2 * Copyright (C) 2019 Seungha Yang <seungha.yang@navercorp.com>
3 * Copyright (C) 2020 Seungha Yang <seungha@centricular.com>
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Library General Public
7 * License as published by the Free Software Foundation; either
8 * version 2 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Library General Public License for more details.
15 * You should have received a copy of the GNU Library General Public
16 * License along with this library; if not, write to the
17 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
18 * Boston, MA 02110-1301, USA.
26 #include "gstd3d11memory.h"
27 #include "gstd3d11device.h"
28 #include "gstd3d11utils.h"
29 #include "gstd3d11_private.h"
31 GST_DEBUG_CATEGORY_STATIC (gst_d3d11_allocator_debug);
32 #define GST_CAT_DEFAULT gst_d3d11_allocator_debug
34 static GstAllocator *_d3d11_memory_allocator;
36 /* GstD3D11AllocationParams */
37 static void gst_d3d11_allocation_params_init (GType type);
38 G_DEFINE_BOXED_TYPE_WITH_CODE (GstD3D11AllocationParams,
39 gst_d3d11_allocation_params,
40 (GBoxedCopyFunc) gst_d3d11_allocation_params_copy,
41 (GBoxedFreeFunc) gst_d3d11_allocation_params_free,
42 gst_d3d11_allocation_params_init (g_define_type_id));
45 * gst_d3d11_allocation_params_new:
46 * @device: a #GstD3D11Device
47 * @info: a #GstVideoInfo
48 * @flags: a #GstD3D11AllocationFlags
49 * @bind_flags: D3D11_BIND_FLAG value used for creating Direct3D11 texture
51 * Create #GstD3D11AllocationParams object which is used by #GstD3D11BufferPool
52 * and #GstD3D11Allocator in order to allocate new ID3D11Texture2D
53 * object with given configuration
55 * Returns: a #GstD3D11AllocationParams or %NULL if @info is not supported
59 GstD3D11AllocationParams *
60 gst_d3d11_allocation_params_new (GstD3D11Device * device, GstVideoInfo * info,
61 GstD3D11AllocationFlags flags, guint bind_flags)
63 GstD3D11AllocationParams *ret;
64 const GstD3D11Format *d3d11_format;
67 g_return_val_if_fail (info != NULL, NULL);
69 d3d11_format = gst_d3d11_device_format_from_gst (device,
70 GST_VIDEO_INFO_FORMAT (info));
72 GST_WARNING ("Couldn't get d3d11 format");
76 ret = g_new0 (GstD3D11AllocationParams, 1);
79 ret->aligned_info = *info;
80 ret->d3d11_format = d3d11_format;
83 * https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage
85 * +----------------------------------------------------------+
86 * | Resource Usage | Default | Dynamic | Immutable | Staging |
87 * +----------------+---------+---------+-----------+---------+
88 * | GPU-Read | Yes | Yes | Yes | Yes |
89 * | GPU-Write | Yes | | | Yes |
90 * | CPU-Read | | | | Yes |
91 * | CPU-Write | | Yes | | Yes |
92 * +----------------------------------------------------------+
95 /* If corresponding dxgi format is undefined, use resource format instead */
96 if (d3d11_format->dxgi_format == DXGI_FORMAT_UNKNOWN) {
97 for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) {
98 g_assert (d3d11_format->resource_format[i] != DXGI_FORMAT_UNKNOWN);
100 ret->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
101 ret->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
102 ret->desc[i].MipLevels = 1;
103 ret->desc[i].ArraySize = 1;
104 ret->desc[i].Format = d3d11_format->resource_format[i];
105 ret->desc[i].SampleDesc.Count = 1;
106 ret->desc[i].SampleDesc.Quality = 0;
107 ret->desc[i].Usage = D3D11_USAGE_DEFAULT;
108 ret->desc[i].BindFlags = bind_flags;
111 ret->desc[0].Width = GST_VIDEO_INFO_WIDTH (info);
112 ret->desc[0].Height = GST_VIDEO_INFO_HEIGHT (info);
113 ret->desc[0].MipLevels = 1;
114 ret->desc[0].ArraySize = 1;
115 ret->desc[0].Format = d3d11_format->dxgi_format;
116 ret->desc[0].SampleDesc.Count = 1;
117 ret->desc[0].SampleDesc.Quality = 0;
118 ret->desc[0].Usage = D3D11_USAGE_DEFAULT;
119 ret->desc[0].BindFlags = bind_flags;
128 * gst_d3d11_allocation_params_alignment:
129 * @params: a #GstD3D11AllocationParams
130 * @align: a #GstVideoAlignment
132 * Adjust Width and Height fields of D3D11_TEXTURE2D_DESC with given
135 * Returns: %TRUE if alignment could be applied
140 gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * params,
141 GstVideoAlignment * align)
144 guint padding_width, padding_height;
146 GstVideoInfo new_info;
148 g_return_val_if_fail (params != NULL, FALSE);
149 g_return_val_if_fail (align != NULL, FALSE);
151 /* d3d11 does not support stride align. Consider padding only */
152 padding_width = align->padding_left + align->padding_right;
153 padding_height = align->padding_top + align->padding_bottom;
155 info = ¶ms->info;
157 if (!gst_video_info_set_format (&new_info, GST_VIDEO_INFO_FORMAT (info),
158 GST_VIDEO_INFO_WIDTH (info) + padding_width,
159 GST_VIDEO_INFO_HEIGHT (info) + padding_height)) {
160 GST_WARNING ("Set format fail");
164 params->aligned_info = new_info;
166 for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) {
167 params->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (&new_info, i);
168 params->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (&new_info, i);
175 * gst_d3d11_allocation_params_copy:
176 * @src: a #GstD3D11AllocationParams
178 * Returns: a copy of @src
182 GstD3D11AllocationParams *
183 gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src)
185 GstD3D11AllocationParams *dst;
187 g_return_val_if_fail (src != NULL, NULL);
189 dst = g_new0 (GstD3D11AllocationParams, 1);
190 memcpy (dst, src, sizeof (GstD3D11AllocationParams));
196 * gst_d3d11_allocation_params_free:
197 * @params: a #GstD3D11AllocationParams
204 gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params)
210 gst_d3d11_allocation_params_compare (const GstD3D11AllocationParams * p1,
211 const GstD3D11AllocationParams * p2)
213 g_return_val_if_fail (p1 != NULL, -1);
214 g_return_val_if_fail (p2 != NULL, -1);
223 gst_d3d11_allocation_params_init (GType type)
225 static GstValueTable table = {
226 0, (GstValueCompareFunc) gst_d3d11_allocation_params_compare,
231 gst_value_register (&table);
235 #define GST_D3D11_MEMORY_GET_LOCK(m) (&(GST_D3D11_MEMORY_CAST(m)->priv->lock))
236 #define GST_D3D11_MEMORY_LOCK(m) G_STMT_START { \
237 GST_TRACE("Locking %p from thread %p", (m), g_thread_self()); \
238 g_mutex_lock(GST_D3D11_MEMORY_GET_LOCK(m)); \
239 GST_TRACE("Locked %p from thread %p", (m), g_thread_self()); \
242 #define GST_D3D11_MEMORY_UNLOCK(m) G_STMT_START { \
243 GST_TRACE("Unlocking %p from thread %p", (m), g_thread_self()); \
244 g_mutex_unlock(GST_D3D11_MEMORY_GET_LOCK(m)); \
247 struct _GstD3D11MemoryPrivate
249 ID3D11Texture2D *texture;
250 ID3D11Buffer *buffer;
252 ID3D11Resource *staging;
254 D3D11_TEXTURE2D_DESC desc;
255 D3D11_BUFFER_DESC buffer_desc;
257 guint subresource_index;
259 ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
260 guint num_shader_resource_views;
262 ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES];
263 guint num_render_target_views;
265 ID3D11VideoDecoderOutputView *decoder_output_view;
266 ID3D11VideoProcessorInputView *processor_input_view;
267 ID3D11VideoProcessorOutputView *processor_output_view;
269 D3D11_MAPPED_SUBRESOURCE map;
271 GstD3D11MemoryNativeType native_type;
277 GST_DEFINE_MINI_OBJECT_TYPE (GstD3D11Memory, gst_d3d11_memory);
279 static inline D3D11_MAP
280 gst_d3d11_map_flags_to_d3d11 (GstMapFlags flags)
282 if ((flags & GST_MAP_READWRITE) == GST_MAP_READWRITE)
283 return D3D11_MAP_READ_WRITE;
284 else if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE)
285 return D3D11_MAP_WRITE;
286 else if ((flags & GST_MAP_READ) == GST_MAP_READ)
287 return D3D11_MAP_READ;
289 g_assert_not_reached ();
291 return D3D11_MAP_READ;
294 static ID3D11Texture2D *
295 gst_d3d11_allocate_staging_texture (GstD3D11Device * device,
296 const D3D11_TEXTURE2D_DESC * ref)
298 D3D11_TEXTURE2D_DESC desc = { 0, };
299 ID3D11Texture2D *texture = NULL;
300 ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
303 desc.Width = ref->Width;
304 desc.Height = ref->Height;
306 desc.Format = ref->Format;
307 desc.SampleDesc.Count = 1;
309 desc.Usage = D3D11_USAGE_STAGING;
310 desc.CPUAccessFlags = (D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
312 hr = device_handle->CreateTexture2D (&desc, NULL, &texture);
313 if (!gst_d3d11_result (hr, device)) {
314 GST_ERROR_OBJECT (device, "Failed to create texture");
321 /* Must be called with d3d11 device lock */
323 gst_d3d11_memory_map_cpu_access (GstD3D11Memory * dmem, D3D11_MAP map_type)
325 GstD3D11MemoryPrivate *priv = dmem->priv;
327 ID3D11DeviceContext *device_context =
328 gst_d3d11_device_get_device_context_handle (dmem->device);
330 hr = device_context->Map (priv->staging, 0, map_type, 0, &priv->map);
332 if (!gst_d3d11_result (hr, dmem->device)) {
333 GST_ERROR_OBJECT (GST_MEMORY_CAST (dmem)->allocator,
334 "Failed to map staging texture (0x%x)", (guint) hr);
341 /* Must be called with d3d11 device lock */
343 gst_d3d11_memory_upload (GstD3D11Memory * dmem)
345 GstD3D11MemoryPrivate *priv = dmem->priv;
346 ID3D11DeviceContext *device_context;
348 if (!priv->staging || priv->staging == priv->texture ||
349 !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD))
352 device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
353 device_context->CopySubresourceRegion (priv->texture, priv->subresource_index,
354 0, 0, 0, priv->staging, 0, NULL);
357 /* Must be called with d3d11 device lock */
359 gst_d3d11_memory_download (GstD3D11Memory * dmem)
361 GstD3D11MemoryPrivate *priv = dmem->priv;
362 ID3D11DeviceContext *device_context;
364 if (!priv->staging || priv->staging == priv->texture ||
365 !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD))
368 device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
369 device_context->CopySubresourceRegion (priv->staging, 0, 0, 0, 0,
370 priv->texture, priv->subresource_index, NULL);
374 gst_d3d11_memory_map_full (GstMemory * mem, GstMapInfo * info, gsize maxsize)
376 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
377 GstD3D11MemoryPrivate *priv = dmem->priv;
378 GstMapFlags flags = info->flags;
381 gst_d3d11_device_lock (dmem->device);
382 GST_D3D11_MEMORY_LOCK (dmem);
384 memset (info->user_data, 0, sizeof (info->user_data));
385 info->user_data[0] = GUINT_TO_POINTER (dmem->priv->subresource_index);
387 if ((flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
388 if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER) {
389 /* FIXME: handle non-staging buffer */
390 g_assert (priv->buffer != nullptr);
393 gst_d3d11_memory_upload (dmem);
394 GST_MEMORY_FLAG_UNSET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
396 if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE)
397 GST_MINI_OBJECT_FLAG_SET (dmem,
398 GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
400 g_assert (priv->texture != NULL);
406 if (priv->cpu_map_count == 0) {
409 /* FIXME: handle non-staging buffer */
410 if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) {
411 /* Allocate staging texture for CPU access */
412 if (!priv->staging) {
413 priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
415 if (!priv->staging) {
416 GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
420 /* first memory, always need download to staging */
421 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
424 gst_d3d11_memory_download (dmem);
427 map_type = gst_d3d11_map_flags_to_d3d11 (flags);
428 if (!gst_d3d11_memory_map_cpu_access (dmem, map_type)) {
429 GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
434 if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE) {
435 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
438 GST_MEMORY_FLAG_UNSET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
440 priv->cpu_map_count++;
441 ret = dmem->priv->map.pData;
444 GST_D3D11_MEMORY_UNLOCK (dmem);
445 gst_d3d11_device_unlock (dmem->device);
450 /* Must be called with d3d11 device lock */
452 gst_d3d11_memory_unmap_cpu_access (GstD3D11Memory * dmem)
454 GstD3D11MemoryPrivate *priv = dmem->priv;
455 ID3D11DeviceContext *device_context =
456 gst_d3d11_device_get_device_context_handle (dmem->device);
458 device_context->Unmap (priv->staging, 0);
462 gst_d3d11_memory_unmap_full (GstMemory * mem, GstMapInfo * info)
464 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
465 GstD3D11MemoryPrivate *priv = dmem->priv;
467 gst_d3d11_device_lock (dmem->device);
468 GST_D3D11_MEMORY_LOCK (dmem);
470 if ((info->flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
471 if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
472 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
477 if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
478 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
480 priv->cpu_map_count--;
481 if (priv->cpu_map_count > 0)
484 gst_d3d11_memory_unmap_cpu_access (dmem);
487 GST_D3D11_MEMORY_UNLOCK (dmem);
488 gst_d3d11_device_unlock (dmem->device);
492 gst_d3d11_memory_share (GstMemory * mem, gssize offset, gssize size)
499 gst_d3d11_memory_update_size (GstMemory * mem)
501 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
502 GstD3D11MemoryPrivate *priv = dmem->priv;
503 gsize offset[GST_VIDEO_MAX_PLANES];
504 gint stride[GST_VIDEO_MAX_PLANES];
506 D3D11_TEXTURE2D_DESC *desc = &priv->desc;
507 gboolean ret = FALSE;
509 if (!priv->staging) {
510 priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
512 if (!priv->staging) {
513 GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
517 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
520 gst_d3d11_device_lock (dmem->device);
521 if (!gst_d3d11_memory_map_cpu_access (dmem, D3D11_MAP_READ_WRITE)) {
522 GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
526 gst_d3d11_memory_unmap_cpu_access (dmem);
528 if (!gst_d3d11_dxgi_format_get_size (desc->Format, desc->Width, desc->Height,
529 priv->map.RowPitch, offset, stride, &size)) {
530 GST_ERROR_OBJECT (mem->allocator, "Couldn't calculate memory size");
534 mem->maxsize = mem->size = size;
538 gst_d3d11_device_unlock (dmem->device);
543 * gst_is_d3d11_memory:
546 * Returns: whether @mem is a #GstD3D11Memory
551 gst_is_d3d11_memory (GstMemory * mem)
553 return mem != NULL && mem->allocator != NULL &&
554 (GST_IS_D3D11_ALLOCATOR (mem->allocator) ||
555 GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator));
559 * gst_d3d11_memory_get_native_type:
560 * @mem: a #GstD3D11Memory
562 * Returns: a #GstD3D11MemoryNativeType
566 GstD3D11MemoryNativeType
567 gst_d3d11_memory_get_native_type (GstD3D11Memory * mem)
569 if (!gst_is_d3d11_memory (GST_MEMORY_CAST (mem)))
570 return GST_D3D11_MEMORY_NATIVE_TYPE_INVALID;
572 return mem->priv->native_type;
576 * gst_d3d11_memory_init_once:
578 * Initializes the Direct3D11 Texture allocator. It is safe to call
579 * this function multiple times. This must be called before any other
580 * GstD3D11Memory operation.
585 gst_d3d11_memory_init_once (void)
587 static gsize _init = 0;
589 if (g_once_init_enter (&_init)) {
591 GST_DEBUG_CATEGORY_INIT (gst_d3d11_allocator_debug, "d3d11allocator", 0,
592 "Direct3D11 Texture Allocator");
594 _d3d11_memory_allocator =
595 (GstAllocator *) g_object_new (GST_TYPE_D3D11_ALLOCATOR, NULL);
596 gst_object_ref_sink (_d3d11_memory_allocator);
598 gst_allocator_register (GST_D3D11_MEMORY_NAME, _d3d11_memory_allocator);
599 g_once_init_leave (&_init, 1);
604 * gst_d3d11_memory_get_resource_handle:
605 * @mem: a #GstD3D11Memory
607 * Returns: (transfer none): a ID3D11Resource handle. Caller must not release
613 gst_d3d11_memory_get_resource_handle (GstD3D11Memory * mem)
615 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
617 switch (mem->priv->native_type) {
618 case GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER:
619 return mem->priv->buffer;
620 case GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D:
621 return mem->priv->texture;
630 * gst_d3d11_memory_get_subresource_index:
631 * @mem: a #GstD3D11Memory
633 * Returns: subresource index corresponding to @mem.
638 gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem)
640 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
642 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
645 return mem->priv->subresource_index;
649 * gst_d3d11_memory_get_texture_desc:
650 * @mem: a #GstD3D11Memory
651 * @desc: (out): a D3D11_TEXTURE2D_DESC
653 * Fill @desc with D3D11_TEXTURE2D_DESC for ID3D11Texture2D
655 * Returns: %TRUE if successeed
660 gst_d3d11_memory_get_texture_desc (GstD3D11Memory * mem,
661 D3D11_TEXTURE2D_DESC * desc)
663 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
664 g_return_val_if_fail (desc != NULL, FALSE);
666 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
669 *desc = mem->priv->desc;
675 * gst_d3d11_memory_get_buffer_desc:
676 * @mem: a #GstD3D11Memory
677 * @desc: (out): a D3D11_BUFFER_DESC
679 * Fill @desc with D3D11_BUFFER_DESC for ID3D11Buffer
681 * Returns: %TRUE if successeed
686 gst_d3d11_memory_get_buffer_desc (GstD3D11Memory * mem,
687 D3D11_BUFFER_DESC * desc)
689 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
690 g_return_val_if_fail (desc != NULL, FALSE);
692 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER)
695 *desc = mem->priv->buffer_desc;
701 * gst_d3d11_memory_get_resource_stride:
702 * @mem: a #GstD3D11Memory
703 * @stride: (out): stride of resource
705 * Returns: %TRUE if successeed
710 gst_d3d11_memory_get_resource_stride (GstD3D11Memory * mem, guint * stride)
712 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
713 g_return_val_if_fail (stride != NULL, FALSE);
715 *stride = mem->priv->map.RowPitch;
721 create_shader_resource_views (GstD3D11Memory * mem)
723 GstD3D11MemoryPrivate *priv = mem->priv;
727 ID3D11Device *device_handle;
728 D3D11_SHADER_RESOURCE_VIEW_DESC resource_desc;
729 DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
731 memset (&resource_desc, 0, sizeof (D3D11_SHADER_RESOURCE_VIEW_DESC));
733 device_handle = gst_d3d11_device_get_device_handle (mem->device);
735 switch (priv->desc.Format) {
736 case DXGI_FORMAT_B8G8R8A8_UNORM:
737 case DXGI_FORMAT_R8G8B8A8_UNORM:
738 case DXGI_FORMAT_R10G10B10A2_UNORM:
739 case DXGI_FORMAT_R8_UNORM:
740 case DXGI_FORMAT_R8G8_UNORM:
741 case DXGI_FORMAT_R16_UNORM:
742 case DXGI_FORMAT_R16G16_UNORM:
743 case DXGI_FORMAT_G8R8_G8B8_UNORM:
744 case DXGI_FORMAT_R8G8_B8G8_UNORM:
745 case DXGI_FORMAT_R16G16B16A16_UNORM:
747 formats[0] = priv->desc.Format;
749 case DXGI_FORMAT_AYUV:
750 case DXGI_FORMAT_YUY2:
752 formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
754 case DXGI_FORMAT_NV12:
756 formats[0] = DXGI_FORMAT_R8_UNORM;
757 formats[1] = DXGI_FORMAT_R8G8_UNORM;
759 case DXGI_FORMAT_P010:
760 case DXGI_FORMAT_P016:
762 formats[0] = DXGI_FORMAT_R16_UNORM;
763 formats[1] = DXGI_FORMAT_R16G16_UNORM;
765 case DXGI_FORMAT_Y210:
767 formats[0] = DXGI_FORMAT_R16G16B16A16_UNORM;
769 case DXGI_FORMAT_Y410:
771 formats[0] = DXGI_FORMAT_R10G10B10A2_UNORM;
774 g_assert_not_reached ();
778 if ((priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) ==
779 D3D11_BIND_SHADER_RESOURCE) {
780 resource_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
781 resource_desc.Texture2D.MipLevels = 1;
783 for (i = 0; i < num_views; i++) {
784 resource_desc.Format = formats[i];
785 hr = device_handle->CreateShaderResourceView (priv->texture,
786 &resource_desc, &priv->shader_resource_view[i]);
788 if (!gst_d3d11_result (hr, mem->device)) {
789 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
790 "Failed to create %dth resource view (0x%x)", i, (guint) hr);
795 priv->num_shader_resource_views = num_views;
803 for (i = 0; i < num_views; i++)
804 GST_D3D11_CLEAR_COM (priv->shader_resource_view[i]);
806 priv->num_shader_resource_views = 0;
812 gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem)
814 GstD3D11MemoryPrivate *priv = mem->priv;
815 gboolean ret = FALSE;
817 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
820 if (!(priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
821 GST_LOG_OBJECT (GST_MEMORY_CAST (mem)->allocator,
822 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
826 GST_D3D11_MEMORY_LOCK (mem);
827 if (priv->num_shader_resource_views) {
832 ret = create_shader_resource_views (mem);
835 GST_D3D11_MEMORY_UNLOCK (mem);
841 * gst_d3d11_memory_get_shader_resource_view_size:
842 * @mem: a #GstD3D11Memory
844 * Returns: the number of ID3D11ShaderResourceView that can be used
845 * for processing GPU operation with @mem
850 gst_d3d11_memory_get_shader_resource_view_size (GstD3D11Memory * mem)
852 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
854 if (!gst_d3d11_memory_ensure_shader_resource_view (mem))
857 return mem->priv->num_shader_resource_views;
861 * gst_d3d11_memory_get_shader_resource_view:
862 * @mem: a #GstD3D11Memory
863 * @index: the index of the ID3D11ShaderResourceView
865 * Returns: (transfer none) (nullable): a pointer to the
866 * ID3D11ShaderResourceView or %NULL if ID3D11ShaderResourceView is unavailable
871 ID3D11ShaderResourceView *
872 gst_d3d11_memory_get_shader_resource_view (GstD3D11Memory * mem, guint index)
874 GstD3D11MemoryPrivate *priv;
876 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
878 if (!gst_d3d11_memory_ensure_shader_resource_view (mem))
883 if (index >= priv->num_shader_resource_views) {
884 GST_ERROR ("Invalid SRV index %d", index);
888 return priv->shader_resource_view[index];
892 create_render_target_views (GstD3D11Memory * mem)
894 GstD3D11MemoryPrivate *priv = mem->priv;
898 ID3D11Device *device_handle;
899 D3D11_RENDER_TARGET_VIEW_DESC render_desc;
900 DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
902 memset (&render_desc, 0, sizeof (D3D11_RENDER_TARGET_VIEW_DESC));
904 device_handle = gst_d3d11_device_get_device_handle (mem->device);
906 switch (priv->desc.Format) {
907 case DXGI_FORMAT_B8G8R8A8_UNORM:
908 case DXGI_FORMAT_R8G8B8A8_UNORM:
909 case DXGI_FORMAT_R10G10B10A2_UNORM:
910 case DXGI_FORMAT_R8_UNORM:
911 case DXGI_FORMAT_R8G8_UNORM:
912 case DXGI_FORMAT_R16_UNORM:
913 case DXGI_FORMAT_R16G16_UNORM:
915 formats[0] = priv->desc.Format;
917 case DXGI_FORMAT_AYUV:
919 formats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
921 case DXGI_FORMAT_NV12:
923 formats[0] = DXGI_FORMAT_R8_UNORM;
924 formats[1] = DXGI_FORMAT_R8G8_UNORM;
926 case DXGI_FORMAT_P010:
927 case DXGI_FORMAT_P016:
929 formats[0] = DXGI_FORMAT_R16_UNORM;
930 formats[1] = DXGI_FORMAT_R16G16_UNORM;
933 g_assert_not_reached ();
937 if ((priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET) ==
938 D3D11_BIND_RENDER_TARGET) {
939 render_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
940 render_desc.Texture2D.MipSlice = 0;
942 for (i = 0; i < num_views; i++) {
943 render_desc.Format = formats[i];
945 hr = device_handle->CreateRenderTargetView (priv->texture, &render_desc,
946 &priv->render_target_view[i]);
947 if (!gst_d3d11_result (hr, mem->device)) {
948 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
949 "Failed to create %dth render target view (0x%x)", i, (guint) hr);
954 priv->num_render_target_views = num_views;
962 for (i = 0; i < num_views; i++)
963 GST_D3D11_CLEAR_COM (priv->render_target_view[i]);
965 priv->num_render_target_views = 0;
971 gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem)
973 GstD3D11MemoryPrivate *priv = mem->priv;
974 gboolean ret = FALSE;
976 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
979 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) {
980 GST_WARNING_OBJECT (GST_MEMORY_CAST (mem)->allocator,
981 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
985 GST_D3D11_MEMORY_LOCK (mem);
986 if (priv->num_render_target_views) {
991 ret = create_render_target_views (mem);
994 GST_D3D11_MEMORY_UNLOCK (mem);
1000 * gst_d3d11_memory_get_render_target_view_size:
1001 * @mem: a #GstD3D11Memory
1003 * Returns: the number of ID3D11RenderTargetView that can be used
1004 * for processing GPU operation with @mem
1009 gst_d3d11_memory_get_render_target_view_size (GstD3D11Memory * mem)
1011 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
1013 if (!gst_d3d11_memory_ensure_render_target_view (mem))
1016 return mem->priv->num_render_target_views;
1020 * gst_d3d11_memory_get_render_target_view:
1021 * @mem: a #GstD3D11Memory
1022 * @index: the index of the ID3D11RenderTargetView
1024 * Returns: (transfer none) (nullable): a pointer to the
1025 * ID3D11RenderTargetView or %NULL if ID3D11RenderTargetView is unavailable
1030 ID3D11RenderTargetView *
1031 gst_d3d11_memory_get_render_target_view (GstD3D11Memory * mem, guint index)
1033 GstD3D11MemoryPrivate *priv;
1035 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1037 if (!gst_d3d11_memory_ensure_render_target_view (mem))
1042 if (index >= priv->num_render_target_views) {
1043 GST_ERROR ("Invalid RTV index %d", index);
1047 return priv->render_target_view[index];
1051 gst_d3d11_memory_ensure_decoder_output_view (GstD3D11Memory * mem,
1052 ID3D11VideoDevice * video_device, GUID * decoder_profile)
1054 GstD3D11MemoryPrivate *dmem_priv = mem->priv;
1055 GstD3D11Allocator *allocator;
1056 D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC desc;
1058 gboolean ret = FALSE;
1060 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1063 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1065 if (!(dmem_priv->desc.BindFlags & D3D11_BIND_DECODER)) {
1066 GST_LOG_OBJECT (allocator,
1067 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags);
1071 GST_D3D11_MEMORY_LOCK (mem);
1072 if (dmem_priv->decoder_output_view) {
1073 dmem_priv->decoder_output_view->GetDesc (&desc);
1074 if (IsEqualGUID (desc.DecodeProfile, *decoder_profile)) {
1077 /* Shouldn't happen, but try again anyway */
1078 GST_WARNING_OBJECT (allocator,
1079 "Existing view has different decoder profile");
1080 GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view);
1084 if (dmem_priv->decoder_output_view)
1087 desc.DecodeProfile = *decoder_profile;
1088 desc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D;
1089 desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
1091 hr = video_device->CreateVideoDecoderOutputView (dmem_priv->texture, &desc,
1092 &dmem_priv->decoder_output_view);
1093 if (!gst_d3d11_result (hr, mem->device)) {
1094 GST_ERROR_OBJECT (allocator,
1095 "Could not create decoder output view, hr: 0x%x", (guint) hr);
1103 GST_D3D11_MEMORY_UNLOCK (mem);
1109 * gst_d3d11_memory_get_decoder_output_view:
1110 * @mem: a #GstD3D11Memory
1112 * Returns: (transfer none) (nullable): a pointer to the
1113 * ID3D11VideoDecoderOutputView or %NULL if ID3D11VideoDecoderOutputView is
1118 ID3D11VideoDecoderOutputView *
1119 gst_d3d11_memory_get_decoder_output_view (GstD3D11Memory * mem,
1120 ID3D11VideoDevice * video_device, GUID * decoder_profile)
1122 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1123 g_return_val_if_fail (video_device != NULL, NULL);
1124 g_return_val_if_fail (decoder_profile != NULL, NULL);
1126 if (!gst_d3d11_memory_ensure_decoder_output_view (mem,
1127 video_device, decoder_profile))
1130 return mem->priv->decoder_output_view;
1134 check_bind_flags_for_processor_input_view (guint bind_flags)
1136 static const guint compatible_flags = (D3D11_BIND_DECODER |
1137 D3D11_BIND_VIDEO_ENCODER | D3D11_BIND_RENDER_TARGET |
1138 D3D11_BIND_UNORDERED_ACCESS);
1140 if (bind_flags == 0)
1143 if ((bind_flags & compatible_flags) != 0)
1150 gst_d3d11_memory_ensure_processor_input_view (GstD3D11Memory * mem,
1151 ID3D11VideoDevice * video_device,
1152 ID3D11VideoProcessorEnumerator * enumerator)
1154 GstD3D11MemoryPrivate *dmem_priv = mem->priv;
1155 GstD3D11Allocator *allocator;
1156 D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC desc;
1158 gboolean ret = FALSE;
1160 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1163 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1165 if (!check_bind_flags_for_processor_input_view (dmem_priv->desc.BindFlags)) {
1166 GST_LOG_OBJECT (allocator,
1167 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags);
1171 GST_D3D11_MEMORY_LOCK (mem);
1172 if (dmem_priv->processor_input_view)
1176 desc.ViewDimension = D3D11_VPIV_DIMENSION_TEXTURE2D;
1177 desc.Texture2D.MipSlice = 0;
1178 desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
1180 hr = video_device->CreateVideoProcessorInputView (dmem_priv->texture,
1181 enumerator, &desc, &dmem_priv->processor_input_view);
1182 if (!gst_d3d11_result (hr, mem->device)) {
1183 GST_ERROR_OBJECT (allocator,
1184 "Could not create processor input view, hr: 0x%x", (guint) hr);
1192 GST_D3D11_MEMORY_UNLOCK (mem);
1198 * gst_d3d11_memory_get_processor_input_view:
1199 * @mem: a #GstD3D11Memory
1200 * @video_device: a #ID3D11VideoDevice
1201 * @enumerator: a #ID3D11VideoProcessorEnumerator
1203 * Returns: (transfer none) (nullable): a pointer to the
1204 * ID3D11VideoProcessorInputView or %NULL if ID3D11VideoProcessorInputView is
1209 ID3D11VideoProcessorInputView *
1210 gst_d3d11_memory_get_processor_input_view (GstD3D11Memory * mem,
1211 ID3D11VideoDevice * video_device,
1212 ID3D11VideoProcessorEnumerator * enumerator)
1214 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1215 g_return_val_if_fail (video_device != NULL, NULL);
1216 g_return_val_if_fail (enumerator != NULL, NULL);
1218 if (!gst_d3d11_memory_ensure_processor_input_view (mem, video_device,
1222 return mem->priv->processor_input_view;
1226 gst_d3d11_memory_ensure_processor_output_view (GstD3D11Memory * mem,
1227 ID3D11VideoDevice * video_device,
1228 ID3D11VideoProcessorEnumerator * enumerator)
1230 GstD3D11MemoryPrivate *priv = mem->priv;
1231 GstD3D11Allocator *allocator;
1232 D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC desc;
1236 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1239 memset (&desc, 0, sizeof (D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC));
1241 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1243 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) {
1244 GST_LOG_OBJECT (allocator,
1245 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
1249 /* FIXME: texture array should be supported at some point */
1250 if (priv->subresource_index != 0) {
1251 GST_FIXME_OBJECT (allocator,
1252 "Texture array is not suppoted for processor output view");
1256 GST_D3D11_MEMORY_LOCK (mem);
1257 if (priv->processor_output_view)
1260 desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
1261 desc.Texture2D.MipSlice = 0;
1263 hr = video_device->CreateVideoProcessorOutputView (priv->texture,
1264 enumerator, &desc, &priv->processor_output_view);
1265 if (!gst_d3d11_result (hr, mem->device)) {
1266 GST_ERROR_OBJECT (allocator,
1267 "Could not create processor input view, hr: 0x%x", (guint) hr);
1275 GST_D3D11_MEMORY_UNLOCK (mem);
1281 * gst_d3d11_memory_get_processor_output_view:
1282 * @mem: a #GstD3D11Memory
1283 * @video_device: a #ID3D11VideoDevice
1284 * @enumerator: a #ID3D11VideoProcessorEnumerator
1286 * Returns: (transfer none) (nullable): a pointer to the
1287 * ID3D11VideoProcessorOutputView or %NULL if ID3D11VideoProcessorOutputView is
1292 ID3D11VideoProcessorOutputView *
1293 gst_d3d11_memory_get_processor_output_view (GstD3D11Memory * mem,
1294 ID3D11VideoDevice * video_device,
1295 ID3D11VideoProcessorEnumerator * enumerator)
1297 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1298 g_return_val_if_fail (video_device != NULL, NULL);
1299 g_return_val_if_fail (enumerator != NULL, NULL);
1301 if (!gst_d3d11_memory_ensure_processor_output_view (mem, video_device,
1305 return mem->priv->processor_output_view;
1308 /* GstD3D11Allocator */
1309 struct _GstD3D11AllocatorPrivate
1311 GstMemoryCopyFunction fallback_copy;
1314 #define gst_d3d11_allocator_parent_class alloc_parent_class
1315 G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11Allocator,
1316 gst_d3d11_allocator, GST_TYPE_ALLOCATOR);
1318 static GstMemory *gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator,
1319 gsize size, GstAllocationParams * params);
1320 static GstMemory *gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
1321 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc);
1322 static void gst_d3d11_allocator_free (GstAllocator * allocator,
1326 gst_d3d11_allocator_class_init (GstD3D11AllocatorClass * klass)
1328 GstAllocatorClass *allocator_class = GST_ALLOCATOR_CLASS (klass);
1330 allocator_class->alloc = gst_d3d11_allocator_dummy_alloc;
1331 allocator_class->free = gst_d3d11_allocator_free;
1335 gst_d3d11_memory_copy (GstMemory * mem, gssize offset, gssize size)
1337 GstD3D11Allocator *alloc = GST_D3D11_ALLOCATOR (mem->allocator);
1338 GstD3D11AllocatorPrivate *priv = alloc->priv;
1339 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
1340 GstD3D11Memory *copy_dmem;
1341 GstD3D11Device *device = dmem->device;
1342 ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
1343 ID3D11DeviceContext *device_context =
1344 gst_d3d11_device_get_device_context_handle (device);
1345 D3D11_TEXTURE2D_DESC dst_desc = { 0, };
1346 D3D11_TEXTURE2D_DESC src_desc = { 0, };
1347 GstMemory *copy = NULL;
1350 UINT bind_flags = 0;
1351 UINT supported_flags = 0;
1353 if (dmem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1354 return priv->fallback_copy (mem, offset, size);
1356 /* non-zero offset or different size is not supported */
1357 if (offset != 0 || (size != -1 && (gsize) size != mem->size)) {
1358 GST_DEBUG_OBJECT (alloc, "Different size/offset, try fallback copy");
1359 return priv->fallback_copy (mem, offset, size);
1362 gst_d3d11_device_lock (device);
1363 if (!gst_memory_map (mem, &info,
1364 (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
1365 gst_d3d11_device_unlock (device);
1367 GST_WARNING_OBJECT (alloc, "Failed to map memory, try fallback copy");
1369 return priv->fallback_copy (mem, offset, size);
1372 dmem->priv->texture->GetDesc (&src_desc);
1373 dst_desc.Width = src_desc.Width;
1374 dst_desc.Height = src_desc.Height;
1375 dst_desc.MipLevels = 1;
1376 dst_desc.Format = src_desc.Format;
1377 dst_desc.SampleDesc.Count = 1;
1378 dst_desc.ArraySize = 1;
1379 dst_desc.Usage = D3D11_USAGE_DEFAULT;
1381 /* If supported, use bind flags for SRV/RTV */
1382 hr = device_handle->CheckFormatSupport (src_desc.Format, &supported_flags);
1383 if (gst_d3d11_result (hr, device)) {
1384 if ((supported_flags & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) ==
1385 D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) {
1386 bind_flags |= D3D11_BIND_SHADER_RESOURCE;
1389 if ((supported_flags & D3D11_FORMAT_SUPPORT_RENDER_TARGET) ==
1390 D3D11_FORMAT_SUPPORT_RENDER_TARGET) {
1391 bind_flags |= D3D11_BIND_RENDER_TARGET;
1395 copy = gst_d3d11_allocator_alloc_internal (alloc, device, &dst_desc);
1397 gst_memory_unmap (mem, &info);
1398 gst_d3d11_device_unlock (device);
1400 GST_WARNING_OBJECT (alloc,
1401 "Failed to allocate new d3d11 map memory, try fallback copy");
1403 return priv->fallback_copy (mem, offset, size);
1406 copy_dmem = GST_D3D11_MEMORY_CAST (copy);
1407 device_context->CopySubresourceRegion (copy_dmem->priv->texture, 0, 0, 0, 0,
1408 dmem->priv->texture, dmem->priv->subresource_index, NULL);
1409 copy->maxsize = copy->size = mem->maxsize;
1410 gst_memory_unmap (mem, &info);
1411 gst_d3d11_device_unlock (device);
1413 /* newly allocated memory holds valid image data. We need download this
1414 * pixel data into staging memory for CPU access */
1415 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
1421 gst_d3d11_allocator_init (GstD3D11Allocator * allocator)
1423 GstAllocator *alloc = GST_ALLOCATOR_CAST (allocator);
1424 GstD3D11AllocatorPrivate *priv;
1426 priv = allocator->priv = (GstD3D11AllocatorPrivate *)
1427 gst_d3d11_allocator_get_instance_private (allocator);
1429 alloc->mem_type = GST_D3D11_MEMORY_NAME;
1430 alloc->mem_map_full = gst_d3d11_memory_map_full;
1431 alloc->mem_unmap_full = gst_d3d11_memory_unmap_full;
1432 alloc->mem_share = gst_d3d11_memory_share;
1434 /* Store pointer to default mem_copy method for fallback copy */
1435 priv->fallback_copy = alloc->mem_copy;
1436 alloc->mem_copy = gst_d3d11_memory_copy;
1438 GST_OBJECT_FLAG_SET (alloc, GST_ALLOCATOR_FLAG_CUSTOM_ALLOC);
1442 gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator, gsize size,
1443 GstAllocationParams * params)
1445 g_return_val_if_reached (NULL);
1449 gst_d3d11_allocator_free (GstAllocator * allocator, GstMemory * mem)
1451 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
1452 GstD3D11MemoryPrivate *dmem_priv = dmem->priv;
1455 GST_LOG_OBJECT (allocator, "Free memory %p", mem);
1457 for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
1458 GST_D3D11_CLEAR_COM (dmem_priv->render_target_view[i]);
1459 GST_D3D11_CLEAR_COM (dmem_priv->shader_resource_view[i]);
1462 GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view);
1463 GST_D3D11_CLEAR_COM (dmem_priv->processor_input_view);
1464 GST_D3D11_CLEAR_COM (dmem_priv->processor_output_view);
1465 GST_D3D11_CLEAR_COM (dmem_priv->texture);
1466 GST_D3D11_CLEAR_COM (dmem_priv->staging);
1467 GST_D3D11_CLEAR_COM (dmem_priv->buffer);
1469 gst_clear_object (&dmem->device);
1470 g_mutex_clear (&dmem_priv->lock);
1471 g_free (dmem->priv);
1476 gst_d3d11_allocator_alloc_wrapped (GstD3D11Allocator * self,
1477 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc,
1478 ID3D11Texture2D * texture)
1480 GstD3D11Memory *mem;
1482 mem = g_new0 (GstD3D11Memory, 1);
1483 mem->priv = g_new0 (GstD3D11MemoryPrivate, 1);
1485 gst_memory_init (GST_MEMORY_CAST (mem),
1486 (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (self), NULL, 0, 0, 0, 0);
1487 g_mutex_init (&mem->priv->lock);
1488 mem->priv->texture = texture;
1489 mem->priv->desc = *desc;
1490 mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D;
1491 mem->device = (GstD3D11Device *) gst_object_ref (device);
1493 /* This is staging texture as well */
1494 if (desc->Usage == D3D11_USAGE_STAGING) {
1495 mem->priv->staging = texture;
1499 return GST_MEMORY_CAST (mem);
1503 gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
1504 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
1506 ID3D11Texture2D *texture = NULL;
1507 ID3D11Device *device_handle;
1510 device_handle = gst_d3d11_device_get_device_handle (device);
1512 hr = device_handle->CreateTexture2D (desc, NULL, &texture);
1513 if (!gst_d3d11_result (hr, device)) {
1514 GST_ERROR_OBJECT (self, "Couldn't create texture");
1518 return gst_d3d11_allocator_alloc_wrapped (self, device, desc, texture);
1522 * gst_d3d11_allocator_alloc:
1523 * @allocator: a #GstD3D11Allocator
1524 * @device: a #GstD3D11Device
1525 * @desc: a D3D11_TEXTURE2D_DESC struct
1527 * Returns: a newly allocated #GstD3D11Memory with given parameters.
1532 gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
1533 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
1537 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), NULL);
1538 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
1539 g_return_val_if_fail (desc != NULL, NULL);
1541 mem = gst_d3d11_allocator_alloc_internal (allocator, device, desc);
1545 if (!gst_d3d11_memory_update_size (mem)) {
1546 GST_ERROR_OBJECT (allocator, "Failed to calculate size");
1547 gst_memory_unref (mem);
1555 * gst_d3d11_allocator_alloc_buffer:
1556 * @allocator: a #GstD3D11Allocator
1557 * @device: a #GstD3D11Device
1558 * @desc: a D3D11_BUFFER_DESC struct
1560 * Returns: a newly allocated #GstD3D11Memory with given parameters.
1565 gst_d3d11_allocator_alloc_buffer (GstD3D11Allocator * allocator,
1566 GstD3D11Device * device, const D3D11_BUFFER_DESC * desc)
1568 GstD3D11Memory *mem;
1569 ID3D11Buffer *buffer;
1570 ID3D11Device *device_handle;
1573 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), nullptr);
1574 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr);
1575 g_return_val_if_fail (desc != nullptr, nullptr);
1577 if (desc->Usage != D3D11_USAGE_STAGING) {
1578 GST_FIXME_OBJECT (allocator, "Non staging buffer is not supported");
1582 device_handle = gst_d3d11_device_get_device_handle (device);
1584 hr = device_handle->CreateBuffer (desc, nullptr, &buffer);
1585 if (!gst_d3d11_result (hr, device)) {
1586 GST_ERROR_OBJECT (allocator, "Couldn't create buffer");
1590 mem = g_new0 (GstD3D11Memory, 1);
1591 mem->priv = g_new0 (GstD3D11MemoryPrivate, 1);
1593 gst_memory_init (GST_MEMORY_CAST (mem),
1594 (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (allocator), nullptr, 0, 0, 0, 0);
1595 g_mutex_init (&mem->priv->lock);
1596 mem->priv->buffer = buffer;
1597 mem->priv->buffer_desc = *desc;
1598 mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER;
1599 mem->device = (GstD3D11Device *) gst_object_ref (device);
1601 GST_MEMORY_CAST (mem)->maxsize = GST_MEMORY_CAST (mem)->size =
1604 return GST_MEMORY_CAST (mem);
1608 gst_d3d11_allocator_set_active (GstD3D11Allocator * allocator, gboolean active)
1610 GstD3D11AllocatorClass *klass;
1612 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), FALSE);
1614 klass = GST_D3D11_ALLOCATOR_GET_CLASS (allocator);
1615 if (klass->set_actvie)
1616 return klass->set_actvie (allocator, active);
1621 /* GstD3D11PoolAllocator */
1622 #define GST_D3D11_POOL_ALLOCATOR_LOCK(alloc) (g_rec_mutex_lock(&alloc->priv->lock))
1623 #define GST_D3D11_POOL_ALLOCATOR_UNLOCK(alloc) (g_rec_mutex_unlock(&alloc->priv->lock))
1624 #define GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING(alloc) (g_atomic_int_get (&alloc->priv->flushing))
1626 struct _GstD3D11PoolAllocatorPrivate
1628 /* parent texture when array typed memory is used */
1629 ID3D11Texture2D *texture;
1630 D3D11_TEXTURE2D_DESC desc;
1632 /* All below member variables are analogous to that of GstBufferPool */
1633 GstAtomicQueue *queue;
1636 /* This lock will protect all below variables apart from atomic ones
1637 * (identical to GstBufferPool::priv::rec_lock) */
1648 /* Calculated memory size, based on Direct3D11 staging texture map.
1649 * Note that, we cannot know the actually staging texture memory size prior
1650 * to map the staging texture because driver will likely require padding */
1654 static void gst_d3d11_pool_allocator_dispose (GObject * object);
1655 static void gst_d3d11_pool_allocator_finalize (GObject * object);
1658 gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator,
1661 static gboolean gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self);
1662 static gboolean gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self);
1663 static gboolean gst_d3d11_memory_release (GstMiniObject * mini_object);
1665 #define gst_d3d11_pool_allocator_parent_class pool_alloc_parent_class
1666 G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11PoolAllocator,
1667 gst_d3d11_pool_allocator, GST_TYPE_D3D11_ALLOCATOR);
1670 gst_d3d11_pool_allocator_class_init (GstD3D11PoolAllocatorClass * klass)
1672 GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
1673 GstD3D11AllocatorClass *d3d11alloc_class = GST_D3D11_ALLOCATOR_CLASS (klass);
1675 gobject_class->dispose = gst_d3d11_pool_allocator_dispose;
1676 gobject_class->finalize = gst_d3d11_pool_allocator_finalize;
1678 d3d11alloc_class->set_actvie = gst_d3d11_pool_allocator_set_active;
1682 gst_d3d11_pool_allocator_init (GstD3D11PoolAllocator * allocator)
1684 GstD3D11PoolAllocatorPrivate *priv;
1686 priv = allocator->priv = (GstD3D11PoolAllocatorPrivate *)
1687 gst_d3d11_pool_allocator_get_instance_private (allocator);
1688 g_rec_mutex_init (&priv->lock);
1690 priv->poll = gst_poll_new_timer ();
1691 priv->queue = gst_atomic_queue_new (16);
1693 priv->active = FALSE;
1694 priv->started = FALSE;
1696 /* 1 control write for flushing - the flush token */
1697 gst_poll_write_control (priv->poll);
1698 /* 1 control write for marking that we are not waiting for poll - the wait token */
1699 gst_poll_write_control (priv->poll);
1703 gst_d3d11_pool_allocator_dispose (GObject * object)
1705 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
1707 gst_clear_object (&self->device);
1709 G_OBJECT_CLASS (pool_alloc_parent_class)->dispose (object);
1713 gst_d3d11_pool_allocator_finalize (GObject * object)
1715 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
1716 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1718 GST_DEBUG_OBJECT (self, "Finalize");
1720 gst_d3d11_pool_allocator_stop (self);
1721 gst_atomic_queue_unref (priv->queue);
1722 gst_poll_free (priv->poll);
1723 g_rec_mutex_clear (&priv->lock);
1725 GST_D3D11_CLEAR_COM (priv->texture);
1727 G_OBJECT_CLASS (pool_alloc_parent_class)->finalize (object);
1731 gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self)
1733 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1734 ID3D11Device *device_handle;
1742 if (priv->desc.ArraySize == 1) {
1743 priv->started = TRUE;
1747 device_handle = gst_d3d11_device_get_device_handle (self->device);
1749 if (!priv->texture) {
1750 hr = device_handle->CreateTexture2D (&priv->desc, NULL, &priv->texture);
1751 if (!gst_d3d11_result (hr, self->device)) {
1752 GST_ERROR_OBJECT (self, "Failed to allocate texture");
1757 /* Pre-allocate memory objects */
1758 for (i = 0; i < priv->desc.ArraySize; i++) {
1761 priv->texture->AddRef ();
1763 gst_d3d11_allocator_alloc_wrapped (GST_D3D11_ALLOCATOR_CAST
1764 (_d3d11_memory_allocator), self->device, &priv->desc, priv->texture);
1767 if (!gst_d3d11_memory_update_size (mem)) {
1768 GST_ERROR_OBJECT (self, "Failed to calculate memory size");
1769 gst_memory_unref (mem);
1773 priv->mem_size = mem->size;
1775 mem->size = mem->maxsize = priv->mem_size;
1778 GST_D3D11_MEMORY_CAST (mem)->priv->subresource_index = i;
1780 g_atomic_int_add (&priv->cur_mems, 1);
1781 gst_atomic_queue_push (priv->queue, mem);
1782 gst_poll_write_control (priv->poll);
1785 priv->started = TRUE;
1791 gst_d3d11_pool_allocator_do_set_flushing (GstD3D11PoolAllocator * self,
1794 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1796 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self) == flushing)
1800 g_atomic_int_set (&priv->flushing, 1);
1801 /* Write the flush token to wake up any waiters */
1802 gst_poll_write_control (priv->poll);
1804 while (!gst_poll_read_control (priv->poll)) {
1805 if (errno == EWOULDBLOCK) {
1806 /* This should not really happen unless flushing and unflushing
1807 * happens on different threads. Let's wait a bit to get back flush
1808 * token from the thread that was setting it to flushing */
1812 /* Critical error but GstPoll already complained */
1817 g_atomic_int_set (&priv->flushing, 0);
1822 gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator,
1825 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (allocator);
1826 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1828 GST_LOG_OBJECT (self, "active %d", active);
1830 GST_D3D11_POOL_ALLOCATOR_LOCK (self);
1831 /* just return if we are already in the right state */
1832 if (priv->active == active)
1836 if (!gst_d3d11_pool_allocator_start (self))
1839 /* flush_stop may release memory objects, setting to active to avoid running
1840 * do_stop while activating the pool */
1841 priv->active = TRUE;
1843 gst_d3d11_pool_allocator_do_set_flushing (self, FALSE);
1847 /* set to flushing first */
1848 gst_d3d11_pool_allocator_do_set_flushing (self, TRUE);
1850 /* when all memory objects are in the pool, free them. Else they will be
1851 * freed when they are released */
1852 outstanding = g_atomic_int_get (&priv->outstanding);
1853 GST_LOG_OBJECT (self, "outstanding memories %d, (in queue %d)",
1854 outstanding, gst_atomic_queue_length (priv->queue));
1855 if (outstanding == 0) {
1856 if (!gst_d3d11_pool_allocator_stop (self))
1860 priv->active = FALSE;
1863 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1869 GST_DEBUG_OBJECT (self, "allocator was in the right state");
1870 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1875 GST_ERROR_OBJECT (self, "start failed");
1876 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1881 GST_ERROR_OBJECT (self, "stop failed");
1882 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1888 gst_d3d11_pool_allocator_free_memory (GstD3D11PoolAllocator * self,
1891 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1893 g_atomic_int_add (&priv->cur_mems, -1);
1894 GST_LOG_OBJECT (self, "freeing memory %p (%u left)", mem, priv->cur_mems);
1896 GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
1897 gst_memory_unref (mem);
1900 /* must be called with the lock */
1902 gst_d3d11_pool_allocator_clear_queue (GstD3D11PoolAllocator * self)
1904 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1907 GST_LOG_OBJECT (self, "Clearing queue");
1909 /* clear the pool */
1910 while ((memory = (GstMemory *) gst_atomic_queue_pop (priv->queue))) {
1911 while (!gst_poll_read_control (priv->poll)) {
1912 if (errno == EWOULDBLOCK) {
1913 /* We put the memory into the queue but did not finish writing control
1914 * yet, let's wait a bit and retry */
1918 /* Critical error but GstPoll already complained */
1922 gst_d3d11_pool_allocator_free_memory (self, memory);
1925 GST_LOG_OBJECT (self, "Clear done");
1927 return priv->cur_mems == 0;
1930 /* must be called with the lock */
1932 gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self)
1934 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1936 GST_DEBUG_OBJECT (self, "Stop");
1938 if (priv->started) {
1939 if (!gst_d3d11_pool_allocator_clear_queue (self))
1942 priv->started = FALSE;
1944 GST_DEBUG_OBJECT (self, "Wasn't started");
1951 dec_outstanding (GstD3D11PoolAllocator * self)
1953 if (g_atomic_int_dec_and_test (&self->priv->outstanding)) {
1954 /* all memory objects are returned to the pool, see if we need to free them */
1955 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
1956 /* take the lock so that set_active is not run concurrently */
1957 GST_D3D11_POOL_ALLOCATOR_LOCK (self);
1958 /* now that we have the lock, check if we have been de-activated with
1959 * outstanding buffers */
1960 if (!self->priv->active)
1961 gst_d3d11_pool_allocator_stop (self);
1963 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1969 gst_d3d11_pool_allocator_release_memory (GstD3D11PoolAllocator * self,
1972 GST_LOG_OBJECT (self, "Released memory %p", mem);
1974 GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
1975 mem->allocator = (GstAllocator *) gst_object_ref (_d3d11_memory_allocator);
1976 gst_object_unref (self);
1978 /* keep it around in our queue */
1979 gst_atomic_queue_push (self->priv->queue, mem);
1980 gst_poll_write_control (self->priv->poll);
1981 dec_outstanding (self);
1985 gst_d3d11_memory_release (GstMiniObject * mini_object)
1987 GstMemory *mem = GST_MEMORY_CAST (mini_object);
1988 GstD3D11PoolAllocator *alloc;
1990 g_assert (mem->allocator != NULL);
1992 if (!GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator)) {
1993 GST_LOG_OBJECT (mem->allocator, "Not our memory, free");
1997 alloc = GST_D3D11_POOL_ALLOCATOR (mem->allocator);
1998 /* if flushing, free this memory */
1999 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (alloc)) {
2000 GST_LOG_OBJECT (alloc, "allocator is flushing, free %p", mem);
2004 /* return the memory to the allocator */
2005 gst_memory_ref (mem);
2006 gst_d3d11_pool_allocator_release_memory (alloc, mem);
2011 static GstFlowReturn
2012 gst_d3d11_pool_allocator_alloc (GstD3D11PoolAllocator * self, GstMemory ** mem)
2014 GstD3D11PoolAllocatorPrivate *priv = self->priv;
2017 /* we allcates texture array during start */
2018 if (priv->desc.ArraySize > 1)
2019 return GST_FLOW_EOS;
2021 /* increment the allocation counter */
2022 g_atomic_int_add (&priv->cur_mems, 1);
2024 gst_d3d11_allocator_alloc_internal (GST_D3D11_ALLOCATOR_CAST
2025 (_d3d11_memory_allocator), self->device, &priv->desc);
2027 GST_ERROR_OBJECT (self, "Failed to allocate new memory");
2028 g_atomic_int_add (&priv->cur_mems, -1);
2029 return GST_FLOW_ERROR;
2032 if (!priv->mem_size) {
2033 if (!gst_d3d11_memory_update_size (new_mem)) {
2034 GST_ERROR_OBJECT (self, "Failed to calculate size");
2035 gst_memory_unref (new_mem);
2036 g_atomic_int_add (&priv->cur_mems, -1);
2038 return GST_FLOW_ERROR;
2041 priv->mem_size = new_mem->size;
2044 new_mem->size = new_mem->maxsize = priv->mem_size;
2051 static GstFlowReturn
2052 gst_d3d11_pool_allocator_acquire_memory_internal (GstD3D11PoolAllocator * self,
2053 GstMemory ** memory)
2055 GstFlowReturn result;
2056 GstD3D11PoolAllocatorPrivate *priv = self->priv;
2059 if (G_UNLIKELY (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)))
2062 /* try to get a memory from the queue */
2063 *memory = (GstMemory *) gst_atomic_queue_pop (priv->queue);
2064 if (G_LIKELY (*memory)) {
2065 while (!gst_poll_read_control (priv->poll)) {
2066 if (errno == EWOULDBLOCK) {
2067 /* We put the memory into the queue but did not finish writing control
2068 * yet, let's wait a bit and retry */
2072 /* Critical error but GstPoll already complained */
2076 result = GST_FLOW_OK;
2077 GST_LOG_OBJECT (self, "acquired memory %p", *memory);
2081 /* no memory, try to allocate some more */
2082 GST_LOG_OBJECT (self, "no memory, trying to allocate");
2083 result = gst_d3d11_pool_allocator_alloc (self, memory);
2084 if (G_LIKELY (result == GST_FLOW_OK))
2085 /* we have a memory, return it */
2088 if (G_UNLIKELY (result != GST_FLOW_EOS))
2089 /* something went wrong, return error */
2092 /* now we release the control socket, we wait for a memory release or
2094 if (!gst_poll_read_control (priv->poll)) {
2095 if (errno == EWOULDBLOCK) {
2096 /* This means that we have two threads trying to allocate memory
2097 * already, and the other one already got the wait token. This
2098 * means that we only have to wait for the poll now and not write the
2099 * token afterwards: we will be woken up once the other thread is
2100 * woken up and that one will write the wait token it removed */
2101 GST_LOG_OBJECT (self, "waiting for free memory or flushing");
2102 gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE);
2104 /* This is a critical error, GstPoll already gave a warning */
2105 result = GST_FLOW_ERROR;
2109 /* We're the first thread waiting, we got the wait token and have to
2110 * write it again later
2112 * We're a second thread and just consumed the flush token and block all
2113 * other threads, in which case we must not wait and give it back
2115 if (!GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
2116 GST_LOG_OBJECT (self, "waiting for free memory or flushing");
2117 gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE);
2119 gst_poll_write_control (priv->poll);
2128 GST_DEBUG_OBJECT (self, "we are flushing");
2129 return GST_FLOW_FLUSHING;
2134 * gst_d3d11_pool_allocator_new:
2135 * @device: a #GstD3D11Device
2136 * @desc: a D3D11_TEXTURE2D_DESC for texture allocation
2138 * Creates a new #GstD3D11PoolAllocator instance.
2140 * Returns: (transfer full): a new #GstD3D11PoolAllocator instance
2142 GstD3D11PoolAllocator *
2143 gst_d3d11_pool_allocator_new (GstD3D11Device * device,
2144 const D3D11_TEXTURE2D_DESC * desc)
2146 GstD3D11PoolAllocator *self;
2148 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
2149 g_return_val_if_fail (desc != NULL, NULL);
2151 gst_d3d11_memory_init_once ();
2153 self = (GstD3D11PoolAllocator *)
2154 g_object_new (GST_TYPE_D3D11_POOL_ALLOCATOR, NULL);
2155 gst_object_ref_sink (self);
2157 self->device = (GstD3D11Device *) gst_object_ref (device);
2158 self->priv->desc = *desc;
2164 * gst_d3d11_pool_allocator_acquire_memory:
2165 * @allocator: a #GstD3D11PoolAllocator
2166 * @memory: (transfer full): a #GstMemory
2168 * Acquires a #GstMemory from @allocator. @memory should point to a memory
2169 * location that can hold a pointer to the new #GstMemory.
2171 * Returns: a #GstFlowReturn such as %GST_FLOW_FLUSHING when the allocator is
2175 gst_d3d11_pool_allocator_acquire_memory (GstD3D11PoolAllocator * allocator,
2176 GstMemory ** memory)
2178 GstD3D11PoolAllocatorPrivate *priv;
2179 GstFlowReturn result;
2181 g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator),
2183 g_return_val_if_fail (memory != NULL, GST_FLOW_ERROR);
2185 priv = allocator->priv;
2187 /* assume we'll have one more outstanding buffer we need to do that so
2188 * that concurrent set_active doesn't clear the buffers */
2189 g_atomic_int_inc (&priv->outstanding);
2190 result = gst_d3d11_pool_allocator_acquire_memory_internal (allocator, memory);
2192 if (result == GST_FLOW_OK) {
2193 GstMemory *mem = *memory;
2194 /* Replace default allocator with ours */
2195 gst_object_unref (mem->allocator);
2196 mem->allocator = (GstAllocator *) gst_object_ref (allocator);
2197 GST_MINI_OBJECT_CAST (mem)->dispose = gst_d3d11_memory_release;
2199 dec_outstanding (allocator);
2206 * gst_d3d11_pool_allocator_get_pool_size:
2207 * @allocator: a #GstD3D11PoolAllocator
2208 * @max_size: (out) (optional): the max size of pool
2209 * @outstanding_size: (out) (optional): the number of outstanding memory
2211 * Returns: %TRUE if the size of memory pool is known
2216 gst_d3d11_pool_allocator_get_pool_size (GstD3D11PoolAllocator * allocator,
2217 guint * max_size, guint * outstanding_size)
2219 GstD3D11PoolAllocatorPrivate *priv;
2221 g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator), FALSE);
2223 priv = allocator->priv;
2226 if (priv->desc.ArraySize > 1) {
2227 *max_size = priv->desc.ArraySize;
2229 /* For non-texture-array memory, we don't have any limit yet */
2234 if (outstanding_size)
2235 *outstanding_size = g_atomic_int_get (&priv->outstanding);