gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d12/gstd3d12memory.cpp
Seungha Yang 2d91521dfc d3d12: Fix resource allocation on old Windows version
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED flag was introduced as of
Windows 10 May 2020 Update, and older versions don't understand
the heap flag. Checks the feature support and enables the
D3D12_HEAP_FLAG_CREATE_NOT_ZEROED only if it's supported by OS

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/7573>
2024-09-26 12:48:55 +00:00

2011 lines
55 KiB
C++

/* GStreamer
* Copyright (C) 2023 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 "gstd3d12.h"
#include "gstd3d12memory-private.h"
#include "gstd3d12-private.h"
#include <directx/d3dx12.h>
#include <string.h>
#include <wrl.h>
#include <mutex>
#include <condition_variable>
#include <atomic>
#include <queue>
#include <vector>
#include <map>
#include <memory>
#include <algorithm>
#include <d3d11_1.h>
/* *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->mip_levels = 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 = &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 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;
}
/**
* gst_d3d12_allocation_params_set_mip_levels:
* @params: a #GstD3D12AllocationParams
* @mip_levels: a texture mip levels
*
* Returns: %TRUE if successful
*
* Since: 1.26
*/
gboolean
gst_d3d12_allocation_params_set_mip_levels (GstD3D12AllocationParams * params,
guint mip_levels)
{
g_return_val_if_fail (params, FALSE);
params->mip_levels = mip_levels;
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<ID3D11Device> device11;
ComPtr<ID3D11Texture2D> texture11;
};
struct _GstD3D12MemoryPrivate
{
~_GstD3D12MemoryPrivate ()
{
if (nt_handle)
CloseHandle (nt_handle);
token_map.clear ();
}
ComPtr<ID3D12Resource> resource;
ComPtr<ID3D12Resource> staging;
ComPtr<ID3D12DescriptorHeap> srv_heap;
ComPtr<ID3D12DescriptorHeap> rtv_heap;
ComPtr<ID3D12DescriptorHeap> uav_heap;
gpointer staging_ptr = nullptr;
D3D12_RESOURCE_DESC desc;
D3D12_HEAP_FLAGS heap_flags;
HANDLE nt_handle = nullptr;
std::map<gint64, std::unique_ptr<GstD3D12MemoryTokenData>> token_map;
std::vector<std::shared_ptr<D3D11Interop>> 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<ID3D12Fence> 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);
D3D12_HEAP_FLAGS heap_flags = D3D12_HEAP_FLAG_NONE;
if (gst_d3d12_device_non_zeroed_supported (dmem->device))
heap_flags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
ComPtr < ID3D12Resource > staging;
hr = device->CreateCommittedResource (&prop, heap_flags,
&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 = priv->desc.MipLevels;
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;
desc.MipLevels = 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<ID3D12Resource> 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<GstMemory *> queue;
std::mutex lock;
std::condition_variable cond;
gboolean started = FALSE;
gboolean active = FALSE;
std::atomic<guint> 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;
}