gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/gstd3d11bufferpool.cpp
Seungha Yang fce7431381 d3d11: Install library headers
Our Direct3D11 abstraction layer has been improved and
it gained good shape from API point of view.
Also, On Windows, GstD3D11 has various advantages over GstGL
in terms of compatibility/stability/feature/performance.
Note that WGL implementation is known to be buggy for some
drivers/vendors/scenario (that's a reason why Google implemented ANGLE).
Moreover, GstGL is not fully optimized for Windows unfortunately.

It's the time to open this interface to application developers
for various optimized processing using our Direct3D11
infrastructure.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2646>
2022-06-27 19:33:57 +00:00

566 lines
17 KiB
C++

/* GStreamer
* Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
* Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstd3d11bufferpool.h"
#include "gstd3d11memory.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
#include "gstd3d11_private.h"
#include <string.h>
/**
* SECTION:gstd3d11bufferpool
* @title: GstD3D11BufferPool
* @short_description: buffer pool for #GstD3D11Memory objects
* @see_also: #GstBufferPool, #GstGLMemory
*
* a #GstD3D11BufferPool is an object that allocates buffers with #GstD3D11Memory
*
* A #GstGLBufferPool is created with gst_d3d11_buffer_pool_new()
*/
GST_DEBUG_CATEGORY_STATIC (gst_d3d11_buffer_pool_debug);
#define GST_CAT_DEFAULT gst_d3d11_buffer_pool_debug
struct _GstD3D11BufferPoolPrivate
{
GstD3D11Allocator *alloc[GST_VIDEO_MAX_PLANES];
GstD3D11AllocationParams *d3d11_params;
gboolean texture_array_pool;
gint stride[GST_VIDEO_MAX_PLANES];
gsize offset[GST_VIDEO_MAX_PLANES];
};
#define gst_d3d11_buffer_pool_parent_class parent_class
G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11BufferPool,
gst_d3d11_buffer_pool, GST_TYPE_BUFFER_POOL);
static void gst_d3d11_buffer_pool_dispose (GObject * object);
static const gchar **gst_d3d11_buffer_pool_get_options (GstBufferPool * pool);
static gboolean gst_d3d11_buffer_pool_set_config (GstBufferPool * pool,
GstStructure * config);
static GstFlowReturn gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool,
GstBuffer ** buffer, GstBufferPoolAcquireParams * params);
static GstFlowReturn gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool,
GstBuffer ** buffer, GstBufferPoolAcquireParams * params);
static void gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool,
GstBuffer * buffer);
static gboolean gst_d3d11_buffer_pool_start (GstBufferPool * pool);
static gboolean gst_d3d11_buffer_pool_stop (GstBufferPool * pool);
static void
gst_d3d11_buffer_pool_class_init (GstD3D11BufferPoolClass * klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GstBufferPoolClass *bufferpool_class = GST_BUFFER_POOL_CLASS (klass);
gobject_class->dispose = gst_d3d11_buffer_pool_dispose;
bufferpool_class->get_options = gst_d3d11_buffer_pool_get_options;
bufferpool_class->set_config = gst_d3d11_buffer_pool_set_config;
bufferpool_class->alloc_buffer = gst_d3d11_buffer_pool_alloc_buffer;
bufferpool_class->acquire_buffer = gst_d3d11_buffer_pool_acquire_buffer;
bufferpool_class->reset_buffer = gst_d3d11_buffer_pool_reset_buffer;
bufferpool_class->start = gst_d3d11_buffer_pool_start;
bufferpool_class->stop = gst_d3d11_buffer_pool_stop;
GST_DEBUG_CATEGORY_INIT (gst_d3d11_buffer_pool_debug, "d3d11bufferpool", 0,
"d3d11bufferpool object");
}
static void
gst_d3d11_buffer_pool_init (GstD3D11BufferPool * self)
{
self->priv = (GstD3D11BufferPoolPrivate *)
gst_d3d11_buffer_pool_get_instance_private (self);
}
static void
gst_d3d11_buffer_pool_clear_allocator (GstD3D11BufferPool * self)
{
GstD3D11BufferPoolPrivate *priv = self->priv;
guint i;
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
if (priv->alloc[i]) {
gst_d3d11_allocator_set_active (priv->alloc[i], FALSE);
gst_clear_object (&priv->alloc[i]);
}
}
}
static void
gst_d3d11_buffer_pool_dispose (GObject * object)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (object);
GstD3D11BufferPoolPrivate *priv = self->priv;
g_clear_pointer (&priv->d3d11_params, gst_d3d11_allocation_params_free);
gst_clear_object (&self->device);
gst_d3d11_buffer_pool_clear_allocator (self);
G_OBJECT_CLASS (parent_class)->dispose (object);
}
static const gchar **
gst_d3d11_buffer_pool_get_options (GstBufferPool * pool)
{
/* NOTE: d3d11 memory does not support alignment */
static const gchar *options[] = { GST_BUFFER_POOL_OPTION_VIDEO_META, NULL };
return options;
}
static gboolean
gst_d3d11_buffer_pool_set_config (GstBufferPool * pool, GstStructure * config)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
GstVideoInfo info;
GstCaps *caps = NULL;
guint min_buffers, max_buffers;
gboolean ret = TRUE;
D3D11_TEXTURE2D_DESC *desc;
const GstD3D11Format *format;
gsize offset = 0;
guint align = 0;
gint i;
if (!gst_buffer_pool_config_get_params (config, &caps, NULL, &min_buffers,
&max_buffers))
goto wrong_config;
if (caps == NULL)
goto no_caps;
/* now parse the caps from the config */
if (!gst_video_info_from_caps (&info, caps))
goto wrong_caps;
GST_LOG_OBJECT (pool, "%dx%d, caps %" GST_PTR_FORMAT, info.width, info.height,
caps);
gst_d3d11_buffer_pool_clear_allocator (self);
memset (priv->stride, 0, sizeof (priv->stride));
memset (priv->offset, 0, sizeof (priv->offset));
if (priv->d3d11_params)
gst_d3d11_allocation_params_free (priv->d3d11_params);
priv->d3d11_params =
gst_buffer_pool_config_get_d3d11_allocation_params (config);
if (!priv->d3d11_params) {
/* allocate memory with resource format by default */
priv->d3d11_params =
gst_d3d11_allocation_params_new (self->device,
&info, GST_D3D11_ALLOCATION_FLAG_DEFAULT, 0, 0);
}
desc = priv->d3d11_params->desc;
align = gst_d3d11_dxgi_format_get_alignment (desc[0].Format);
/* resolution of semi-planar formats must be multiple of 2 */
if (align != 0 && (desc[0].Width % align || desc[0].Height % align)) {
gint width, height;
GstVideoAlignment video_align;
GST_WARNING_OBJECT (self, "Resolution %dx%d is not mutiple of %d, fixing",
desc[0].Width, desc[0].Height, align);
width = GST_ROUND_UP_N (desc[0].Width, align);
height = GST_ROUND_UP_N (desc[0].Height, align);
gst_video_alignment_reset (&video_align);
video_align.padding_right = width - desc[0].Width;
video_align.padding_bottom = height - desc[0].Height;
gst_d3d11_allocation_params_alignment (priv->d3d11_params, &video_align);
}
#ifndef GST_DISABLE_GST_DEBUG
{
GST_LOG_OBJECT (self, "Direct3D11 Allocation params");
GST_LOG_OBJECT (self, "\tD3D11AllocationFlags: 0x%x",
priv->d3d11_params->flags);
for (i = 0; GST_VIDEO_MAX_PLANES; i++) {
if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
break;
GST_LOG_OBJECT (self, "\t[plane %d] %dx%d, DXGI format %d",
i, desc[i].Width, desc[i].Height, desc[i].Format);
GST_LOG_OBJECT (self, "\t[plane %d] MipLevel %d, ArraySize %d",
i, desc[i].MipLevels, desc[i].ArraySize);
GST_LOG_OBJECT (self,
"\t[plane %d] SampleDesc.Count %d, SampleDesc.Quality %d",
i, desc[i].SampleDesc.Count, desc[i].SampleDesc.Quality);
GST_LOG_OBJECT (self, "\t[plane %d] Usage %d", i, desc[i].Usage);
GST_LOG_OBJECT (self,
"\t[plane %d] BindFlags 0x%x", i, desc[i].BindFlags);
GST_LOG_OBJECT (self,
"\t[plane %d] CPUAccessFlags 0x%x", i, desc[i].CPUAccessFlags);
GST_LOG_OBJECT (self,
"\t[plane %d] MiscFlags 0x%x", i, desc[i].MiscFlags);
}
}
#endif
if ((priv->d3d11_params->flags & GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY)) {
guint max_array_size = 0;
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
break;
if (desc[i].ArraySize > max_array_size)
max_array_size = desc[i].ArraySize;
}
if (max_buffers == 0 || max_buffers > max_array_size) {
GST_WARNING_OBJECT (pool,
"Array pool is requested but allowed pool size %d > ArraySize %d",
max_buffers, max_array_size);
max_buffers = max_array_size;
}
priv->texture_array_pool = TRUE;
} else {
priv->texture_array_pool = FALSE;
}
offset = 0;
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
GstD3D11Allocator *alloc;
GstD3D11PoolAllocator *pool_alloc;
GstFlowReturn flow_ret;
GstMemory *mem = NULL;
guint stride = 0;
if (desc[i].Format == DXGI_FORMAT_UNKNOWN)
break;
alloc =
(GstD3D11Allocator *) gst_d3d11_pool_allocator_new (self->device,
&desc[i]);
if (!gst_d3d11_allocator_set_active (alloc, TRUE)) {
GST_ERROR_OBJECT (self, "Failed to activate allocator");
gst_object_unref (alloc);
return FALSE;
}
pool_alloc = GST_D3D11_POOL_ALLOCATOR (alloc);
flow_ret = gst_d3d11_pool_allocator_acquire_memory (pool_alloc, &mem);
if (flow_ret != GST_FLOW_OK) {
GST_ERROR_OBJECT (self, "Failed to allocate initial memory");
gst_d3d11_allocator_set_active (alloc, FALSE);
gst_object_unref (alloc);
return FALSE;
}
if (!gst_d3d11_memory_get_resource_stride (GST_D3D11_MEMORY_CAST (mem),
&stride) || stride < desc[i].Width) {
GST_ERROR_OBJECT (self, "Failed to calculate stride");
gst_d3d11_allocator_set_active (alloc, FALSE);
gst_object_unref (alloc);
gst_memory_unref (mem);
return FALSE;
}
priv->stride[i] = stride;
priv->offset[i] = offset;
offset += mem->size;
priv->alloc[i] = alloc;
gst_memory_unref (mem);
}
format = &priv->d3d11_params->d3d11_format;
/* single texture semi-planar formats */
if (format->dxgi_format != DXGI_FORMAT_UNKNOWN &&
GST_VIDEO_INFO_N_PLANES (&info) == 2) {
priv->stride[1] = priv->stride[0];
priv->offset[1] = priv->stride[0] * desc[0].Height;
}
gst_buffer_pool_config_set_params (config,
caps, offset, min_buffers, max_buffers);
return GST_BUFFER_POOL_CLASS (parent_class)->set_config (pool, config) && ret;
/* ERRORS */
wrong_config:
{
GST_WARNING_OBJECT (pool, "invalid config");
return FALSE;
}
no_caps:
{
GST_WARNING_OBJECT (pool, "no caps in config");
return FALSE;
}
wrong_caps:
{
GST_WARNING_OBJECT (pool,
"failed getting geometry from caps %" GST_PTR_FORMAT, caps);
return FALSE;
}
}
static GstFlowReturn
gst_d3d11_buffer_pool_fill_buffer (GstD3D11BufferPool * self, GstBuffer * buf)
{
GstD3D11BufferPoolPrivate *priv = self->priv;
GstFlowReturn ret = GST_FLOW_OK;
guint i;
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstMemory *mem = NULL;
GstD3D11PoolAllocator *alloc = GST_D3D11_POOL_ALLOCATOR (priv->alloc[i]);
if (!alloc)
break;
ret = gst_d3d11_pool_allocator_acquire_memory (alloc, &mem);
if (ret != GST_FLOW_OK) {
GST_WARNING_OBJECT (self, "Failed to acquire memory, ret %s",
gst_flow_get_name (ret));
return ret;
}
gst_buffer_append_memory (buf, mem);
}
return GST_FLOW_OK;
}
static GstFlowReturn
gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool, GstBuffer ** buffer,
GstBufferPoolAcquireParams * params)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
GstD3D11AllocationParams *d3d11_params = priv->d3d11_params;
GstVideoInfo *info = &d3d11_params->info;
GstBuffer *buf;
GstFlowReturn ret = GST_FLOW_OK;
buf = gst_buffer_new ();
/* In case of texture-array, we are releasing memory objects in
* the GstBufferPool::reset_buffer() so that GstD3D11Memory objects can be
* returned to the GstD3D11PoolAllocator. So, underlying GstD3D11Memory
* will be filled in the later GstBufferPool::acquire_buffer() call.
* Don't fill memory here for non-texture-array therefore */
if (!priv->texture_array_pool) {
ret = gst_d3d11_buffer_pool_fill_buffer (self, buf);
if (ret != GST_FLOW_OK) {
gst_buffer_unref (buf);
return ret;
}
}
gst_buffer_add_video_meta_full (buf, GST_VIDEO_FRAME_FLAG_NONE,
GST_VIDEO_INFO_FORMAT (info), GST_VIDEO_INFO_WIDTH (info),
GST_VIDEO_INFO_HEIGHT (info), GST_VIDEO_INFO_N_PLANES (info),
priv->offset, priv->stride);
*buffer = buf;
return GST_FLOW_OK;
}
static GstFlowReturn
gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool,
GstBuffer ** buffer, GstBufferPoolAcquireParams * params)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
GstFlowReturn ret;
ret = GST_BUFFER_POOL_CLASS (parent_class)->acquire_buffer (pool,
buffer, params);
if (ret != GST_FLOW_OK)
return ret;
/* Don't need special handling for non-texture-array case */
if (!priv->texture_array_pool)
return ret;
/* Baseclass will hold empty buffer in this case, fill GstMemory */
g_assert (gst_buffer_n_memory (*buffer) == 0);
return gst_d3d11_buffer_pool_fill_buffer (self, *buffer);
}
static void
gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool, GstBuffer * buffer)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
/* If we are using texture array, we should return GstD3D11Memory to
* to the GstD3D11PoolAllocator, so that the allocator can wake up
* if it's waiting for available memory object */
if (priv->texture_array_pool) {
GST_LOG_OBJECT (self, "Returning memory to allocator");
gst_buffer_remove_all_memory (buffer);
}
GST_BUFFER_POOL_CLASS (parent_class)->reset_buffer (pool, buffer);
GST_BUFFER_FLAGS (buffer) = 0;
}
static gboolean
gst_d3d11_buffer_pool_start (GstBufferPool * pool)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
guint i;
gboolean ret;
GST_DEBUG_OBJECT (self, "Start");
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstD3D11Allocator *alloc = priv->alloc[i];
if (!alloc)
break;
if (!gst_d3d11_allocator_set_active (alloc, TRUE)) {
GST_ERROR_OBJECT (self, "Failed to activate allocator");
return FALSE;
}
}
ret = GST_BUFFER_POOL_CLASS (parent_class)->start (pool);
if (!ret) {
GST_ERROR_OBJECT (self, "Failed to start");
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstD3D11Allocator *alloc = priv->alloc[i];
if (!alloc)
break;
gst_d3d11_allocator_set_active (alloc, FALSE);
}
return FALSE;
}
return TRUE;
}
static gboolean
gst_d3d11_buffer_pool_stop (GstBufferPool * pool)
{
GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool);
GstD3D11BufferPoolPrivate *priv = self->priv;
guint i;
GST_DEBUG_OBJECT (self, "Stop");
for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) {
GstD3D11Allocator *alloc = priv->alloc[i];
if (!alloc)
break;
if (!gst_d3d11_allocator_set_active (alloc, FALSE)) {
GST_ERROR_OBJECT (self, "Failed to deactivate allocator");
return FALSE;
}
}
return GST_BUFFER_POOL_CLASS (parent_class)->stop (pool);
}
/**
* gst_d3d11_buffer_pool_new:
* @device: a #GstD3D11Device to use
*
* Returns: a #GstBufferPool that allocates buffers with #GstD3D11Memory
*
* Since: 1.22
*/
GstBufferPool *
gst_d3d11_buffer_pool_new (GstD3D11Device * device)
{
GstD3D11BufferPool *pool;
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
pool = (GstD3D11BufferPool *) g_object_new (GST_TYPE_D3D11_BUFFER_POOL, NULL);
gst_object_ref_sink (pool);
pool->device = (GstD3D11Device *) gst_object_ref (device);
return GST_BUFFER_POOL_CAST (pool);
}
/**
* gst_buffer_pool_config_get_d3d11_allocation_params:
* @config: a buffer pool config
*
* Returns: (transfer full) (nullable): the currently configured
* #GstD3D11AllocationParams on @config or %NULL if @config doesn't contain
* #GstD3D11AllocationParams
*
* Since: 1.22
*/
GstD3D11AllocationParams *
gst_buffer_pool_config_get_d3d11_allocation_params (GstStructure * config)
{
GstD3D11AllocationParams *ret;
if (!gst_structure_get (config, "d3d11-allocation-params",
GST_TYPE_D3D11_ALLOCATION_PARAMS, &ret, NULL))
ret = NULL;
return ret;
}
/**
* gst_buffer_pool_config_set_d3d11_allocation_params:
* @config: a buffer pool config
* @params: (transfer none): a #GstD3D11AllocationParams
*
* Sets @params on @config
*
* Since: 1.22
*/
void
gst_buffer_pool_config_set_d3d11_allocation_params (GstStructure * config,
GstD3D11AllocationParams * params)
{
g_return_if_fail (config != NULL);
g_return_if_fail (params != NULL);
gst_structure_set (config, "d3d11-allocation-params",
GST_TYPE_D3D11_ALLOCATION_PARAMS, params, NULL);
}