gstreamer/sys/d3d11/gstd3d11memory.h
Seungha Yang f35eeaa02b d3d11: Don't hold staging texture
Staging texture is used for memory transfer between system and
gpu memory. Apart from d3d11{upload,download} elements, however,
it should happen very rarely.

Before this commit, d3d11bufferpool was allocating at least one
staging texture in order to calculate cpu accessible memory size,
and it wasn't freed for later use of the texture unconditionally.
But it will increase system memory usage. Although GstD3D11memory
object is implemented so that support CPU access, most memory
transfer will happen in d3d11{upload,download} elements.

By this commit, the initial staging texture will be freed immediately
once cpu accessible memory size is calculated.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1627>
2020-10-04 15:44:03 +00:00

188 lines
6.1 KiB
C

/*
* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.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.
*/
#ifndef __GST_D3D11_MEMORY_H__
#define __GST_D3D11_MEMORY_H__
#include <gst/gst.h>
#include <gst/video/video.h>
#include "gstd3d11_fwd.h"
#include "gstd3d11format.h"
G_BEGIN_DECLS
#define GST_TYPE_D3D11_ALLOCATION_PARAMS (gst_d3d11_allocation_params_get_type())
#define GST_TYPE_D3D11_ALLOCATOR (gst_d3d11_allocator_get_type())
#define GST_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11Allocator))
#define GST_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS((klass), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass))
#define GST_IS_D3D11_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj), GST_TYPE_D3D11_ALLOCATOR))
#define GST_IS_D3D11_ALLOCATOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_D3D11_ALLOCATOR))
#define GST_D3D11_ALLOCATOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj), GST_TYPE_D3D11_ALLOCATOR, GstD3D11AllocatorClass))
#define GST_D3D11_MEMORY_NAME "D3D11Memory"
/**
* GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY:
*
* Name of the caps feature for indicating the use of #GstD3D11Memory
*/
#define GST_CAPS_FEATURE_MEMORY_D3D11_MEMORY "memory:D3D11Memory"
/**
* GST_MAP_D3D11:
*
* Flag indicating that we should map the D3D11 resource instead of to system memory.
*/
#define GST_MAP_D3D11 (GST_MAP_FLAG_LAST << 1)
/**
* GstD3D11AllocationFlags:
* GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY: Indicates each allocated texture should be array type
*/
typedef enum
{
GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY = (1 << 0),
} GstD3D11AllocationFlags;
/**
* GstD3D11MemoryTransfer:
* @GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD: the texture needs downloading
* to the staging texture memory
* @GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD: the staging texture needs uploading
* to the texture
*/
typedef enum
{
GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD = (GST_MEMORY_FLAG_LAST << 0),
GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD = (GST_MEMORY_FLAG_LAST << 1)
} GstD3D11MemoryTransfer;
struct _GstD3D11AllocationParams
{
/* Texture description per plane */
D3D11_TEXTURE2D_DESC desc[GST_VIDEO_MAX_PLANES];
GstVideoInfo info;
GstVideoInfo aligned_info;
const GstD3D11Format *d3d11_format;
GstD3D11AllocationFlags flags;
/*< private >*/
gpointer _gst_reserved[GST_PADDING_LARGE];
};
typedef enum
{
GST_D3D11_MEMORY_TYPE_TEXTURE = 0,
GST_D3D11_MEMORY_TYPE_ARRAY = 1,
GST_D3D11_MEMORY_TYPE_STAGING = 2,
} GstD3D11MemoryType;
struct _GstD3D11Memory
{
GstMemory mem;
/*< public > */
GstD3D11Device *device;
ID3D11Texture2D *texture;
ID3D11Texture2D *staging;
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;
GstD3D11MemoryType type;
/* > 0 if this is Array typed memory */
guint subresource_index;
D3D11_TEXTURE2D_DESC desc;
D3D11_MAPPED_SUBRESOURCE map;
/*< private >*/
GMutex lock;
gint cpu_map_count;
};
struct _GstD3D11Allocator
{
GstAllocator parent;
GstD3D11Device *device;
/*< private >*/
GstD3D11AllocatorPrivate *priv;
gpointer _gst_reserved[GST_PADDING];
};
struct _GstD3D11AllocatorClass
{
GstAllocatorClass allocator_class;
/*< private >*/
gpointer _gst_reserved[GST_PADDING];
};
GType gst_d3d11_allocation_params_get_type (void);
GstD3D11AllocationParams * gst_d3d11_allocation_params_new (GstD3D11Device * device,
GstVideoInfo * info,
GstD3D11AllocationFlags flags,
gint bind_flags);
GstD3D11AllocationParams * gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src);
void gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params);
gboolean gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * parms,
GstVideoAlignment * align);
GType gst_d3d11_allocator_get_type (void);
GstD3D11Allocator * gst_d3d11_allocator_new (GstD3D11Device *device);
GstMemory * gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
const D3D11_TEXTURE2D_DESC * desc,
GstD3D11AllocationFlags flags,
gsize size);
GstMemory * gst_d3d11_allocator_alloc_staging (GstD3D11Allocator * allocator,
const D3D11_TEXTURE2D_DESC * desc,
GstD3D11AllocationFlags flags,
gint * stride);
void gst_d3d11_allocator_set_flushing (GstD3D11Allocator * allocator,
gboolean flushing);
gboolean gst_is_d3d11_memory (GstMemory * mem);
gboolean gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem);
gboolean gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem);
G_END_DECLS
#endif /* __GST_D3D11_MEMORY_H__ */