mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-27 12:11:13 +00:00
7d0e90b7bc
Move buffer pool, converter, and device abstraction layer to public library Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6494>
534 lines
14 KiB
C++
534 lines
14 KiB
C++
/* GStreamer
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* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you cln redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstd3d12.h"
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#include "gstd3d12-private.h"
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#include <wrl.h>
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#include <queue>
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#include <mutex>
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#include <memory>
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#include <condition_variable>
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GST_DEBUG_CATEGORY_STATIC (gst_d3d12_command_queue_debug);
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#define GST_CAT_DEFAULT gst_d3d12_command_queue_debug
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/* *INDENT-OFF* */
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using namespace Microsoft::WRL;
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struct GCData
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{
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GCData (gpointer user_data, GDestroyNotify destroy_notify,
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guint64 fence_value) : data (user_data),
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notify(destroy_notify), fence_val (fence_value) {}
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~GCData ()
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{
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if (notify)
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notify (data);
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}
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gpointer data = nullptr;
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GDestroyNotify notify = nullptr;
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guint64 fence_val = 0;
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};
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typedef std::shared_ptr<GCData> GCDataPtr;
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struct gc_cmp {
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bool operator()(const GCDataPtr &a, const GCDataPtr &b)
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{
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return a->fence_val > b->fence_val;
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}
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};
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struct _GstD3D12CommandQueuePrivate
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{
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_GstD3D12CommandQueuePrivate ()
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{
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event_handle = CreateEventEx (nullptr, nullptr, 0, EVENT_ALL_ACCESS);
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}
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~_GstD3D12CommandQueuePrivate ()
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{
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{
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std::lock_guard <std::mutex> lk (lock);
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shutdown = true;
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cond.notify_one ();
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}
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g_clear_pointer (&gc_thread, g_thread_join);
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auto completed = fence->GetCompletedValue ();
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if (fence_val > completed) {
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auto hr = fence->SetEventOnCompletion (completed, event_handle);
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if (SUCCEEDED (hr))
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WaitForSingleObjectEx (event_handle, INFINITE, FALSE);
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}
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CloseHandle (event_handle);
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}
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D3D12_COMMAND_QUEUE_DESC desc;
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ComPtr<ID3D12Device> device;
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ComPtr<ID3D12CommandQueue> cq;
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ComPtr<ID3D12Fence> fence;
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HANDLE event_handle;
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guint64 fence_val = 0;
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GThread *gc_thread = nullptr;
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std::priority_queue<GCDataPtr, std::vector<GCDataPtr>, gc_cmp> gc_list;
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std::mutex execute_lock;
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std::mutex lock;
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std::condition_variable cond;
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bool shutdown = false;
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size_t queue_size = 0;
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};
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/* *INDENT-ON* */
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static void gst_d3d12_command_queue_finalize (GObject * object);
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#define gst_d3d12_command_queue_parent_class parent_class
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G_DEFINE_TYPE (GstD3D12CommandQueue, gst_d3d12_command_queue, GST_TYPE_OBJECT);
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static void
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gst_d3d12_command_queue_class_init (GstD3D12CommandQueueClass * klass)
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{
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auto object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = gst_d3d12_command_queue_finalize;
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}
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static void
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gst_d3d12_command_queue_init (GstD3D12CommandQueue * self)
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{
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self->priv = new GstD3D12CommandQueuePrivate ();
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}
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static void
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gst_d3d12_command_queue_finalize (GObject * object)
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{
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auto self = GST_D3D12_COMMAND_QUEUE (object);
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delete self->priv;
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G_OBJECT_CLASS (parent_class)->finalize (object);
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}
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/**
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* gst_d3d12_command_queue_new:
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* @device: a #GstD3D12Device
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* @desc: a D3D12_COMMAND_QUEUE_DESC
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* @fence_flags: a D3D12_FENCE_FLAGS
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* @queue_size: command queue size, Sets zero for unlimited queue size
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*
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* Creates GstD3D12CommandQueue with given parameters.
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*
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* Returns: (transfer full): a new #GstD3D12CommandQueue instance
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*
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* Since: 1.26
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*/
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GstD3D12CommandQueue *
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gst_d3d12_command_queue_new (ID3D12Device * device,
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const D3D12_COMMAND_QUEUE_DESC * desc, D3D12_FENCE_FLAGS fence_flags,
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guint queue_size)
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{
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g_return_val_if_fail (device, nullptr);
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g_return_val_if_fail (desc, nullptr);
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GST_D3D12_CALL_ONCE_BEGIN {
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GST_DEBUG_CATEGORY_INIT (gst_d3d12_command_queue_debug,
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"d3d12commandqueue", 0, "d3d12commandqueue");
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} GST_D3D12_CALL_ONCE_END;
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ComPtr < ID3D12CommandQueue > cq;
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auto hr = device->CreateCommandQueue (desc, IID_PPV_ARGS (&cq));
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if (FAILED (hr)) {
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GST_ERROR ("Couldn't create command queue, hr: 0x%x", (guint) hr);
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return nullptr;
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}
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ComPtr < ID3D12Fence > fence;
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hr = device->CreateFence (0, fence_flags, IID_PPV_ARGS (&fence));
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if (FAILED (hr)) {
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GST_ERROR ("Couldn't create fence, hr: 0x%x", (guint) hr);
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return nullptr;
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}
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auto self = (GstD3D12CommandQueue *)
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g_object_new (GST_TYPE_D3D12_COMMAND_QUEUE, nullptr);
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gst_object_ref_sink (self);
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auto priv = self->priv;
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priv->device = device;
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priv->cq = cq;
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priv->fence = fence;
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priv->queue_size = queue_size;
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return self;
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}
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/**
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* gst_d3d12_command_queue_get_handle:
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* @queue: a #GstD3D12CommandQueue
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*
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* Gets command queue handle
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*
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* Return: (transfer none): ID3D12CommandQueue handle
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*
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* Since: 1.26
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*/
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ID3D12CommandQueue *
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gst_d3d12_command_queue_get_handle (GstD3D12CommandQueue * queue)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), nullptr);
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return queue->priv->cq.Get ();
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}
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/**
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* gst_d3d12_command_queue_get_fence_handle:
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* @queue: a #GstD3D12CommandQueue
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*
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* Gets fence handle handle
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*
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* Return: (transfer none): ID3D12Fence handle
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*
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* Since: 1.26
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*/
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ID3D12Fence *
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gst_d3d12_command_queue_get_fence_handle (GstD3D12CommandQueue * queue)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), nullptr);
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return queue->priv->fence.Get ();
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}
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/**
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* gst_d3d12_command_queue_execute_command_lists:
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* @queue: a #GstD3D12CommandQueue
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* @num_command_lists: command list size
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* @command_lists: array of ID3D12CommandList
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* @fence_value: (out) (optional): fence value of submitted command
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*
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* Executes command list and signals queue. If @num_command_lists is zero,
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* Only fence signal is executed with fence value increment.
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*
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* Return: HRESULT code
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*
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* Since: 1.26
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*/
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HRESULT
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gst_d3d12_command_queue_execute_command_lists (GstD3D12CommandQueue * queue,
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guint num_command_lists, ID3D12CommandList ** command_lists,
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guint64 * fence_value)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
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auto priv = queue->priv;
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HRESULT hr;
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std::lock_guard < std::mutex > lk (priv->execute_lock);
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priv->fence_val++;
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if (num_command_lists)
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priv->cq->ExecuteCommandLists (num_command_lists, command_lists);
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hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (queue, "Signal failed");
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priv->fence_val--;
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} else if (fence_value) {
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*fence_value = priv->fence_val;
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}
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if (priv->queue_size > 0) {
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auto completed = priv->fence->GetCompletedValue ();
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if (completed + priv->queue_size < priv->fence_val) {
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hr = priv->fence->SetEventOnCompletion (priv->fence_val -
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priv->queue_size, priv->event_handle);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
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return hr;
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}
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WaitForSingleObjectEx (priv->event_handle, INFINITE, FALSE);
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}
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}
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return hr;
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}
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/**
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* gst_d3d12_command_queue_execute_wait:
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* @queue: a #GstD3D12CommandQueue
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* @fence: a ID3D12Fence
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* @fence_value: fence value to wait
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*
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* Exectues ID3D12CommandQueue::Wait() operation
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*
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* Return: %TRUE if successful
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*
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* Since: 1.26
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*/
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HRESULT
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gst_d3d12_command_queue_execute_wait (GstD3D12CommandQueue * queue,
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ID3D12Fence * fence, guint64 fence_value)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
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g_return_val_if_fail (fence, E_INVALIDARG);
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auto priv = queue->priv;
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return priv->cq->Wait (fence, fence_value);
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}
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/**
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* gst_d3d12_command_queue_get_completed_value:
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* @queue: a #GstD3D12CommandQueue
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*
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* Gets completed fence value
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*
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* Returns: Completed fence value
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*
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* Since: 1.26
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*/
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guint64
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gst_d3d12_command_queue_get_completed_value (GstD3D12CommandQueue * queue)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), G_MAXUINT64);
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return queue->priv->fence->GetCompletedValue ();
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}
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/**
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* gst_d3d12_command_queue_fence_wait:
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* @queue: a #GstD3D12CommandQueue
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* @fence_value: fence value to wait
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* @handle: (nullable) (transfer none): event handle used for fence wait
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*
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* Blocks calling CPU thread until command corresponding @fence_value
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* is completed. If @fence_value is %G_MAXUINT64, this method will block
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* calling thread until all pending GPU operations are completed
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*
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* Returns: HRESULT code
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*
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* Since: 1.26
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*/
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HRESULT
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gst_d3d12_command_queue_fence_wait (GstD3D12CommandQueue * queue,
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guint64 fence_value, HANDLE event_handle)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
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auto priv = queue->priv;
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guint64 fence_to_wait = fence_value;
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HRESULT hr;
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if (fence_value == G_MAXUINT64) {
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std::lock_guard < std::mutex > lk (priv->execute_lock);
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priv->fence_val++;
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hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (queue, "Signal failed");
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priv->fence_val--;
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return hr;
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}
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fence_to_wait = priv->fence_val;
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}
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auto completed = priv->fence->GetCompletedValue ();
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if (completed < fence_to_wait) {
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bool close_handle = false;
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if (!event_handle) {
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event_handle = CreateEventEx (nullptr, nullptr, 0, EVENT_ALL_ACCESS);
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close_handle = true;
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}
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hr = priv->fence->SetEventOnCompletion (fence_to_wait, event_handle);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
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if (close_handle)
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CloseHandle (event_handle);
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return hr;
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}
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WaitForSingleObjectEx (event_handle, INFINITE, FALSE);
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if (close_handle)
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CloseHandle (event_handle);
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}
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return S_OK;
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}
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static gpointer
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gst_d3d12_command_queue_gc_thread (GstD3D12CommandQueue * self)
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{
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auto priv = self->priv;
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GST_INFO_OBJECT (self, "Entering GC thread");
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HANDLE event_handle = CreateEventEx (nullptr, nullptr, 0, EVENT_ALL_ACCESS);
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while (true) {
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GCDataPtr gc_data;
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{
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std::unique_lock < std::mutex > lk (priv->lock);
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while (!priv->shutdown && priv->gc_list.empty ())
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priv->cond.wait (lk);
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if (priv->shutdown)
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break;
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auto completed = priv->fence->GetCompletedValue ();
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while (!priv->gc_list.empty ()) {
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auto top = priv->gc_list.top ();
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if (top->fence_val > completed) {
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gc_data = top;
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priv->gc_list.pop ();
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break;
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}
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GST_LOG_OBJECT (self, "Releasing fence data, completed %"
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G_GUINT64_FORMAT ", fence value %" G_GUINT64_FORMAT,
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completed, top->fence_val);
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priv->gc_list.pop ();
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}
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}
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if (gc_data) {
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GST_LOG_OBJECT (self, "Waiting for fence data %" G_GUINT64_FORMAT,
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gc_data->fence_val);
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auto hr =
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priv->fence->SetEventOnCompletion (gc_data->fence_val, event_handle);
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if (FAILED (hr)) {
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GST_ERROR_OBJECT (self, "SetEventOnCompletion failed");
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} else {
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WaitForSingleObjectEx (event_handle, INFINITE, FALSE);
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GST_LOG_OBJECT (self, "Waiting done, %" G_GUINT64_FORMAT,
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gc_data->fence_val);
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}
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}
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}
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GST_INFO_OBJECT (self, "Leaving GC thread");
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CloseHandle (event_handle);
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return nullptr;
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}
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/**
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* gst_d3d12_command_queue_set_notify:
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* @queue: a #GstD3D12CommandQueue
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* @fence_value: target fence value
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* @fence_data: user data
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* @notify: a #GDestroyNotify
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*
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* Schedules oneshot @notify callback.
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*
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* This method is designed for garbage collection task.
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* Users can construct a storage which holds graphics command associated
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* resources (e.g., command allocator, descriptors, and textures) and pass
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* the storage with destructor, in order to keep resources alive during
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* command execution.
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*
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* GstD3D12CommandQueue launches internal worker thread to monitor fence value
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* and once it reaches the scheduled value, @notify will be called with @fence_data
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*
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* Since: 1.26
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*/
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void
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gst_d3d12_command_queue_set_notify (GstD3D12CommandQueue * queue,
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guint64 fence_value, gpointer fence_data, GDestroyNotify notify)
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{
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g_return_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue));
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auto priv = queue->priv;
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std::lock_guard < std::mutex > elk (priv->execute_lock);
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auto gc_data = std::make_shared < GCData > (fence_data, notify, fence_value);
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if (!priv->gc_thread) {
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priv->gc_thread = g_thread_new ("GstD3D12Gc",
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(GThreadFunc) gst_d3d12_command_queue_gc_thread, queue);
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}
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GST_LOG_OBJECT (queue, "Pushing GC data %" G_GUINT64_FORMAT, fence_value);
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std::lock_guard < std::mutex > lk (priv->lock);
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priv->gc_list.push (std::move (gc_data));
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priv->cond.notify_one ();
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}
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/**
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* gst_d3d12_command_queue_drain:
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* @queue: a #GstD3D12CommandQueue
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*
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* Waits for all scheduled GPU commands to be finished
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*
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* Returns: HRESULT code
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*
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* Since: 1.26
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*/
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HRESULT
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gst_d3d12_command_queue_drain (GstD3D12CommandQueue * queue)
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{
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g_return_val_if_fail (GST_IS_D3D12_COMMAND_QUEUE (queue), E_INVALIDARG);
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auto priv = queue->priv;
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std::priority_queue < GCDataPtr, std::vector < GCDataPtr >, gc_cmp > gc_list;
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{
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std::lock_guard < std::mutex > elk (priv->execute_lock);
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priv->fence_val++;
|
|
auto hr = priv->cq->Signal (priv->fence.Get (), priv->fence_val);
|
|
if (FAILED (hr)) {
|
|
GST_ERROR_OBJECT (queue, "Signal failed");
|
|
priv->fence_val--;
|
|
return hr;
|
|
}
|
|
|
|
auto completed = priv->fence->GetCompletedValue ();
|
|
if (completed < priv->fence_val) {
|
|
auto event_handle = CreateEventEx (nullptr, nullptr, 0, EVENT_ALL_ACCESS);
|
|
hr = priv->fence->SetEventOnCompletion (priv->fence_val, event_handle);
|
|
if (FAILED (hr)) {
|
|
GST_ERROR_OBJECT (queue, "SetEventOnCompletion failed");
|
|
CloseHandle (event_handle);
|
|
return hr;
|
|
}
|
|
|
|
WaitForSingleObjectEx (event_handle, INFINITE, FALSE);
|
|
CloseHandle (event_handle);
|
|
}
|
|
|
|
{
|
|
std::lock_guard < std::mutex > lk (priv->lock);
|
|
gc_list = priv->gc_list;
|
|
priv->gc_list = { };
|
|
}
|
|
}
|
|
|
|
return S_OK;
|
|
}
|