires rtv binding and shared heap */ if ((priv->desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) != D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET || !gst_d3d12_memory_get_nt_handle_unlocked (mem, &shared_handle)) { return nullptr; } ComPtr < ID3D11Device1 > device11_1; auto hr = device11->QueryInterface (IID_PPV_ARGS (&device11_1)); if (FAILED (hr)) return nullptr; ComPtr < ID3D11Texture2D > texture11; hr = device11_1->OpenSharedResource1 (shared_handle, IID_PPV_ARGS (&texture11)); if (FAILED (hr)) return nullptr; auto storage = std::make_shared < D3D11Interop > (); storage->device11 = device11; storage->texture11 = texture11; priv->shared_texture11.push_back (std::move (storage)); return texture11.Get (); } /* GstD3D12Allocator */ struct _GstD3D12AllocatorPrivate { GstMemoryCopyFunction fallback_copy; }; #define gst_d3d12_allocator_parent_class alloc_parent_class G_DEFINE_TYPE_WITH_PRIVATE (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 GstMemory * gst_d3d12_memory_copy (GstMemory * mem, gssize offset, gssize size) { auto self = GST_D3D12_ALLOCATOR (mem->allocator); auto priv = self->priv; auto dmem = GST_D3D12_MEMORY_CAST (mem); /* non-zero offset or different size is not supported */ if (offset != 0 || (size != -1 && (gsize) size != mem->size)) { GST_DEBUG_OBJECT (self, "Different size/offset, try fallback copy"); return priv->fallback_copy (mem, offset, size); } GstMapInfo info; if (!gst_memory_map (mem, &info, GST_MAP_READ_D3D12)) { GST_WARNING_OBJECT (self, "Failed to map memory, try fallback copy"); return priv->fallback_copy (mem, offset, size); } GstMemory *dst = nullptr; /* Try pool allocator first */ if (GST_IS_D3D12_POOL_ALLOCATOR (self)) { auto pool = GST_D3D12_POOL_ALLOCATOR (self); gst_d3d12_pool_allocator_acquire_memory (pool, &dst); } auto src_tex = (ID3D12Resource *) info.data; if (!dst) { D3D12_RESOURCE_DESC desc; D3D12_HEAP_PROPERTIES heap_props; D3D12_HEAP_FLAGS heap_flags; desc = GetDesc (src_tex); desc.DepthOrArraySize = 1; src_tex->GetHeapProperties (&heap_props, &heap_flags); dst = gst_d3d12_allocator_alloc_internal (nullptr, dmem->device, &heap_props, heap_flags, &desc, D3D12_RESOURCE_STATE_COMMON, nullptr); } if (!dst) { GST_ERROR_OBJECT (self, "Couldn't allocate texture"); gst_memory_unmap (mem, &info); return priv->fallback_copy (mem, offset, size); } std::vector < GstD3D12CopyTextureRegionArgs > copy_args; auto dst_dmem = GST_D3D12_MEMORY_CAST (dst); auto dst_priv = dst_dmem->priv; auto mem_priv = dmem->priv; for (guint i = 0; i < mem_priv->num_subresources; i++) { GstD3D12CopyTextureRegionArgs args; memset (&args, 0, sizeof (args)); args.dst = CD3DX12_TEXTURE_COPY_LOCATION (dst_priv->resource.Get (), dst_priv->subresource_index[i]); args.src = CD3DX12_TEXTURE_COPY_LOCATION (mem_priv->resource.Get (), mem_priv->subresource_index[i]); copy_args.push_back (args); } gst_memory_unmap (mem, &info); ComPtr < ID3D12Fence > fence_to_wait; guint64 fence_value_to_wait[1]; { std::lock_guard < std::mutex > lk (mem_priv->lock); fence_to_wait = mem_priv->fence; fence_value_to_wait[0] = mem_priv->fence_val; } GstD3D12FenceData *fence_data; gst_d3d12_device_acquire_fence_data (dmem->device, &fence_data); gst_d3d12_fence_data_push (fence_data, FENCE_NOTIFY_MINI_OBJECT (gst_memory_ref (mem))); ID3D12Fence *fences_to_wait[] = { fence_to_wait.Get () }; guint num_fences_to_wait = 0; if (fence_to_wait) num_fences_to_wait = 1; gst_d3d12_device_copy_texture_region (dmem->device, copy_args.size (), copy_args.data (), fence_data, num_fences_to_wait, fences_to_wait, fence_value_to_wait, D3D12_COMMAND_LIST_TYPE_DIRECT, &dst_priv->fence_val); dst_priv->fence = gst_d3d12_device_get_fence_handle (dmem->device, D3D12_COMMAND_LIST_TYPE_DIRECT); GST_MINI_OBJECT_FLAG_SET (dst, GST_D3D12_MEMORY_TRANSFER_NEED_DOWNLOAD); return dst; } static void gst_d3d12_allocator_init (GstD3D12Allocator * self) { GstAllocator *alloc = GST_ALLOCATOR_CAST (self); self->priv = (GstD3D12AllocatorPrivate *) gst_d3d12_allocator_get_instance_private (self); 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; /* Store pointer to default mem_copy method for fallback copy */ self->priv->fallback_copy = alloc->mem_copy; alloc->mem_copy = gst_d3d12_memory_copy; 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) { auto dmem = GST_D3D12_MEMORY_CAST (mem); GST_LOG_OBJECT (allocator, "Free memory %p", mem); gst_d3d12_memory_set_fence_unlocked (dmem, nullptr, 0, TRUE); if (dmem->priv->notify) dmem->priv->notify (dmem->priv->user_data); dmem->priv->shared_texture11.clear (); delete dmem->priv; gst_clear_object (&dmem->device); g_free (dmem); } /** * gst_d3d12_allocator_alloc_wrapped: * @allocator: (allow-none): a #GstD3D12Allocator * @device: a #GstD3D12Device * @resource: a ID3D12Resource * @array_slice: array slice index of the first plane * @user_data: (allow-none): an user data * @notify: a #GDestroyNotify * * Allocates memory object with @resource. The refcount of @resource * will be increased by one. * * Returns: (transfer full) (nullable): a newly allocated #GstD3D12Memory * with given @resource if successful, otherwise %NULL. * * Since: 1.26 */ GstMemory * gst_d3d12_allocator_alloc_wrapped (GstD3D12Allocator * allocator, GstD3D12Device * device, ID3D12Resource * resource, guint array_slice, gpointer user_data, GDestroyNotify notify) { g_return_val_if_fail (GST_IS_D3D12_DEVICE (device), nullptr); g_return_val_if_fail (resource, nullptr); if (!allocator) { gst_d3d12_memory_init_once (); allocator = _d3d12_memory_allocator; } auto device_handle = gst_d3d12_device_get_device_handle (device); auto desc = GetDesc (resource); guint8 num_subresources = D3D12GetFormatPlaneCount (device_handle, desc.Format); D3D12_HEAP_FLAGS heap_flags; if (num_subresources == 0) { GST_ERROR_OBJECT (allocator, "Couldn't get format info"); return nullptr; } if (array_slice >= desc.DepthOrArraySize) { GST_ERROR_OBJECT (allocator, "Invalid array slice"); return nullptr; } auto hr = resource->GetHeapProperties (nullptr, &heap_flags); if (!gst_d3d12_result (hr, device)) { GST_ERROR_OBJECT (allocator, "Couldn't get heap property"); return nullptr; } auto mem = g_new0 (GstD3D12Memory, 1); mem->priv = new GstD3D12MemoryPrivate (); auto priv = mem->priv; priv->desc = desc; priv->heap_flags = heap_flags; priv->num_subresources = num_subresources; priv->resource = resource; gst_d3d12_dxgi_format_get_resource_format (priv->desc.Format, priv->resource_formats); priv->srv_inc_size = device_handle->GetDescriptorHandleIncrementSize (D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); priv->rtv_inc_size = device_handle->GetDescriptorHandleIncrementSize (D3D12_DESCRIPTOR_HEAP_TYPE_RTV); priv->user_data = user_data; priv->notify = notify; mem->device = (GstD3D12Device *) gst_object_ref (device); for (guint i = 0; i < num_subresources; i++) { /* 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] = D3D12CalcSubresource (0, array_slice, i, 1, desc.DepthOrArraySize); } /* Then calculate staging memory size and copyable layout */ UINT64 size; desc.DepthOrArraySize = 1; device_handle->GetCopyableFootprints (&desc, 0, num_subresources, 0, priv->layout, nullptr, nullptr, &size); priv->size = size; priv->subresource_rect[0].left = 0; priv->subresource_rect[0].top = 0; priv->subresource_rect[0].right = (LONG) desc.Width; priv->subresource_rect[0].bottom = (LONG) desc.Height; for (guint i = 1; i < num_subresources; i++) { priv->subresource_rect[i].left = 0; priv->subresource_rect[i].top = 0; switch (desc.Format) { case DXGI_FORMAT_NV12: case DXGI_FORMAT_P010: case DXGI_FORMAT_P016: priv->subresource_rect[i].right = (LONG) desc.Width / 2; priv->subresource_rect[i].bottom = (LONG) desc.Height / 2; break; default: GST_WARNING_OBJECT (allocator, "Unexpected multi-plane format %d", desc.Format); priv->subresource_rect[i].right = (LONG) desc.Width / 2; priv->subresource_rect[i].bottom = (LONG) desc.Height / 2; break; } } gst_memory_init (GST_MEMORY_CAST (mem), (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (allocator), nullptr, mem->priv->size, 0, 0, mem->priv->size); GST_LOG_OBJECT (allocator, "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; if (!self) { gst_d3d12_memory_init_once (); self = _d3d12_memory_allocator; } 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; } auto mem = gst_d3d12_allocator_alloc_wrapped (self, device, resource.Get (), 0, nullptr, nullptr); if (!mem) return nullptr; /* Initialize YUV texture with black color */ if (desc->Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D && (desc->Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) != 0 && (heap_flags & D3D12_HEAP_FLAG_CREATE_NOT_ZEROED) == 0 && desc->DepthOrArraySize == 1) { gst_d3d12_device_clear_yuv_texture (device, mem); } return mem; } /** * gst_d3d12_allocator_alloc: * @allocator: (allow-none): a #GstD3D12Allocator * @device: a #GstD3D12Device * @heap_prop: a D3D12_HEAP_PROPERTIES * @heap_flags: a D3D12_HEAP_FLAGS * @desc: a D3D12_RESOURCE_DESC * @initial_state: initial resource state * @optimized_clear_value: (allow-none): optimized clear value * * Returns: (transfer full) (nullable): a newly allocated #GstD3D12Memory * with given parameters. * * Since: 1.26 */ 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_DEVICE (device), nullptr); g_return_val_if_fail (heap_props != nullptr, nullptr); g_return_val_if_fail (desc != nullptr, nullptr); if (!allocator) { gst_d3d12_memory_init_once (); allocator = _d3d12_memory_allocator; } 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); } /** * gst_d3d12_allocator_set_active: * @allocator: a #GstD3D12Allocator * @active: the new active state * * Controls the active state of @allocator. Default #GstD3D12Allocator is * stateless and therefore active state is ignored, but subclass implementation * (e.g., #GstD3D12PoolAllocator) 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: 1.26 */ 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->resource.Get (), i, nullptr, nullptr); 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--; if (priv->outstanding == 0 && priv->flushing) gst_d3d12_pool_allocator_stop (self); 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 (); /* 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; } /** * gst_d3d12_pool_allocator_new: * @device: a #GstD3D12Device * @heap_prop: a D3D12_HEAP_PROPERTIES * @heap_flags: a D3D12_HEAP_FLAGS * @desc: a D3D12_RESOURCE_DESC * @initial_state: initial resource state * @optimized_clear_value: (allow-none) optimized clear value * * Returns: (transfer full) (nullable): a new #GstD3D12PoolAllocator instance * * Since: 1.26 */ 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; } /** * gst_d3d12_pool_allocator_acquire_memory: * @allocator: a #GstD3D12PoolAllocator * @memory: (out) (transfer full): 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. * * Since: 1.26 */ 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; }