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 GstD3D11Format d3d11_format;
67 g_return_val_if_fail (info != NULL, NULL);
69 if (!gst_d3d11_device_get_format (device, GST_VIDEO_INFO_FORMAT (info),
71 GST_WARNING ("Couldn't get d3d11 format");
75 ret = g_new0 (GstD3D11AllocationParams, 1);
78 ret->aligned_info = *info;
79 ret->d3d11_format = d3d11_format;
82 * https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage
84 * +----------------------------------------------------------+
85 * | Resource Usage | Default | Dynamic | Immutable | Staging |
86 * +----------------+---------+---------+-----------+---------+
87 * | GPU-Read | Yes | Yes | Yes | Yes |
88 * | GPU-Write | Yes | | | Yes |
89 * | CPU-Read | | | | Yes |
90 * | CPU-Write | | Yes | | Yes |
91 * +----------------------------------------------------------+
94 /* If corresponding dxgi format is undefined, use resource format instead */
95 if (d3d11_format.dxgi_format == DXGI_FORMAT_UNKNOWN) {
96 for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) {
97 g_assert (d3d11_format.resource_format[i] != DXGI_FORMAT_UNKNOWN);
99 ret->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (info, i);
100 ret->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (info, i);
101 ret->desc[i].MipLevels = 1;
102 ret->desc[i].ArraySize = 1;
103 ret->desc[i].Format = d3d11_format.resource_format[i];
104 ret->desc[i].SampleDesc.Count = 1;
105 ret->desc[i].SampleDesc.Quality = 0;
106 ret->desc[i].Usage = D3D11_USAGE_DEFAULT;
107 ret->desc[i].BindFlags = bind_flags;
110 ret->desc[0].Width = GST_VIDEO_INFO_WIDTH (info);
111 ret->desc[0].Height = GST_VIDEO_INFO_HEIGHT (info);
112 ret->desc[0].MipLevels = 1;
113 ret->desc[0].ArraySize = 1;
114 ret->desc[0].Format = d3d11_format.dxgi_format;
115 ret->desc[0].SampleDesc.Count = 1;
116 ret->desc[0].SampleDesc.Quality = 0;
117 ret->desc[0].Usage = D3D11_USAGE_DEFAULT;
118 ret->desc[0].BindFlags = bind_flags;
127 * gst_d3d11_allocation_params_alignment:
128 * @params: a #GstD3D11AllocationParams
129 * @align: a #GstVideoAlignment
131 * Adjust Width and Height fields of D3D11_TEXTURE2D_DESC with given
134 * Returns: %TRUE if alignment could be applied
139 gst_d3d11_allocation_params_alignment (GstD3D11AllocationParams * params,
140 GstVideoAlignment * align)
143 guint padding_width, padding_height;
145 GstVideoInfo new_info;
147 g_return_val_if_fail (params != NULL, FALSE);
148 g_return_val_if_fail (align != NULL, FALSE);
150 /* d3d11 does not support stride align. Consider padding only */
151 padding_width = align->padding_left + align->padding_right;
152 padding_height = align->padding_top + align->padding_bottom;
154 info = ¶ms->info;
156 if (!gst_video_info_set_format (&new_info, GST_VIDEO_INFO_FORMAT (info),
157 GST_VIDEO_INFO_WIDTH (info) + padding_width,
158 GST_VIDEO_INFO_HEIGHT (info) + padding_height)) {
159 GST_WARNING ("Set format fail");
163 params->aligned_info = new_info;
165 for (i = 0; i < GST_VIDEO_INFO_N_PLANES (info); i++) {
166 params->desc[i].Width = GST_VIDEO_INFO_COMP_WIDTH (&new_info, i);
167 params->desc[i].Height = GST_VIDEO_INFO_COMP_HEIGHT (&new_info, i);
174 * gst_d3d11_allocation_params_copy:
175 * @src: a #GstD3D11AllocationParams
177 * Returns: a copy of @src
181 GstD3D11AllocationParams *
182 gst_d3d11_allocation_params_copy (GstD3D11AllocationParams * src)
184 GstD3D11AllocationParams *dst;
186 g_return_val_if_fail (src != NULL, NULL);
188 dst = g_new0 (GstD3D11AllocationParams, 1);
189 memcpy (dst, src, sizeof (GstD3D11AllocationParams));
195 * gst_d3d11_allocation_params_free:
196 * @params: a #GstD3D11AllocationParams
203 gst_d3d11_allocation_params_free (GstD3D11AllocationParams * params)
209 gst_d3d11_allocation_params_compare (const GstD3D11AllocationParams * p1,
210 const GstD3D11AllocationParams * p2)
212 g_return_val_if_fail (p1 != NULL, -1);
213 g_return_val_if_fail (p2 != NULL, -1);
222 gst_d3d11_allocation_params_init (GType type)
224 static GstValueTable table = {
225 0, (GstValueCompareFunc) gst_d3d11_allocation_params_compare,
230 gst_value_register (&table);
234 #define GST_D3D11_MEMORY_GET_LOCK(m) (&(GST_D3D11_MEMORY_CAST(m)->priv->lock))
235 #define GST_D3D11_MEMORY_LOCK(m) G_STMT_START { \
236 GST_TRACE("Locking %p from thread %p", (m), g_thread_self()); \
237 g_mutex_lock(GST_D3D11_MEMORY_GET_LOCK(m)); \
238 GST_TRACE("Locked %p from thread %p", (m), g_thread_self()); \
241 #define GST_D3D11_MEMORY_UNLOCK(m) G_STMT_START { \
242 GST_TRACE("Unlocking %p from thread %p", (m), g_thread_self()); \
243 g_mutex_unlock(GST_D3D11_MEMORY_GET_LOCK(m)); \
246 struct _GstD3D11MemoryPrivate
248 ID3D11Texture2D *texture;
249 ID3D11Buffer *buffer;
251 ID3D11Resource *staging;
253 D3D11_TEXTURE2D_DESC desc;
254 D3D11_BUFFER_DESC buffer_desc;
256 guint subresource_index;
258 ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
259 guint num_shader_resource_views;
261 ID3D11RenderTargetView *render_target_view[GST_VIDEO_MAX_PLANES];
262 guint num_render_target_views;
264 ID3D11VideoDecoderOutputView *decoder_output_view;
265 ID3D11VideoDecoder *decoder_handle;
267 ID3D11VideoProcessorInputView *processor_input_view;
268 ID3D11VideoProcessorOutputView *processor_output_view;
270 D3D11_MAPPED_SUBRESOURCE map;
272 GstD3D11MemoryNativeType native_type;
278 static inline D3D11_MAP
279 gst_d3d11_map_flags_to_d3d11 (GstMapFlags flags)
281 if ((flags & GST_MAP_READWRITE) == GST_MAP_READWRITE)
282 return D3D11_MAP_READ_WRITE;
283 else if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE)
284 return D3D11_MAP_WRITE;
285 else if ((flags & GST_MAP_READ) == GST_MAP_READ)
286 return D3D11_MAP_READ;
288 g_assert_not_reached ();
290 return D3D11_MAP_READ;
293 static ID3D11Texture2D *
294 gst_d3d11_allocate_staging_texture (GstD3D11Device * device,
295 const D3D11_TEXTURE2D_DESC * ref)
297 D3D11_TEXTURE2D_DESC desc = { 0, };
298 ID3D11Texture2D *texture = NULL;
299 ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
302 desc.Width = ref->Width;
303 desc.Height = ref->Height;
305 desc.Format = ref->Format;
306 desc.SampleDesc.Count = 1;
308 desc.Usage = D3D11_USAGE_STAGING;
309 desc.CPUAccessFlags = (D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
311 hr = device_handle->CreateTexture2D (&desc, NULL, &texture);
312 if (!gst_d3d11_result (hr, device)) {
313 GST_ERROR_OBJECT (device, "Failed to create texture");
320 /* Must be called with d3d11 device lock */
322 gst_d3d11_memory_map_cpu_access (GstD3D11Memory * dmem, D3D11_MAP map_type)
324 GstD3D11MemoryPrivate *priv = dmem->priv;
326 ID3D11DeviceContext *device_context =
327 gst_d3d11_device_get_device_context_handle (dmem->device);
329 hr = device_context->Map (priv->staging, 0, map_type, 0, &priv->map);
331 if (!gst_d3d11_result (hr, dmem->device)) {
332 GST_ERROR_OBJECT (GST_MEMORY_CAST (dmem)->allocator,
333 "Failed to map staging texture (0x%x)", (guint) hr);
340 /* Must be called with d3d11 device lock */
342 gst_d3d11_memory_upload (GstD3D11Memory * dmem)
344 GstD3D11MemoryPrivate *priv = dmem->priv;
345 ID3D11DeviceContext *device_context;
347 if (!priv->staging ||
348 !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD))
351 device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
352 device_context->CopySubresourceRegion (priv->texture, priv->subresource_index,
353 0, 0, 0, priv->staging, 0, NULL);
356 /* Must be called with d3d11 device lock */
358 gst_d3d11_memory_download (GstD3D11Memory * dmem)
360 GstD3D11MemoryPrivate *priv = dmem->priv;
361 ID3D11DeviceContext *device_context;
363 if (!priv->staging ||
364 !GST_MEMORY_FLAG_IS_SET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD))
367 device_context = gst_d3d11_device_get_device_context_handle (dmem->device);
368 device_context->CopySubresourceRegion (priv->staging, 0, 0, 0, 0,
369 priv->texture, priv->subresource_index, NULL);
373 gst_d3d11_memory_map_full (GstMemory * mem, GstMapInfo * info, gsize maxsize)
375 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
376 GstD3D11MemoryPrivate *priv = dmem->priv;
377 GstMapFlags flags = info->flags;
380 gst_d3d11_device_lock (dmem->device);
381 GST_D3D11_MEMORY_LOCK (dmem);
383 memset (info->user_data, 0, sizeof (info->user_data));
384 info->user_data[0] = GUINT_TO_POINTER (dmem->priv->subresource_index);
386 if ((flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
387 if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER) {
388 /* FIXME: handle non-staging buffer */
389 g_assert (priv->buffer != nullptr);
392 gst_d3d11_memory_upload (dmem);
393 GST_MEMORY_FLAG_UNSET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
395 if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE)
396 GST_MINI_OBJECT_FLAG_SET (dmem,
397 GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
399 g_assert (priv->texture != NULL);
405 if (priv->cpu_map_count == 0) {
408 /* FIXME: handle non-staging buffer */
409 if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D) {
410 /* Allocate staging texture for CPU access */
411 if (!priv->staging) {
412 priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
414 if (!priv->staging) {
415 GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
419 /* first memory, always need download to staging */
420 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
423 gst_d3d11_memory_download (dmem);
426 map_type = gst_d3d11_map_flags_to_d3d11 (flags);
427 if (!gst_d3d11_memory_map_cpu_access (dmem, map_type)) {
428 GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
433 if ((flags & GST_MAP_WRITE) == GST_MAP_WRITE) {
434 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
437 GST_MEMORY_FLAG_UNSET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
439 priv->cpu_map_count++;
440 ret = dmem->priv->map.pData;
443 GST_D3D11_MEMORY_UNLOCK (dmem);
444 gst_d3d11_device_unlock (dmem->device);
449 /* Must be called with d3d11 device lock */
451 gst_d3d11_memory_unmap_cpu_access (GstD3D11Memory * dmem)
453 GstD3D11MemoryPrivate *priv = dmem->priv;
454 ID3D11DeviceContext *device_context =
455 gst_d3d11_device_get_device_context_handle (dmem->device);
457 device_context->Unmap (priv->staging, 0);
461 gst_d3d11_memory_unmap_full (GstMemory * mem, GstMapInfo * info)
463 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
464 GstD3D11MemoryPrivate *priv = dmem->priv;
466 gst_d3d11_device_lock (dmem->device);
467 GST_D3D11_MEMORY_LOCK (dmem);
469 if ((info->flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
470 if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
471 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
476 if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
477 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
479 priv->cpu_map_count--;
480 if (priv->cpu_map_count > 0)
483 gst_d3d11_memory_unmap_cpu_access (dmem);
486 GST_D3D11_MEMORY_UNLOCK (dmem);
487 gst_d3d11_device_unlock (dmem->device);
491 gst_d3d11_memory_share (GstMemory * mem, gssize offset, gssize size)
498 gst_d3d11_memory_update_size (GstMemory * mem)
500 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
501 GstD3D11MemoryPrivate *priv = dmem->priv;
502 gsize offset[GST_VIDEO_MAX_PLANES];
503 gint stride[GST_VIDEO_MAX_PLANES];
505 D3D11_TEXTURE2D_DESC *desc = &priv->desc;
506 gboolean ret = FALSE;
508 if (!priv->staging) {
509 priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
511 if (!priv->staging) {
512 GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
516 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
519 gst_d3d11_device_lock (dmem->device);
520 if (!gst_d3d11_memory_map_cpu_access (dmem, D3D11_MAP_READ_WRITE)) {
521 GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
525 gst_d3d11_memory_unmap_cpu_access (dmem);
527 if (!gst_d3d11_dxgi_format_get_size (desc->Format, desc->Width, desc->Height,
528 priv->map.RowPitch, offset, stride, &size)) {
529 GST_ERROR_OBJECT (mem->allocator, "Couldn't calculate memory size");
533 mem->maxsize = mem->size = size;
537 gst_d3d11_device_unlock (dmem->device);
542 * gst_is_d3d11_memory:
545 * Returns: whether @mem is a #GstD3D11Memory
550 gst_is_d3d11_memory (GstMemory * mem)
552 return mem != NULL && mem->allocator != NULL &&
553 (GST_IS_D3D11_ALLOCATOR (mem->allocator) ||
554 GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator));
558 * gst_d3d11_memory_get_native_type:
559 * @mem: a #GstD3D11Memory
561 * Returns: a #GstD3D11MemoryNativeType
565 GstD3D11MemoryNativeType
566 gst_d3d11_memory_get_native_type (GstD3D11Memory * mem)
568 if (!gst_is_d3d11_memory (GST_MEMORY_CAST (mem)))
569 return GST_D3D11_MEMORY_NATIVE_TYPE_INVALID;
571 return mem->priv->native_type;
575 * gst_d3d11_memory_init_once:
577 * Initializes the Direct3D11 Texture allocator. It is safe to call
578 * this function multiple times. This must be called before any other
579 * GstD3D11Memory operation.
584 gst_d3d11_memory_init_once (void)
586 static gsize _init = 0;
588 if (g_once_init_enter (&_init)) {
590 GST_DEBUG_CATEGORY_INIT (gst_d3d11_allocator_debug, "d3d11allocator", 0,
591 "Direct3D11 Texture Allocator");
593 _d3d11_memory_allocator =
594 (GstAllocator *) g_object_new (GST_TYPE_D3D11_ALLOCATOR, NULL);
595 gst_object_ref_sink (_d3d11_memory_allocator);
597 gst_allocator_register (GST_D3D11_MEMORY_NAME, _d3d11_memory_allocator);
598 g_once_init_leave (&_init, 1);
603 * gst_d3d11_memory_get_resource_handle:
604 * @mem: a #GstD3D11Memory
606 * Returns: (transfer none): a ID3D11Resource handle. Caller must not release
612 gst_d3d11_memory_get_resource_handle (GstD3D11Memory * mem)
614 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
616 switch (mem->priv->native_type) {
617 case GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER:
618 return mem->priv->buffer;
619 case GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D:
620 return mem->priv->texture;
629 * gst_d3d11_memory_get_subresource_index:
630 * @mem: a #GstD3D11Memory
632 * Returns: subresource index corresponding to @mem.
637 gst_d3d11_memory_get_subresource_index (GstD3D11Memory * mem)
639 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
641 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
644 return mem->priv->subresource_index;
648 * gst_d3d11_memory_get_texture_desc:
649 * @mem: a #GstD3D11Memory
650 * @desc: (out): a D3D11_TEXTURE2D_DESC
652 * Fill @desc with D3D11_TEXTURE2D_DESC for ID3D11Texture2D
654 * Returns: %TRUE if successeed
659 gst_d3d11_memory_get_texture_desc (GstD3D11Memory * mem,
660 D3D11_TEXTURE2D_DESC * desc)
662 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
663 g_return_val_if_fail (desc != NULL, FALSE);
665 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
668 *desc = mem->priv->desc;
674 * gst_d3d11_memory_get_buffer_desc:
675 * @mem: a #GstD3D11Memory
676 * @desc: (out): a D3D11_BUFFER_DESC
678 * Fill @desc with D3D11_BUFFER_DESC for ID3D11Buffer
680 * Returns: %TRUE if successeed
685 gst_d3d11_memory_get_buffer_desc (GstD3D11Memory * mem,
686 D3D11_BUFFER_DESC * desc)
688 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
689 g_return_val_if_fail (desc != NULL, FALSE);
691 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER)
694 *desc = mem->priv->buffer_desc;
700 * gst_d3d11_memory_get_resource_stride:
701 * @mem: a #GstD3D11Memory
702 * @stride: (out): stride of resource
704 * Returns: %TRUE if successeed
709 gst_d3d11_memory_get_resource_stride (GstD3D11Memory * mem, guint * stride)
711 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), FALSE);
712 g_return_val_if_fail (stride != NULL, FALSE);
714 *stride = mem->priv->map.RowPitch;
720 create_shader_resource_views (GstD3D11Memory * mem)
722 GstD3D11MemoryPrivate *priv = mem->priv;
726 ID3D11Device *device_handle;
727 D3D11_SHADER_RESOURCE_VIEW_DESC resource_desc;
728 DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
730 memset (&resource_desc, 0, sizeof (D3D11_SHADER_RESOURCE_VIEW_DESC));
732 device_handle = gst_d3d11_device_get_device_handle (mem->device);
734 num_views = gst_d3d11_dxgi_format_get_resource_format (priv->desc.Format,
737 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
738 "Unknown resource formats for DXGI format %s (%d)",
739 gst_d3d11_dxgi_format_to_string (priv->desc.Format), priv->desc.Format);
743 if ((priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) != 0) {
744 resource_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
745 resource_desc.Texture2D.MipLevels = 1;
747 for (i = 0; i < num_views; i++) {
748 resource_desc.Format = formats[i];
749 hr = device_handle->CreateShaderResourceView (priv->texture,
750 &resource_desc, &priv->shader_resource_view[i]);
752 if (!gst_d3d11_result (hr, mem->device)) {
753 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
754 "Failed to create resource DXGI format %s (%d) for plane %d"
755 " view (0x%x)", gst_d3d11_dxgi_format_to_string (formats[i]),
756 formats[i], i, (guint) hr);
761 priv->num_shader_resource_views = num_views;
769 for (i = 0; i < num_views; i++)
770 GST_D3D11_CLEAR_COM (priv->shader_resource_view[i]);
772 priv->num_shader_resource_views = 0;
778 gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem)
780 GstD3D11MemoryPrivate *priv = mem->priv;
781 gboolean ret = FALSE;
783 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
786 if (!(priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
787 GST_LOG_OBJECT (GST_MEMORY_CAST (mem)->allocator,
788 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
792 GST_D3D11_MEMORY_LOCK (mem);
793 if (priv->num_shader_resource_views) {
798 ret = create_shader_resource_views (mem);
801 GST_D3D11_MEMORY_UNLOCK (mem);
807 * gst_d3d11_memory_get_shader_resource_view_size:
808 * @mem: a #GstD3D11Memory
810 * Returns: the number of ID3D11ShaderResourceView that can be used
811 * for processing GPU operation with @mem
816 gst_d3d11_memory_get_shader_resource_view_size (GstD3D11Memory * mem)
818 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
820 if (!gst_d3d11_memory_ensure_shader_resource_view (mem))
823 return mem->priv->num_shader_resource_views;
827 * gst_d3d11_memory_get_shader_resource_view:
828 * @mem: a #GstD3D11Memory
829 * @index: the index of the ID3D11ShaderResourceView
831 * Returns: (transfer none) (nullable): a pointer to the
832 * ID3D11ShaderResourceView or %NULL if ID3D11ShaderResourceView is unavailable
837 ID3D11ShaderResourceView *
838 gst_d3d11_memory_get_shader_resource_view (GstD3D11Memory * mem, guint index)
840 GstD3D11MemoryPrivate *priv;
842 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
844 if (!gst_d3d11_memory_ensure_shader_resource_view (mem))
849 if (index >= priv->num_shader_resource_views) {
850 GST_ERROR ("Invalid SRV index %d", index);
854 return priv->shader_resource_view[index];
858 create_render_target_views (GstD3D11Memory * mem)
860 GstD3D11MemoryPrivate *priv = mem->priv;
864 ID3D11Device *device_handle;
865 D3D11_RENDER_TARGET_VIEW_DESC render_desc;
866 DXGI_FORMAT formats[GST_VIDEO_MAX_PLANES] = { DXGI_FORMAT_UNKNOWN, };
868 memset (&render_desc, 0, sizeof (D3D11_RENDER_TARGET_VIEW_DESC));
870 device_handle = gst_d3d11_device_get_device_handle (mem->device);
872 num_views = gst_d3d11_dxgi_format_get_resource_format (priv->desc.Format,
875 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
876 "Unknown resource formats for DXGI format %s (%d)",
877 gst_d3d11_dxgi_format_to_string (priv->desc.Format), priv->desc.Format);
881 if ((priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET) != 0) {
882 render_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
883 render_desc.Texture2D.MipSlice = 0;
885 for (i = 0; i < num_views; i++) {
886 render_desc.Format = formats[i];
888 hr = device_handle->CreateRenderTargetView (priv->texture, &render_desc,
889 &priv->render_target_view[i]);
890 if (!gst_d3d11_result (hr, mem->device)) {
891 GST_ERROR_OBJECT (GST_MEMORY_CAST (mem)->allocator,
892 "Failed to create resource DXGI format %s (%d) for plane %d"
893 " view (0x%x)", gst_d3d11_dxgi_format_to_string (formats[i]),
894 formats[i], i, (guint) hr);
899 priv->num_render_target_views = num_views;
907 for (i = 0; i < num_views; i++)
908 GST_D3D11_CLEAR_COM (priv->render_target_view[i]);
910 priv->num_render_target_views = 0;
916 gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem)
918 GstD3D11MemoryPrivate *priv = mem->priv;
919 gboolean ret = FALSE;
921 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
924 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) {
925 GST_WARNING_OBJECT (GST_MEMORY_CAST (mem)->allocator,
926 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
930 GST_D3D11_MEMORY_LOCK (mem);
931 if (priv->num_render_target_views) {
936 ret = create_render_target_views (mem);
939 GST_D3D11_MEMORY_UNLOCK (mem);
945 * gst_d3d11_memory_get_render_target_view_size:
946 * @mem: a #GstD3D11Memory
948 * Returns: the number of ID3D11RenderTargetView that can be used
949 * for processing GPU operation with @mem
954 gst_d3d11_memory_get_render_target_view_size (GstD3D11Memory * mem)
956 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), 0);
958 if (!gst_d3d11_memory_ensure_render_target_view (mem))
961 return mem->priv->num_render_target_views;
965 * gst_d3d11_memory_get_render_target_view:
966 * @mem: a #GstD3D11Memory
967 * @index: the index of the ID3D11RenderTargetView
969 * Returns: (transfer none) (nullable): a pointer to the
970 * ID3D11RenderTargetView or %NULL if ID3D11RenderTargetView is unavailable
975 ID3D11RenderTargetView *
976 gst_d3d11_memory_get_render_target_view (GstD3D11Memory * mem, guint index)
978 GstD3D11MemoryPrivate *priv;
980 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
982 if (!gst_d3d11_memory_ensure_render_target_view (mem))
987 if (index >= priv->num_render_target_views) {
988 GST_ERROR ("Invalid RTV index %d", index);
992 return priv->render_target_view[index];
996 gst_d3d11_memory_ensure_decoder_output_view (GstD3D11Memory * mem,
997 ID3D11VideoDevice * video_device, ID3D11VideoDecoder * decoder,
998 const GUID * decoder_profile)
1000 GstD3D11MemoryPrivate *dmem_priv = mem->priv;
1001 GstD3D11Allocator *allocator;
1002 D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC desc;
1004 gboolean ret = FALSE;
1006 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1009 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1011 if (!(dmem_priv->desc.BindFlags & D3D11_BIND_DECODER)) {
1012 GST_LOG_OBJECT (allocator,
1013 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags);
1017 GST_D3D11_MEMORY_LOCK (mem);
1018 if (dmem_priv->decoder_output_view) {
1019 dmem_priv->decoder_output_view->GetDesc (&desc);
1020 if (IsEqualGUID (desc.DecodeProfile, *decoder_profile) &&
1021 dmem_priv->decoder_handle == decoder) {
1024 /* Shouldn't happen, but try again anyway */
1025 GST_WARNING_OBJECT (allocator,
1026 "Existing view has different decoder profile");
1027 GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view);
1028 GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle);
1032 if (dmem_priv->decoder_output_view)
1035 desc.DecodeProfile = *decoder_profile;
1036 desc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D;
1037 desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
1039 hr = video_device->CreateVideoDecoderOutputView (dmem_priv->texture, &desc,
1040 &dmem_priv->decoder_output_view);
1041 if (!gst_d3d11_result (hr, mem->device)) {
1042 GST_ERROR_OBJECT (allocator,
1043 "Could not create decoder output view, hr: 0x%x", (guint) hr);
1047 /* XXX: decoder output view is bound to video device, not decoder handle
1048 * from API point of view. But some driver seems to be unhappy
1049 * when decoder handle is released while there are outstanding view objects */
1050 dmem_priv->decoder_handle = decoder;
1057 GST_D3D11_MEMORY_UNLOCK (mem);
1063 * gst_d3d11_memory_get_decoder_output_view:
1064 * @mem: a #GstD3D11Memory
1065 * @video_device: (transfer none): a ID3D11VideoDevice handle
1066 * @decoder: (transfer none): a ID3D11VideoDecoder handle
1067 * @decoder_profile: a DXVA decoder profile GUID
1069 * Returns: (transfer none) (nullable): a pointer to the
1070 * ID3D11VideoDecoderOutputView or %NULL if ID3D11VideoDecoderOutputView is
1075 ID3D11VideoDecoderOutputView *
1076 gst_d3d11_memory_get_decoder_output_view (GstD3D11Memory * mem,
1077 ID3D11VideoDevice * video_device, ID3D11VideoDecoder * decoder,
1078 const GUID * decoder_profile)
1080 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1081 g_return_val_if_fail (video_device != NULL, NULL);
1082 g_return_val_if_fail (decoder != NULL, NULL);
1083 g_return_val_if_fail (decoder_profile != NULL, NULL);
1085 if (!gst_d3d11_memory_ensure_decoder_output_view (mem,
1086 video_device, decoder, decoder_profile))
1089 return mem->priv->decoder_output_view;
1093 check_bind_flags_for_processor_input_view (guint bind_flags)
1095 static const guint compatible_flags = (D3D11_BIND_DECODER |
1096 D3D11_BIND_VIDEO_ENCODER | D3D11_BIND_RENDER_TARGET |
1097 D3D11_BIND_UNORDERED_ACCESS);
1099 if (bind_flags == 0)
1102 if ((bind_flags & compatible_flags) != 0)
1109 gst_d3d11_memory_ensure_processor_input_view (GstD3D11Memory * mem,
1110 ID3D11VideoDevice * video_device,
1111 ID3D11VideoProcessorEnumerator * enumerator)
1113 GstD3D11MemoryPrivate *dmem_priv = mem->priv;
1114 GstD3D11Allocator *allocator;
1115 D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC desc;
1117 gboolean ret = FALSE;
1119 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1122 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1124 if (!check_bind_flags_for_processor_input_view (dmem_priv->desc.BindFlags)) {
1125 GST_LOG_OBJECT (allocator,
1126 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags);
1130 GST_D3D11_MEMORY_LOCK (mem);
1131 if (dmem_priv->processor_input_view)
1135 desc.ViewDimension = D3D11_VPIV_DIMENSION_TEXTURE2D;
1136 desc.Texture2D.MipSlice = 0;
1137 desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
1139 hr = video_device->CreateVideoProcessorInputView (dmem_priv->texture,
1140 enumerator, &desc, &dmem_priv->processor_input_view);
1141 if (!gst_d3d11_result (hr, mem->device)) {
1142 GST_ERROR_OBJECT (allocator,
1143 "Could not create processor input view, hr: 0x%x", (guint) hr);
1151 GST_D3D11_MEMORY_UNLOCK (mem);
1157 * gst_d3d11_memory_get_processor_input_view:
1158 * @mem: a #GstD3D11Memory
1159 * @video_device: a #ID3D11VideoDevice
1160 * @enumerator: a #ID3D11VideoProcessorEnumerator
1162 * Returns: (transfer none) (nullable): a pointer to the
1163 * ID3D11VideoProcessorInputView or %NULL if ID3D11VideoProcessorInputView is
1168 ID3D11VideoProcessorInputView *
1169 gst_d3d11_memory_get_processor_input_view (GstD3D11Memory * mem,
1170 ID3D11VideoDevice * video_device,
1171 ID3D11VideoProcessorEnumerator * enumerator)
1173 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1174 g_return_val_if_fail (video_device != NULL, NULL);
1175 g_return_val_if_fail (enumerator != NULL, NULL);
1177 if (!gst_d3d11_memory_ensure_processor_input_view (mem, video_device,
1181 return mem->priv->processor_input_view;
1185 gst_d3d11_memory_ensure_processor_output_view (GstD3D11Memory * mem,
1186 ID3D11VideoDevice * video_device,
1187 ID3D11VideoProcessorEnumerator * enumerator)
1189 GstD3D11MemoryPrivate *priv = mem->priv;
1190 GstD3D11Allocator *allocator;
1191 D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC desc;
1195 if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1198 memset (&desc, 0, sizeof (D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC));
1200 allocator = GST_D3D11_ALLOCATOR (GST_MEMORY_CAST (mem)->allocator);
1202 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) {
1203 GST_LOG_OBJECT (allocator,
1204 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags);
1208 /* FIXME: texture array should be supported at some point */
1209 if (priv->subresource_index != 0) {
1210 GST_FIXME_OBJECT (allocator,
1211 "Texture array is not suppoted for processor output view");
1215 GST_D3D11_MEMORY_LOCK (mem);
1216 if (priv->processor_output_view)
1219 desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
1220 desc.Texture2D.MipSlice = 0;
1222 hr = video_device->CreateVideoProcessorOutputView (priv->texture,
1223 enumerator, &desc, &priv->processor_output_view);
1224 if (!gst_d3d11_result (hr, mem->device)) {
1225 GST_ERROR_OBJECT (allocator,
1226 "Could not create processor input view, hr: 0x%x", (guint) hr);
1234 GST_D3D11_MEMORY_UNLOCK (mem);
1240 * gst_d3d11_memory_get_processor_output_view:
1241 * @mem: a #GstD3D11Memory
1242 * @video_device: a #ID3D11VideoDevice
1243 * @enumerator: a #ID3D11VideoProcessorEnumerator
1245 * Returns: (transfer none) (nullable): a pointer to the
1246 * ID3D11VideoProcessorOutputView or %NULL if ID3D11VideoProcessorOutputView is
1251 ID3D11VideoProcessorOutputView *
1252 gst_d3d11_memory_get_processor_output_view (GstD3D11Memory * mem,
1253 ID3D11VideoDevice * video_device,
1254 ID3D11VideoProcessorEnumerator * enumerator)
1256 g_return_val_if_fail (gst_is_d3d11_memory (GST_MEMORY_CAST (mem)), NULL);
1257 g_return_val_if_fail (video_device != NULL, NULL);
1258 g_return_val_if_fail (enumerator != NULL, NULL);
1260 if (!gst_d3d11_memory_ensure_processor_output_view (mem, video_device,
1264 return mem->priv->processor_output_view;
1267 /* GstD3D11Allocator */
1268 struct _GstD3D11AllocatorPrivate
1270 GstMemoryCopyFunction fallback_copy;
1273 #define gst_d3d11_allocator_parent_class alloc_parent_class
1274 G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11Allocator,
1275 gst_d3d11_allocator, GST_TYPE_ALLOCATOR);
1277 static GstMemory *gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator,
1278 gsize size, GstAllocationParams * params);
1279 static GstMemory *gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
1280 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc);
1281 static void gst_d3d11_allocator_free (GstAllocator * allocator,
1285 gst_d3d11_allocator_class_init (GstD3D11AllocatorClass * klass)
1287 GstAllocatorClass *allocator_class = GST_ALLOCATOR_CLASS (klass);
1289 allocator_class->alloc = gst_d3d11_allocator_dummy_alloc;
1290 allocator_class->free = gst_d3d11_allocator_free;
1294 gst_d3d11_memory_copy (GstMemory * mem, gssize offset, gssize size)
1296 GstD3D11Allocator *alloc = GST_D3D11_ALLOCATOR (mem->allocator);
1297 GstD3D11AllocatorPrivate *priv = alloc->priv;
1298 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
1299 GstD3D11Memory *copy_dmem;
1300 GstD3D11Device *device = dmem->device;
1301 ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
1302 ID3D11DeviceContext *device_context =
1303 gst_d3d11_device_get_device_context_handle (device);
1304 D3D11_TEXTURE2D_DESC dst_desc = { 0, };
1305 D3D11_TEXTURE2D_DESC src_desc = { 0, };
1306 GstMemory *copy = NULL;
1309 UINT bind_flags = 0;
1310 UINT supported_flags = 0;
1312 if (dmem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
1313 return priv->fallback_copy (mem, offset, size);
1315 /* non-zero offset or different size is not supported */
1316 if (offset != 0 || (size != -1 && (gsize) size != mem->size)) {
1317 GST_DEBUG_OBJECT (alloc, "Different size/offset, try fallback copy");
1318 return priv->fallback_copy (mem, offset, size);
1321 gst_d3d11_device_lock (device);
1322 if (!gst_memory_map (mem, &info,
1323 (GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
1324 gst_d3d11_device_unlock (device);
1326 GST_WARNING_OBJECT (alloc, "Failed to map memory, try fallback copy");
1328 return priv->fallback_copy (mem, offset, size);
1331 dmem->priv->texture->GetDesc (&src_desc);
1332 dst_desc.Width = src_desc.Width;
1333 dst_desc.Height = src_desc.Height;
1334 dst_desc.MipLevels = 1;
1335 dst_desc.Format = src_desc.Format;
1336 dst_desc.SampleDesc.Count = 1;
1337 dst_desc.ArraySize = 1;
1338 dst_desc.Usage = D3D11_USAGE_DEFAULT;
1340 /* If supported, use bind flags for SRV/RTV */
1341 hr = device_handle->CheckFormatSupport (src_desc.Format, &supported_flags);
1342 if (gst_d3d11_result (hr, device)) {
1343 if ((supported_flags & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) ==
1344 D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) {
1345 bind_flags |= D3D11_BIND_SHADER_RESOURCE;
1348 if ((supported_flags & D3D11_FORMAT_SUPPORT_RENDER_TARGET) ==
1349 D3D11_FORMAT_SUPPORT_RENDER_TARGET) {
1350 bind_flags |= D3D11_BIND_RENDER_TARGET;
1354 copy = gst_d3d11_allocator_alloc_internal (alloc, device, &dst_desc);
1356 gst_memory_unmap (mem, &info);
1357 gst_d3d11_device_unlock (device);
1359 GST_WARNING_OBJECT (alloc,
1360 "Failed to allocate new d3d11 map memory, try fallback copy");
1362 return priv->fallback_copy (mem, offset, size);
1365 copy_dmem = GST_D3D11_MEMORY_CAST (copy);
1366 device_context->CopySubresourceRegion (copy_dmem->priv->texture, 0, 0, 0, 0,
1367 dmem->priv->texture, dmem->priv->subresource_index, NULL);
1368 copy->maxsize = copy->size = mem->maxsize;
1369 gst_memory_unmap (mem, &info);
1370 gst_d3d11_device_unlock (device);
1372 /* newly allocated memory holds valid image data. We need download this
1373 * pixel data into staging memory for CPU access */
1374 GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
1380 gst_d3d11_allocator_init (GstD3D11Allocator * allocator)
1382 GstAllocator *alloc = GST_ALLOCATOR_CAST (allocator);
1383 GstD3D11AllocatorPrivate *priv;
1385 priv = allocator->priv = (GstD3D11AllocatorPrivate *)
1386 gst_d3d11_allocator_get_instance_private (allocator);
1388 alloc->mem_type = GST_D3D11_MEMORY_NAME;
1389 alloc->mem_map_full = gst_d3d11_memory_map_full;
1390 alloc->mem_unmap_full = gst_d3d11_memory_unmap_full;
1391 alloc->mem_share = gst_d3d11_memory_share;
1393 /* Store pointer to default mem_copy method for fallback copy */
1394 priv->fallback_copy = alloc->mem_copy;
1395 alloc->mem_copy = gst_d3d11_memory_copy;
1397 GST_OBJECT_FLAG_SET (alloc, GST_ALLOCATOR_FLAG_CUSTOM_ALLOC);
1401 gst_d3d11_allocator_dummy_alloc (GstAllocator * allocator, gsize size,
1402 GstAllocationParams * params)
1404 g_return_val_if_reached (NULL);
1408 gst_d3d11_allocator_free (GstAllocator * allocator, GstMemory * mem)
1410 GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
1411 GstD3D11MemoryPrivate *dmem_priv = dmem->priv;
1414 GST_LOG_OBJECT (allocator, "Free memory %p", mem);
1416 for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
1417 GST_D3D11_CLEAR_COM (dmem_priv->render_target_view[i]);
1418 GST_D3D11_CLEAR_COM (dmem_priv->shader_resource_view[i]);
1421 GST_D3D11_CLEAR_COM (dmem_priv->decoder_output_view);
1422 GST_D3D11_CLEAR_COM (dmem_priv->processor_input_view);
1423 GST_D3D11_CLEAR_COM (dmem_priv->processor_output_view);
1424 GST_D3D11_CLEAR_COM (dmem_priv->texture);
1425 GST_D3D11_CLEAR_COM (dmem_priv->staging);
1426 GST_D3D11_CLEAR_COM (dmem_priv->buffer);
1428 GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle);
1430 gst_clear_object (&dmem->device);
1431 g_mutex_clear (&dmem_priv->lock);
1432 g_free (dmem->priv);
1437 gst_d3d11_allocator_alloc_wrapped (GstD3D11Allocator * self,
1438 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc,
1439 ID3D11Texture2D * texture)
1441 GstD3D11Memory *mem;
1443 mem = g_new0 (GstD3D11Memory, 1);
1444 mem->priv = g_new0 (GstD3D11MemoryPrivate, 1);
1446 gst_memory_init (GST_MEMORY_CAST (mem),
1447 (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (self), NULL, 0, 0, 0, 0);
1448 g_mutex_init (&mem->priv->lock);
1449 mem->priv->texture = texture;
1450 mem->priv->desc = *desc;
1451 mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D;
1452 mem->device = (GstD3D11Device *) gst_object_ref (device);
1454 return GST_MEMORY_CAST (mem);
1457 typedef void (*GstD3D11ClearRTVFunc) (ID3D11DeviceContext * context_handle,
1458 ID3D11RenderTargetView * rtv);
1461 clear_rtv_chroma (ID3D11DeviceContext * context_handle,
1462 ID3D11RenderTargetView * rtv)
1464 const FLOAT clear_color[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
1466 context_handle->ClearRenderTargetView (rtv, clear_color);
1470 clear_rtv_vuya (ID3D11DeviceContext * context_handle,
1471 ID3D11RenderTargetView * rtv)
1473 const FLOAT clear_color[4] = { 0.5f, 0.5f, 0.0f, 1.0f };
1475 context_handle->ClearRenderTargetView (rtv, clear_color);
1479 gst_d3d11_allocator_alloc_internal (GstD3D11Allocator * self,
1480 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
1482 ID3D11Texture2D *texture = NULL;
1483 ID3D11Device *device_handle;
1484 ID3D11DeviceContext *context_handle;
1487 GstD3D11Memory *dmem;
1488 ID3D11RenderTargetView *rtv = nullptr;
1489 GstD3D11ClearRTVFunc clear_func = nullptr;
1491 device_handle = gst_d3d11_device_get_device_handle (device);
1493 hr = device_handle->CreateTexture2D (desc, NULL, &texture);
1494 if (!gst_d3d11_result (hr, device)) {
1495 GST_ERROR_OBJECT (self, "Couldn't create texture");
1499 mem = gst_d3d11_allocator_alloc_wrapped (self, device, desc, texture);
1503 /* Clear with YUV black if needed and possible
1504 * TODO: do this using UAV if RTV is not allowed (e.g., packed YUV formats) */
1505 if ((desc->BindFlags & D3D11_BIND_RENDER_TARGET) == 0)
1508 dmem = GST_D3D11_MEMORY_CAST (mem);
1509 switch (desc->Format) {
1510 case DXGI_FORMAT_NV12:
1511 case DXGI_FORMAT_P010:
1512 case DXGI_FORMAT_P016:
1513 /* Y component will be zero already */
1514 rtv = gst_d3d11_memory_get_render_target_view (dmem, 1);
1515 clear_func = (GstD3D11ClearRTVFunc) clear_rtv_chroma;
1517 case DXGI_FORMAT_AYUV:
1518 rtv = gst_d3d11_memory_get_render_target_view (dmem, 0);
1519 clear_func = (GstD3D11ClearRTVFunc) clear_rtv_vuya;
1528 context_handle = gst_d3d11_device_get_device_context_handle (device);
1529 gst_d3d11_device_lock (device);
1530 clear_func (context_handle, rtv);
1531 gst_d3d11_device_unlock (device);
1537 * gst_d3d11_allocator_alloc:
1538 * @allocator: a #GstD3D11Allocator
1539 * @device: a #GstD3D11Device
1540 * @desc: a D3D11_TEXTURE2D_DESC struct
1542 * Returns: a newly allocated #GstD3D11Memory with given parameters.
1547 gst_d3d11_allocator_alloc (GstD3D11Allocator * allocator,
1548 GstD3D11Device * device, const D3D11_TEXTURE2D_DESC * desc)
1552 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), NULL);
1553 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
1554 g_return_val_if_fail (desc != NULL, NULL);
1556 mem = gst_d3d11_allocator_alloc_internal (allocator, device, desc);
1560 if (!gst_d3d11_memory_update_size (mem)) {
1561 GST_ERROR_OBJECT (allocator, "Failed to calculate size");
1562 gst_memory_unref (mem);
1570 * gst_d3d11_allocator_alloc_buffer:
1571 * @allocator: a #GstD3D11Allocator
1572 * @device: a #GstD3D11Device
1573 * @desc: a D3D11_BUFFER_DESC struct
1575 * Returns: a newly allocated #GstD3D11Memory with given parameters.
1580 gst_d3d11_allocator_alloc_buffer (GstD3D11Allocator * allocator,
1581 GstD3D11Device * device, const D3D11_BUFFER_DESC * desc)
1583 GstD3D11Memory *mem;
1584 ID3D11Buffer *buffer;
1585 ID3D11Device *device_handle;
1588 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), nullptr);
1589 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr);
1590 g_return_val_if_fail (desc != nullptr, nullptr);
1592 if (desc->Usage != D3D11_USAGE_STAGING) {
1593 GST_FIXME_OBJECT (allocator, "Non staging buffer is not supported");
1597 device_handle = gst_d3d11_device_get_device_handle (device);
1599 hr = device_handle->CreateBuffer (desc, nullptr, &buffer);
1600 if (!gst_d3d11_result (hr, device)) {
1601 GST_ERROR_OBJECT (allocator, "Couldn't create buffer");
1605 mem = g_new0 (GstD3D11Memory, 1);
1606 mem->priv = g_new0 (GstD3D11MemoryPrivate, 1);
1608 gst_memory_init (GST_MEMORY_CAST (mem),
1609 (GstMemoryFlags) 0, GST_ALLOCATOR_CAST (allocator), nullptr, 0, 0, 0, 0);
1610 g_mutex_init (&mem->priv->lock);
1611 mem->priv->buffer = buffer;
1612 mem->priv->buffer_desc = *desc;
1613 mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER;
1614 mem->device = (GstD3D11Device *) gst_object_ref (device);
1616 GST_MEMORY_CAST (mem)->maxsize = GST_MEMORY_CAST (mem)->size =
1619 return GST_MEMORY_CAST (mem);
1623 gst_d3d11_allocator_set_active (GstD3D11Allocator * allocator, gboolean active)
1625 GstD3D11AllocatorClass *klass;
1627 g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), FALSE);
1629 klass = GST_D3D11_ALLOCATOR_GET_CLASS (allocator);
1630 if (klass->set_actvie)
1631 return klass->set_actvie (allocator, active);
1636 /* GstD3D11PoolAllocator */
1637 #define GST_D3D11_POOL_ALLOCATOR_LOCK(alloc) (g_rec_mutex_lock(&alloc->priv->lock))
1638 #define GST_D3D11_POOL_ALLOCATOR_UNLOCK(alloc) (g_rec_mutex_unlock(&alloc->priv->lock))
1639 #define GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING(alloc) (g_atomic_int_get (&alloc->priv->flushing))
1641 struct _GstD3D11PoolAllocatorPrivate
1643 /* parent texture when array typed memory is used */
1644 ID3D11Texture2D *texture;
1645 D3D11_TEXTURE2D_DESC desc;
1647 /* All below member variables are analogous to that of GstBufferPool */
1648 GstAtomicQueue *queue;
1651 /* This lock will protect all below variables apart from atomic ones
1652 * (identical to GstBufferPool::priv::rec_lock) */
1663 /* Calculated memory size, based on Direct3D11 staging texture map.
1664 * Note that, we cannot know the actually staging texture memory size prior
1665 * to map the staging texture because driver will likely require padding */
1669 static void gst_d3d11_pool_allocator_dispose (GObject * object);
1670 static void gst_d3d11_pool_allocator_finalize (GObject * object);
1673 gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator,
1676 static gboolean gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self);
1677 static gboolean gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self);
1678 static gboolean gst_d3d11_memory_release (GstMiniObject * mini_object);
1680 #define gst_d3d11_pool_allocator_parent_class pool_alloc_parent_class
1681 G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11PoolAllocator,
1682 gst_d3d11_pool_allocator, GST_TYPE_D3D11_ALLOCATOR);
1685 gst_d3d11_pool_allocator_class_init (GstD3D11PoolAllocatorClass * klass)
1687 GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
1688 GstD3D11AllocatorClass *d3d11alloc_class = GST_D3D11_ALLOCATOR_CLASS (klass);
1690 gobject_class->dispose = gst_d3d11_pool_allocator_dispose;
1691 gobject_class->finalize = gst_d3d11_pool_allocator_finalize;
1693 d3d11alloc_class->set_actvie = gst_d3d11_pool_allocator_set_active;
1697 gst_d3d11_pool_allocator_init (GstD3D11PoolAllocator * allocator)
1699 GstD3D11PoolAllocatorPrivate *priv;
1701 priv = allocator->priv = (GstD3D11PoolAllocatorPrivate *)
1702 gst_d3d11_pool_allocator_get_instance_private (allocator);
1703 g_rec_mutex_init (&priv->lock);
1705 priv->poll = gst_poll_new_timer ();
1706 priv->queue = gst_atomic_queue_new (16);
1708 priv->active = FALSE;
1709 priv->started = FALSE;
1711 /* 1 control write for flushing - the flush token */
1712 gst_poll_write_control (priv->poll);
1713 /* 1 control write for marking that we are not waiting for poll - the wait token */
1714 gst_poll_write_control (priv->poll);
1718 gst_d3d11_pool_allocator_dispose (GObject * object)
1720 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
1722 gst_clear_object (&self->device);
1724 G_OBJECT_CLASS (pool_alloc_parent_class)->dispose (object);
1728 gst_d3d11_pool_allocator_finalize (GObject * object)
1730 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
1731 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1733 GST_DEBUG_OBJECT (self, "Finalize");
1735 gst_d3d11_pool_allocator_stop (self);
1736 gst_atomic_queue_unref (priv->queue);
1737 gst_poll_free (priv->poll);
1738 g_rec_mutex_clear (&priv->lock);
1740 GST_D3D11_CLEAR_COM (priv->texture);
1742 G_OBJECT_CLASS (pool_alloc_parent_class)->finalize (object);
1746 gst_d3d11_pool_allocator_start (GstD3D11PoolAllocator * self)
1748 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1749 ID3D11Device *device_handle;
1757 if (priv->desc.ArraySize == 1) {
1758 priv->started = TRUE;
1762 device_handle = gst_d3d11_device_get_device_handle (self->device);
1764 if (!priv->texture) {
1765 hr = device_handle->CreateTexture2D (&priv->desc, NULL, &priv->texture);
1766 if (!gst_d3d11_result (hr, self->device)) {
1767 GST_ERROR_OBJECT (self, "Failed to allocate texture");
1772 /* Pre-allocate memory objects */
1773 for (i = 0; i < priv->desc.ArraySize; i++) {
1776 priv->texture->AddRef ();
1778 gst_d3d11_allocator_alloc_wrapped (GST_D3D11_ALLOCATOR_CAST
1779 (_d3d11_memory_allocator), self->device, &priv->desc, priv->texture);
1782 if (!gst_d3d11_memory_update_size (mem)) {
1783 GST_ERROR_OBJECT (self, "Failed to calculate memory size");
1784 gst_memory_unref (mem);
1788 priv->mem_size = mem->size;
1790 mem->size = mem->maxsize = priv->mem_size;
1793 GST_D3D11_MEMORY_CAST (mem)->priv->subresource_index = i;
1795 g_atomic_int_add (&priv->cur_mems, 1);
1796 gst_atomic_queue_push (priv->queue, mem);
1797 gst_poll_write_control (priv->poll);
1800 priv->started = TRUE;
1806 gst_d3d11_pool_allocator_do_set_flushing (GstD3D11PoolAllocator * self,
1809 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1811 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self) == flushing)
1815 g_atomic_int_set (&priv->flushing, 1);
1816 /* Write the flush token to wake up any waiters */
1817 gst_poll_write_control (priv->poll);
1819 while (!gst_poll_read_control (priv->poll)) {
1820 if (errno == EWOULDBLOCK) {
1821 /* This should not really happen unless flushing and unflushing
1822 * happens on different threads. Let's wait a bit to get back flush
1823 * token from the thread that was setting it to flushing */
1827 /* Critical error but GstPoll already complained */
1832 g_atomic_int_set (&priv->flushing, 0);
1837 gst_d3d11_pool_allocator_set_active (GstD3D11Allocator * allocator,
1840 GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (allocator);
1841 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1843 GST_LOG_OBJECT (self, "active %d", active);
1845 GST_D3D11_POOL_ALLOCATOR_LOCK (self);
1846 /* just return if we are already in the right state */
1847 if (priv->active == active)
1851 if (!gst_d3d11_pool_allocator_start (self))
1854 /* flush_stop may release memory objects, setting to active to avoid running
1855 * do_stop while activating the pool */
1856 priv->active = TRUE;
1858 gst_d3d11_pool_allocator_do_set_flushing (self, FALSE);
1862 /* set to flushing first */
1863 gst_d3d11_pool_allocator_do_set_flushing (self, TRUE);
1865 /* when all memory objects are in the pool, free them. Else they will be
1866 * freed when they are released */
1867 outstanding = g_atomic_int_get (&priv->outstanding);
1868 GST_LOG_OBJECT (self, "outstanding memories %d, (in queue %d)",
1869 outstanding, gst_atomic_queue_length (priv->queue));
1870 if (outstanding == 0) {
1871 if (!gst_d3d11_pool_allocator_stop (self))
1875 priv->active = FALSE;
1878 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1884 GST_DEBUG_OBJECT (self, "allocator was in the right state");
1885 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1890 GST_ERROR_OBJECT (self, "start failed");
1891 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1896 GST_ERROR_OBJECT (self, "stop failed");
1897 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1903 gst_d3d11_pool_allocator_free_memory (GstD3D11PoolAllocator * self,
1906 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1908 g_atomic_int_add (&priv->cur_mems, -1);
1909 GST_LOG_OBJECT (self, "freeing memory %p (%u left)", mem, priv->cur_mems);
1911 GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
1912 gst_memory_unref (mem);
1915 /* must be called with the lock */
1917 gst_d3d11_pool_allocator_clear_queue (GstD3D11PoolAllocator * self)
1919 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1922 GST_LOG_OBJECT (self, "Clearing queue");
1924 /* clear the pool */
1925 while ((memory = (GstMemory *) gst_atomic_queue_pop (priv->queue))) {
1926 while (!gst_poll_read_control (priv->poll)) {
1927 if (errno == EWOULDBLOCK) {
1928 /* We put the memory into the queue but did not finish writing control
1929 * yet, let's wait a bit and retry */
1933 /* Critical error but GstPoll already complained */
1937 gst_d3d11_pool_allocator_free_memory (self, memory);
1940 GST_LOG_OBJECT (self, "Clear done");
1942 return priv->cur_mems == 0;
1945 /* must be called with the lock */
1947 gst_d3d11_pool_allocator_stop (GstD3D11PoolAllocator * self)
1949 GstD3D11PoolAllocatorPrivate *priv = self->priv;
1951 GST_DEBUG_OBJECT (self, "Stop");
1953 if (priv->started) {
1954 if (!gst_d3d11_pool_allocator_clear_queue (self))
1957 priv->started = FALSE;
1959 GST_DEBUG_OBJECT (self, "Wasn't started");
1966 dec_outstanding (GstD3D11PoolAllocator * self)
1968 if (g_atomic_int_dec_and_test (&self->priv->outstanding)) {
1969 /* all memory objects are returned to the pool, see if we need to free them */
1970 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
1971 /* take the lock so that set_active is not run concurrently */
1972 GST_D3D11_POOL_ALLOCATOR_LOCK (self);
1973 /* now that we have the lock, check if we have been de-activated with
1974 * outstanding buffers */
1975 if (!self->priv->active)
1976 gst_d3d11_pool_allocator_stop (self);
1978 GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
1984 gst_d3d11_pool_allocator_release_memory (GstD3D11PoolAllocator * self,
1987 GST_LOG_OBJECT (self, "Released memory %p", mem);
1989 GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
1990 mem->allocator = (GstAllocator *) gst_object_ref (_d3d11_memory_allocator);
1991 gst_object_unref (self);
1993 /* keep it around in our queue */
1994 gst_atomic_queue_push (self->priv->queue, mem);
1995 gst_poll_write_control (self->priv->poll);
1996 dec_outstanding (self);
2000 gst_d3d11_memory_release (GstMiniObject * mini_object)
2002 GstMemory *mem = GST_MEMORY_CAST (mini_object);
2003 GstD3D11PoolAllocator *alloc;
2005 g_assert (mem->allocator != NULL);
2007 if (!GST_IS_D3D11_POOL_ALLOCATOR (mem->allocator)) {
2008 GST_LOG_OBJECT (mem->allocator, "Not our memory, free");
2012 alloc = GST_D3D11_POOL_ALLOCATOR (mem->allocator);
2013 /* if flushing, free this memory */
2014 if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (alloc)) {
2015 GST_LOG_OBJECT (alloc, "allocator is flushing, free %p", mem);
2019 /* return the memory to the allocator */
2020 gst_memory_ref (mem);
2021 gst_d3d11_pool_allocator_release_memory (alloc, mem);
2026 static GstFlowReturn
2027 gst_d3d11_pool_allocator_alloc (GstD3D11PoolAllocator * self, GstMemory ** mem)
2029 GstD3D11PoolAllocatorPrivate *priv = self->priv;
2032 /* we allcates texture array during start */
2033 if (priv->desc.ArraySize > 1)
2034 return GST_FLOW_EOS;
2036 /* increment the allocation counter */
2037 g_atomic_int_add (&priv->cur_mems, 1);
2039 gst_d3d11_allocator_alloc_internal (GST_D3D11_ALLOCATOR_CAST
2040 (_d3d11_memory_allocator), self->device, &priv->desc);
2042 GST_ERROR_OBJECT (self, "Failed to allocate new memory");
2043 g_atomic_int_add (&priv->cur_mems, -1);
2044 return GST_FLOW_ERROR;
2047 if (!priv->mem_size) {
2048 if (!gst_d3d11_memory_update_size (new_mem)) {
2049 GST_ERROR_OBJECT (self, "Failed to calculate size");
2050 gst_memory_unref (new_mem);
2051 g_atomic_int_add (&priv->cur_mems, -1);
2053 return GST_FLOW_ERROR;
2056 priv->mem_size = new_mem->size;
2059 new_mem->size = new_mem->maxsize = priv->mem_size;
2066 static GstFlowReturn
2067 gst_d3d11_pool_allocator_acquire_memory_internal (GstD3D11PoolAllocator * self,
2068 GstMemory ** memory)
2070 GstFlowReturn result;
2071 GstD3D11PoolAllocatorPrivate *priv = self->priv;
2074 if (G_UNLIKELY (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)))
2077 /* try to get a memory from the queue */
2078 *memory = (GstMemory *) gst_atomic_queue_pop (priv->queue);
2079 if (G_LIKELY (*memory)) {
2080 while (!gst_poll_read_control (priv->poll)) {
2081 if (errno == EWOULDBLOCK) {
2082 /* We put the memory into the queue but did not finish writing control
2083 * yet, let's wait a bit and retry */
2087 /* Critical error but GstPoll already complained */
2091 result = GST_FLOW_OK;
2092 GST_LOG_OBJECT (self, "acquired memory %p", *memory);
2096 /* no memory, try to allocate some more */
2097 GST_LOG_OBJECT (self, "no memory, trying to allocate");
2098 result = gst_d3d11_pool_allocator_alloc (self, memory);
2099 if (G_LIKELY (result == GST_FLOW_OK))
2100 /* we have a memory, return it */
2103 if (G_UNLIKELY (result != GST_FLOW_EOS))
2104 /* something went wrong, return error */
2107 /* now we release the control socket, we wait for a memory release or
2109 if (!gst_poll_read_control (priv->poll)) {
2110 if (errno == EWOULDBLOCK) {
2111 /* This means that we have two threads trying to allocate memory
2112 * already, and the other one already got the wait token. This
2113 * means that we only have to wait for the poll now and not write the
2114 * token afterwards: we will be woken up once the other thread is
2115 * woken up and that one will write the wait token it removed */
2116 GST_LOG_OBJECT (self, "waiting for free memory or flushing");
2117 gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE);
2119 /* This is a critical error, GstPoll already gave a warning */
2120 result = GST_FLOW_ERROR;
2124 /* We're the first thread waiting, we got the wait token and have to
2125 * write it again later
2127 * We're a second thread and just consumed the flush token and block all
2128 * other threads, in which case we must not wait and give it back
2130 if (!GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
2131 GST_LOG_OBJECT (self, "waiting for free memory or flushing");
2132 gst_poll_wait (priv->poll, GST_CLOCK_TIME_NONE);
2134 gst_poll_write_control (priv->poll);
2143 GST_DEBUG_OBJECT (self, "we are flushing");
2144 return GST_FLOW_FLUSHING;
2149 * gst_d3d11_pool_allocator_new:
2150 * @device: a #GstD3D11Device
2151 * @desc: a D3D11_TEXTURE2D_DESC for texture allocation
2153 * Creates a new #GstD3D11PoolAllocator instance.
2155 * Returns: (transfer full): a new #GstD3D11PoolAllocator instance
2157 GstD3D11PoolAllocator *
2158 gst_d3d11_pool_allocator_new (GstD3D11Device * device,
2159 const D3D11_TEXTURE2D_DESC * desc)
2161 GstD3D11PoolAllocator *self;
2163 g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
2164 g_return_val_if_fail (desc != NULL, NULL);
2166 gst_d3d11_memory_init_once ();
2168 self = (GstD3D11PoolAllocator *)
2169 g_object_new (GST_TYPE_D3D11_POOL_ALLOCATOR, NULL);
2170 gst_object_ref_sink (self);
2172 self->device = (GstD3D11Device *) gst_object_ref (device);
2173 self->priv->desc = *desc;
2179 * gst_d3d11_pool_allocator_acquire_memory:
2180 * @allocator: a #GstD3D11PoolAllocator
2181 * @memory: (transfer full): a #GstMemory
2183 * Acquires a #GstMemory from @allocator. @memory should point to a memory
2184 * location that can hold a pointer to the new #GstMemory.
2186 * Returns: a #GstFlowReturn such as %GST_FLOW_FLUSHING when the allocator is
2190 gst_d3d11_pool_allocator_acquire_memory (GstD3D11PoolAllocator * allocator,
2191 GstMemory ** memory)
2193 GstD3D11PoolAllocatorPrivate *priv;
2194 GstFlowReturn result;
2196 g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator),
2198 g_return_val_if_fail (memory != NULL, GST_FLOW_ERROR);
2200 priv = allocator->priv;
2202 /* assume we'll have one more outstanding buffer we need to do that so
2203 * that concurrent set_active doesn't clear the buffers */
2204 g_atomic_int_inc (&priv->outstanding);
2205 result = gst_d3d11_pool_allocator_acquire_memory_internal (allocator, memory);
2207 if (result == GST_FLOW_OK) {
2208 GstMemory *mem = *memory;
2209 /* Replace default allocator with ours */
2210 gst_object_unref (mem->allocator);
2211 mem->allocator = (GstAllocator *) gst_object_ref (allocator);
2212 GST_MINI_OBJECT_CAST (mem)->dispose = gst_d3d11_memory_release;
2214 dec_outstanding (allocator);
2221 * gst_d3d11_pool_allocator_get_pool_size:
2222 * @allocator: a #GstD3D11PoolAllocator
2223 * @max_size: (out) (optional): the max size of pool
2224 * @outstanding_size: (out) (optional): the number of outstanding memory
2226 * Returns: %TRUE if the size of memory pool is known
2231 gst_d3d11_pool_allocator_get_pool_size (GstD3D11PoolAllocator * allocator,
2232 guint * max_size, guint * outstanding_size)
2234 GstD3D11PoolAllocatorPrivate *priv;
2236 g_return_val_if_fail (GST_IS_D3D11_POOL_ALLOCATOR (allocator), FALSE);
2238 priv = allocator->priv;
2241 if (priv->desc.ArraySize > 1) {
2242 *max_size = priv->desc.ArraySize;
2244 /* For non-texture-array memory, we don't have any limit yet */
2249 if (outstanding_size)
2250 *outstanding_size = g_atomic_int_get (&priv->outstanding);