gstreamer/gst-libs/gst/d3d11/gstd3d11memory.c
Seungha Yang 360a195158 d3d11memory: Protect map and unmap with device lock
We should lock memory object with gst_d3d11_device_lock() first
then GST_D3D11_MEMORY_LOCK() need to be used.

One observed deadlock case is that:
- Thread A takes d3d11 device lock
- At the same time, Thread B tries CPU map to d3d11memory which requires
  d3d11 device lock as well, but it's already taken by Thread A.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/2267>
2021-05-20 11:19:44 +00:00

2006 lines
55 KiB
C

/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
*
* 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 <string.h>
#include "gstd3d11memory.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.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 Direct3D11 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: 1.20
*/
GstD3D11AllocationParams *
gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info,
GstD3D11AllocationFlags flags, guint bind_flags)
{
GstD3D11AllocationParams *ret;
const GstD3D11Format *d3d11_format;
gint i;
g_return_val_if_fail (info != NULL, NULL);
d3d11_format = gst_d3d11_device_format_from_gst (device,
GST_VIDEO_INFO_FORMAT (info));
if (!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;
}
} 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->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: 1.20
*/
gboolean
gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * params,
GstVideoAlignment * align)
{
gint 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 = &params->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: 1.20
*/
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: 1.20
*/
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;
ID3D11Texture2D *staging;
D3D11_TEXTURE2D_DESC 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;
ID3D11VideoProcessorInputView *processor_input_view;
ID3D11VideoProcessorOutputView *processor_output_view;
D3D11_MAPPED_SUBRESOURCE map;
GMutex lock;
gint cpu_map_count;
};
GST_DEFINE_MINI_OBJECT_TYPE (GstD3D11Memory, gst_d3d11_memory);
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 = ID3D11Device_CreateTexture2D (device_handle, &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;
ID3D11Resource *staging = (ID3D11Resource *) priv->staging;
ID3D11DeviceContext *device_context =
gst_d3d11_device_get_device_context_handle (dmem->device);
hr = ID3D11DeviceContext_Map (device_context,
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 || priv->staging == priv->texture ||
!GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD))
return;
device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
ID3D11DeviceContext_CopySubresourceRegion (device_context,
(ID3D11Resource *) priv->texture, priv->subresource_index, 0, 0, 0,
(ID3D11Resource *) 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 || priv->staging == priv->texture ||
!GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD))
return;
device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
ID3D11DeviceContext_CopySubresourceRegion (device_context,
(ID3D11Resource *) priv->staging, 0, 0, 0, 0,
(ID3D11Resource *) 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;
gst_d3d11_device_lock (dmem->device);
GST_D3D11_MEMORY_LOCK (dmem);
if ((flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
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;
/* 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);
gst_d3d11_device_unlock (dmem->device);
return ret;
}
/* Must be called with d3d11 device lock */
static void
gst_d3d11_memory_unmap_cpu_access (GstD3D11Memory * dmem)
{
GstD3D11MemoryPrivate *priv = dmem->priv;
ID3D11Resource *staging = (ID3D11Resource *) priv->staging;
ID3D11DeviceContext *device_context =
gst_d3d11_device_get_device_context_handle (dmem->device);
ID3D11DeviceContext_Unmap (device_context, staging, 0);
}
static void
gst_d3d11_memory_unmap_full (GstMemory * mem, GstMapInfo * info)
{
GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
GstD3D11MemoryPrivate *priv = dmem->priv;
gst_d3d11_device_lock (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);
gst_d3d11_device_unlock (dmem->device);
}
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;
}
GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
}
gst_d3d11_device_lock (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_device_unlock (dmem->device);
return ret;
}
/**
* gst_is_d3d11_memory:
* @mem: a #GstMemory
*
* Returns: whether @mem is a #GstD3D11Memory
*
* Since: 1.20
*/
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_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: 1.20
*/
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 = 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_texture_handle:
* @mem: a #GstD3D11Memory
*
* Returns: (transfer none): a ID3D11Texture2D handle. Caller must not release
* returned handle.
*
* Since: 1.20
*/
ID3D11Texture2D *
gst_d3d11_memory_get_texture_handle (GstD3D11Memory * mem)
{
g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
return mem->priv->texture;
}
/**
* gst_d3d11_memory_get_subresource_index:
* @mem: a #GstD3D11Memory
*
* Returns: subresource index corresponding to @mem.
*
* Since: 1.20
*/
guint
gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem)
{
g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 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: 1.20
*/
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);
*desc = mem->priv->desc;
return TRUE;
}
gboolean
gst_d3d11_memory_get_texture_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;
gint i;
HRESULT hr;
guint num_views = 0;
ID3D11Device *device_handle;
D3D11_SHADER_RESOURCE_VIEW_DESC resource_desc = { 0, };
DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
device_handle = gst_d3d11_device_get_device_handle (mem->device);
switch (priv->desc.Format) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R10G10B10A2_UNORM:
case DXGI_FORMAT_R8_UNORM:
case DXGI_FORMAT_R8G8_UNORM:
case DXGI_FORMAT_R16_UNORM:
case DXGI_FORMAT_R16G16_UNORM:
case DXGI_FORMAT_G8R8_G8B8_UNORM:
case DXGI_FORMAT_R8G8_B8G8_UNORM:
case DXGI_FORMAT_R16G16B16A16_UNORM:
num_views = 1;
formats[0] = priv->desc.Format;
break;
case DXGI_FORMAT_AYUV:
case DXGI_FORMAT_YUY2:
num_views = 1;
formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case DXGI_FORMAT_NV12:
num_views = 2;
formats[0] = DXGI_FORMAT_R8_UNORM;
formats[1] = DXGI_FORMAT_R8G8_UNORM;
break;
case DXGI_FORMAT_P010:
case DXGI_FORMAT_P016:
num_views = 2;
formats[0] = DXGI_FORMAT_R16_UNORM;
formats[1] = DXGI_FORMAT_R16G16_UNORM;
break;
case DXGI_FORMAT_Y210:
num_views = 1;
formats[0] = DXGI_FORMAT_R16G16B16A16_UNORM;
break;
case DXGI_FORMAT_Y410:
num_views = 1;
formats[0] = DXGI_FORMAT_R10G10B10A2_UNORM;
break;
default:
g_assert_not_reached ();
return FALSE;
}
if ((priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) ==
D3D11_BIND_SHADER_RESOURCE) {
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 = ID3D11Device_CreateShaderResourceView (device_handle,
(ID3D11Resource *) 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 %dth resource view (0x%x)", i, (guint) hr);
goto error;
}
}
priv->num_shader_resource_views = num_views;
return TRUE;
}
return FALSE;
error:
for (i = 0; i < num_views; i++) {
if (priv->shader_resource_view[i])
ID3D11ShaderResourceView_Release (priv->shader_resource_view[i]);
priv->shader_resource_view[i] = NULL;
}
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 (!(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: 1.20
*/
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: 1.20
*/
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;
gint i;
HRESULT hr;
guint num_views = 0;
ID3D11Device *device_handle;
D3D11_RENDER_TARGET_VIEW_DESC render_desc = { 0, };
DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
device_handle = gst_d3d11_device_get_device_handle (mem->device);
switch (priv->desc.Format) {
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R10G10B10A2_UNORM:
case DXGI_FORMAT_R8_UNORM:
case DXGI_FORMAT_R8G8_UNORM:
case DXGI_FORMAT_R16_UNORM:
case DXGI_FORMAT_R16G16_UNORM:
num_views = 1;
formats[0] = priv->desc.Format;
break;
case DXGI_FORMAT_AYUV:
num_views = 1;
formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
break;
case DXGI_FORMAT_NV12:
num_views = 2;
formats[0] = DXGI_FORMAT_R8_UNORM;
formats[1] = DXGI_FORMAT_R8G8_UNORM;
break;
case DXGI_FORMAT_P010:
case DXGI_FORMAT_P016:
num_views = 2;
formats[0] = DXGI_FORMAT_R16_UNORM;
formats[1] = DXGI_FORMAT_R16G16_UNORM;
break;
default:
g_assert_not_reached ();
return FALSE;
}
if ((priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET) ==
D3D11_BIND_RENDER_TARGET) {
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 = ID3D11Device_CreateRenderTargetView (device_handle,
(ID3D11Resource *) 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 %dth render target view (0x%x)", i, (guint) hr);
goto error;
}
}
priv->num_render_target_views = num_views;
return TRUE;
}
return FALSE;
error:
for (i = 0; i < num_views; i++) {
if (priv->render_target_view[i])
ID3D11RenderTargetView_Release (priv->render_target_view[i]);
priv->render_target_view[i] = NULL;
}
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 (!(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: 1.20
*/
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: 1.20
*/
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, GUID * decoder_profile)
{
GstD3D11MemoryPrivate *dmem_priv = mem->priv;
GstD3D11Allocator *allocator;
D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC desc;
HRESULT hr;
gboolean ret = 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) {
ID3D11VideoDecoderOutputView_GetDesc (dmem_priv->decoder_output_view,
&desc);
if (IsEqualGUID (&desc.DecodeProfile, decoder_profile)) {
goto succeeded;
} else {
/* Shouldn't happen, but try again anyway */
GST_WARNING_OBJECT (allocator,
"Existing view has different decoder profile");
ID3D11VideoDecoderOutputView_Release (dmem_priv->decoder_output_view);
dmem_priv->decoder_output_view = NULL;
}
}
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 = ID3D11VideoDevice_CreateVideoDecoderOutputView (video_device,
(ID3D11Resource *) 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;
}
succeeded:
ret = TRUE;
done:
GST_D3D11_MEMORY_UNLOCK (mem);
return ret;
}
/**
* gst_d3d11_memory_get_decoder_output_view:
* @mem: a #GstD3D11Memory
*
* Returns: (transfer none) (nullable): a pointer to the
* ID3D11VideoDecoderOutputView or %NULL if ID3D11VideoDecoderOutputView is
* unavailable
*
* Since: 1.20
*/
ID3D11VideoDecoderOutputView *
gst_d3d11_memory_get_decoder_output_view (GstD3D11Memory * mem,
ID3D11VideoDevice * video_device, 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_profile != NULL, NULL);
if (!gst_d3d11_memory_ensure_decoder_output_view (mem,
video_device, 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;
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 = ID3D11VideoDevice_CreateVideoProcessorInputView (video_device,
(ID3D11Resource *) 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: 1.20
*/
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 = { 0, };
HRESULT hr;
gboolean ret;
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 = ID3D11VideoDevice_CreateVideoProcessorOutputView (video_device,
(ID3D11Resource *) 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: 1.20
*/
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 */
#define gst_d3d11_allocator_parent_class alloc_parent_class
G_DEFINE_TYPE (GstD3D11Allocator, gst_d3d11_allocator, GST_TYPE_ALLOCATOR);
static GstMemory *gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator,
gsize size, GstAllocationParams * params);
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 void
gst_d3d11_allocator_init (GstD3D11Allocator * allocator)
{
GstAllocator *alloc = GST_ALLOCATOR_CAST (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;
/* fallback 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++) {
if (dmem_priv->render_target_view[i])
ID3D11RenderTargetView_Release (dmem_priv->render_target_view[i]);
if (dmem_priv->shader_resource_view[i])
ID3D11ShaderResourceView_Release (dmem_priv->shader_resource_view[i]);
}
if (dmem_priv->decoder_output_view)
ID3D11VideoDecoderOutputView_Release (dmem_priv->decoder_output_view);
if (dmem_priv->processor_input_view)
ID3D11VideoProcessorInputView_Release (dmem_priv->processor_input_view);
if (dmem_priv->processor_output_view)
ID3D11VideoProcessorOutputView_Release (dmem_priv->processor_output_view);
if (dmem_priv->texture)
ID3D11Texture2D_Release (dmem_priv->texture);
if (dmem_priv->staging)
ID3D11Texture2D_Release (dmem_priv->staging);
gst_clear_object (&dmem->device);
g_mutex_clear (&dmem_priv->lock);
g_free (dmem->priv);
g_free (dmem);
}
static GstMemory *
gst_d3d11_allocator_alloc_wrapped (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),
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->device = gst_object_ref (device);
/* This is staging texture as well */
if (desc->Usage == D3D11_USAGE_STAGING) {
mem->priv->staging = texture;
ID3D11Texture2D_AddRef (texture);
}
return GST_MEMORY_CAST (mem);
}
static GstMemory *
gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
{
ID3D11Texture2D *texture = NULL;
ID3D11Device *device_handle;
HRESULT hr;
device_handle = gst_d3d11_device_get_device_handle (device);
hr = ID3D11Device_CreateTexture2D (device_handle, desc, NULL, &texture);
if (!gst_d3d11_result (hr, device)) {
GST_ERROR_OBJECT (self, "Couldn't create texture");
return NULL;
}
return gst_d3d11_allocator_alloc_wrapped (self, device, desc, texture);
}
/**
* 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: 1.20
*/
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);
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;
}
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 =
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);
if (priv->texture)
ID3D11Texture2D_Release (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 = ID3D11Device_CreateTexture2D (device_handle, &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;
ID3D11Texture2D_AddRef (priv->texture);
mem =
gst_d3d11_allocator_alloc_wrapped (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 = 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 = 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);
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 = 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
*/
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 = g_object_new (GST_TYPE_D3D11_POOL_ALLOCATOR, NULL);
gst_object_ref_sink (self);
self->device = gst_object_ref (device);
self->priv->desc = *desc;
return self;
}
/**
* gst_d3d11_pool_allocator_acquire_memory:
* @allocator: a #GstD3D11PoolAllocator
* @memory: (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.
*/
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, FALSE);
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 = 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: 1.20
*/
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;
}