#include "gstd3d11memory.h"
#include "gstd3d11device.h"
#include "gstd3d11utils.h"
-#include "gstd3d11_private.h"
+#include "gstd3d11-private.h"
+
+/**
+ * SECTION:gstd3d11memory
+ * @title: GstD3D11Memory
+ * @short_description: Direct3D11 memory abstraction layer
+ *
+ * Since: 1.22
+ */
GST_DEBUG_CATEGORY_STATIC (gst_d3d11_allocator_debug);
#define GST_CAT_DEFAULT gst_d3d11_allocator_debug
-static GstAllocator *_d3d11_memory_allocator;
+static GstD3D11Allocator *_d3d11_memory_allocator;
+
+GType
+gst_d3d11_allocation_flags_get_type (void)
+{
+ static GType type = 0;
+ static const GFlagsValue values[] = {
+ {GST_D3D11_ALLOCATION_FLAG_DEFAULT, "GST_D3D11_ALLOCATION_FLAG_DEFAULT",
+ "default"},
+ {GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY,
+ "GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY", "texture-array"},
+ {0, nullptr, nullptr}
+ };
+
+ GST_D3D11_CALL_ONCE_BEGIN {
+ type = g_flags_register_static ("GstD3D11AllocationFlags", values);
+ } GST_D3D11_CALL_ONCE_END;
+
+ return type;
+}
+
+GType
+gst_d3d11_memory_transfer_get_type (void)
+{
+ static GType type = 0;
+ static const GFlagsValue values[] = {
+ {GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD,
+ "GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD", "need-download"},
+ {GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD,
+ "GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD", "need-upload"},
+ {0, nullptr, nullptr}
+ };
+
+ GST_D3D11_CALL_ONCE_BEGIN {
+ type = g_flags_register_static ("GstD3D11MemoryTransfer", values);
+ } GST_D3D11_CALL_ONCE_END;
+
+ return type;
+}
+
+GType
+gst_d3d11_memory_native_type_get_type (void)
+{
+ static GType type = 0;
+ static const GEnumValue values[] = {
+ {GST_D3D11_MEMORY_NATIVE_TYPE_INVALID,
+ "GST_D3D11_MEMORY_NATIVE_TYPE_INVALID", "invalid"},
+ {GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER, "GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER",
+ "buffer"},
+ {GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D,
+ "GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D", "texture-2d"},
+ {0, nullptr, nullptr}
+ };
+
+ GST_D3D11_CALL_ONCE_BEGIN {
+ type = g_enum_register_static ("GstD3D11MemoryNativeType", values);
+ } GST_D3D11_CALL_ONCE_END;
+
+ return type;
+}
/* GstD3D11AllocationParams */
static void gst_d3d11_allocation_params_init (GType type);
* and #GstD3D11Allocator in order to allocate new ID3D11Texture2D
* object with given configuration
*
- * Returns: a #GstD3D11AllocationParams or %NULL if @info is not supported
+ * Returns: (transfer full) (nullable): a #GstD3D11AllocationParams or %NULL if @info is not supported
*
* Since: 1.22
*/
* gst_d3d11_allocation_params_copy:
* @src: a #GstD3D11AllocationParams
*
- * Returns: a copy of @src
+ * Returns: (transfer full): a copy of @src
*
* Since: 1.22
*/
/* GstD3D11Memory */
#define GST_D3D11_MEMORY_GET_LOCK(m) (&(GST_D3D11_MEMORY_CAST(m)->priv->lock))
-#define GST_D3D11_MEMORY_LOCK(m) G_STMT_START { \
- GST_TRACE("Locking %p from thread %p", (m), g_thread_self()); \
- g_mutex_lock(GST_D3D11_MEMORY_GET_LOCK(m)); \
- GST_TRACE("Locked %p from thread %p", (m), g_thread_self()); \
-} G_STMT_END
-
-#define GST_D3D11_MEMORY_UNLOCK(m) G_STMT_START { \
- GST_TRACE("Unlocking %p from thread %p", (m), g_thread_self()); \
- g_mutex_unlock(GST_D3D11_MEMORY_GET_LOCK(m)); \
-} G_STMT_END
struct _GstD3D11MemoryPrivate
{
ID3D11Texture2D *texture;
ID3D11Buffer *buffer;
- ID3D11Resource *staging;
+ GstD3D11MemoryNativeType native_type;
D3D11_TEXTURE2D_DESC desc;
D3D11_BUFFER_DESC buffer_desc;
guint subresource_index;
+ /* protected by device lock */
+ ID3D11Resource *staging;
+ D3D11_MAPPED_SUBRESOURCE map;
+ gint cpu_map_count;
+
+ /* protects resource objects */
+ SRWLOCK lock;
ID3D11ShaderResourceView *shader_resource_view[GST_VIDEO_MAX_PLANES];
guint num_shader_resource_views;
ID3D11VideoProcessorInputView *processor_input_view;
ID3D11VideoProcessorOutputView *processor_output_view;
- D3D11_MAPPED_SUBRESOURCE map;
-
- GstD3D11MemoryNativeType native_type;
-
- GMutex lock;
- gint cpu_map_count;
-
GDestroyNotify notify;
gpointer user_data;
};
GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
GstD3D11MemoryPrivate *priv = dmem->priv;
GstMapFlags flags = info->flags;
- gpointer ret = NULL;
-
- gst_d3d11_device_lock (dmem->device);
- GST_D3D11_MEMORY_LOCK (dmem);
+ GstD3D11DeviceLockGuard lk (dmem->device);
memset (info->user_data, 0, sizeof (info->user_data));
info->user_data[0] = GUINT_TO_POINTER (dmem->priv->subresource_index);
if (priv->native_type == GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER) {
/* FIXME: handle non-staging buffer */
g_assert (priv->buffer != nullptr);
- ret = priv->buffer;
+ return priv->buffer;
} else {
gst_d3d11_memory_upload (dmem);
GST_MEMORY_FLAG_UNSET (dmem, GST_D3D11_MEMORY_TRANSFER_NEED_UPLOAD);
GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
g_assert (priv->texture != NULL);
- ret = priv->texture;
- goto out;
+ return priv->texture;
}
}
&priv->desc);
if (!priv->staging) {
GST_ERROR_OBJECT (mem->allocator, "Couldn't create staging texture");
- goto out;
+ return nullptr;
}
/* first memory, always need download to staging */
map_type = gst_d3d11_map_flags_to_d3d11 (flags);
if (!gst_d3d11_memory_map_cpu_access (dmem, map_type)) {
GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
- goto out;
+ return nullptr;
}
}
GST_MEMORY_FLAG_UNSET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
priv->cpu_map_count++;
- ret = dmem->priv->map.pData;
-
-out:
- GST_D3D11_MEMORY_UNLOCK (dmem);
- gst_d3d11_device_unlock (dmem->device);
-
- return ret;
+ return dmem->priv->map.pData;
}
/* Must be called with d3d11 device lock */
{
GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
GstD3D11MemoryPrivate *priv = dmem->priv;
-
- gst_d3d11_device_lock (dmem->device);
- GST_D3D11_MEMORY_LOCK (dmem);
+ GstD3D11DeviceLockGuard lk (dmem->device);
if ((info->flags & GST_MAP_D3D11) == GST_MAP_D3D11) {
if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
GST_MINI_OBJECT_FLAG_SET (mem, GST_D3D11_MEMORY_TRANSFER_NEED_DOWNLOAD);
- goto out;
+ return;
}
if ((info->flags & GST_MAP_WRITE) == GST_MAP_WRITE)
priv->cpu_map_count--;
if (priv->cpu_map_count > 0)
- goto out;
+ return;
gst_d3d11_memory_unmap_cpu_access (dmem);
-
-out:
- GST_D3D11_MEMORY_UNLOCK (dmem);
- gst_d3d11_device_unlock (dmem->device);
}
static GstMemory *
gint stride[GST_VIDEO_MAX_PLANES];
gsize size;
D3D11_TEXTURE2D_DESC *desc = &priv->desc;
- gboolean ret = FALSE;
if (!priv->staging) {
priv->staging = gst_d3d11_allocate_staging_texture (dmem->device,
}
}
- gst_d3d11_device_lock (dmem->device);
+ GstD3D11DeviceLockGuard lk (dmem->device);
if (!gst_d3d11_memory_map_cpu_access (dmem, D3D11_MAP_READ_WRITE)) {
GST_ERROR_OBJECT (mem->allocator, "Couldn't map staging texture");
return FALSE;
if (!gst_d3d11_dxgi_format_get_size (desc->Format, desc->Width, desc->Height,
priv->map.RowPitch, offset, stride, &size)) {
GST_ERROR_OBJECT (mem->allocator, "Couldn't calculate memory size");
- goto out;
+ GST_D3D11_CLEAR_COM (priv->staging);
+ return FALSE;
}
- mem->maxsize = mem->size = size;
- ret = TRUE;
-
-out:
GST_D3D11_CLEAR_COM (priv->staging);
- gst_d3d11_device_unlock (dmem->device);
+ mem->maxsize = mem->size = size;
- return ret;
+ return TRUE;
}
/**
void
gst_d3d11_memory_init_once (void)
{
- static gsize _init = 0;
-
- if (g_once_init_enter (&_init)) {
-
+ GST_D3D11_CALL_ONCE_BEGIN {
GST_DEBUG_CATEGORY_INIT (gst_d3d11_allocator_debug, "d3d11allocator", 0,
"Direct3D11 Texture Allocator");
_d3d11_memory_allocator =
- (GstAllocator *) g_object_new (GST_TYPE_D3D11_ALLOCATOR, NULL);
+ (GstD3D11Allocator *) g_object_new (GST_TYPE_D3D11_ALLOCATOR, NULL);
gst_object_ref_sink (_d3d11_memory_allocator);
+ gst_object_ref (_d3d11_memory_allocator);
- gst_allocator_register (GST_D3D11_MEMORY_NAME, _d3d11_memory_allocator);
- g_once_init_leave (&_init, 1);
- }
+ gst_allocator_register (GST_D3D11_MEMORY_NAME,
+ GST_ALLOCATOR_CAST (_d3d11_memory_allocator));
+ } GST_D3D11_CALL_ONCE_END;
}
/**
* gst_d3d11_memory_get_resource_handle:
* @mem: a #GstD3D11Memory
*
- * Returns: (transfer none): a ID3D11Resource handle. Caller must not release
+ * Returns: (transfer none) (nullable): a ID3D11Resource handle. Caller must not release
* returned handle.
*
* Since: 1.22
gst_d3d11_memory_ensure_shader_resource_view (GstD3D11Memory * mem)
{
GstD3D11MemoryPrivate *priv = mem->priv;
- gboolean ret = FALSE;
if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
return FALSE;
return FALSE;
}
- GST_D3D11_MEMORY_LOCK (mem);
- if (priv->num_shader_resource_views) {
- ret = TRUE;
- goto done;
- }
-
- ret = create_shader_resource_views (mem);
-
-done:
- GST_D3D11_MEMORY_UNLOCK (mem);
+ GstD3D11SRWLockGuard lk (GST_D3D11_MEMORY_GET_LOCK (mem));
+ if (priv->num_shader_resource_views)
+ return TRUE;
- return ret;
+ return create_shader_resource_views (mem);
}
/**
gst_d3d11_memory_ensure_render_target_view (GstD3D11Memory * mem)
{
GstD3D11MemoryPrivate *priv = mem->priv;
- gboolean ret = FALSE;
if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
return FALSE;
return FALSE;
}
- GST_D3D11_MEMORY_LOCK (mem);
- if (priv->num_render_target_views) {
- ret = TRUE;
- goto done;
- }
-
- ret = create_render_target_views (mem);
-
-done:
- GST_D3D11_MEMORY_UNLOCK (mem);
+ GstD3D11SRWLockGuard lk (GST_D3D11_MEMORY_GET_LOCK (mem));
+ if (priv->num_render_target_views)
+ return TRUE;
- return ret;
+ return create_render_target_views (mem);
}
/**
GstD3D11Allocator *allocator;
D3D11_VIDEO_DECODER_OUTPUT_VIEW_DESC desc;
HRESULT hr;
- gboolean ret = FALSE;
if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
return FALSE;
return FALSE;
}
- GST_D3D11_MEMORY_LOCK (mem);
+ GstD3D11SRWLockGuard lk (GST_D3D11_MEMORY_GET_LOCK (mem));
if (dmem_priv->decoder_output_view) {
dmem_priv->decoder_output_view->GetDesc (&desc);
if (IsEqualGUID (desc.DecodeProfile, *decoder_profile) &&
dmem_priv->decoder_handle == decoder) {
- goto succeeded;
+ return TRUE;
} else {
/* Shouldn't happen, but try again anyway */
GST_WARNING_OBJECT (allocator,
}
}
- if (dmem_priv->decoder_output_view)
- goto succeeded;
-
desc.DecodeProfile = *decoder_profile;
desc.ViewDimension = D3D11_VDOV_DIMENSION_TEXTURE2D;
desc.Texture2D.ArraySlice = dmem_priv->subresource_index;
if (!gst_d3d11_result (hr, mem->device)) {
GST_ERROR_OBJECT (allocator,
"Could not create decoder output view, hr: 0x%x", (guint) hr);
- goto done;
+ return FALSE;
}
/* XXX: decoder output view is bound to video device, not decoder handle
dmem_priv->decoder_handle = decoder;
decoder->AddRef ();
-succeeded:
- ret = TRUE;
-
-done:
- GST_D3D11_MEMORY_UNLOCK (mem);
-
- return ret;
+ return TRUE;
}
/**
GstD3D11Allocator *allocator;
D3D11_VIDEO_PROCESSOR_INPUT_VIEW_DESC desc;
HRESULT hr;
- gboolean ret = FALSE;
if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
return FALSE;
return FALSE;
}
- GST_D3D11_MEMORY_LOCK (mem);
+ GstD3D11SRWLockGuard lk (GST_D3D11_MEMORY_GET_LOCK (mem));
if (dmem_priv->processor_input_view)
- goto succeeded;
+ return TRUE;
desc.FourCC = 0;
desc.ViewDimension = D3D11_VPIV_DIMENSION_TEXTURE2D;
if (!gst_d3d11_result (hr, mem->device)) {
GST_ERROR_OBJECT (allocator,
"Could not create processor input view, hr: 0x%x", (guint) hr);
- goto done;
+ return FALSE;
}
-succeeded:
- ret = TRUE;
-
-done:
- GST_D3D11_MEMORY_UNLOCK (mem);
-
- return ret;
+ return TRUE;
}
/**
GstD3D11Allocator *allocator;
D3D11_VIDEO_PROCESSOR_OUTPUT_VIEW_DESC desc;
HRESULT hr;
- gboolean ret;
if (mem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
return FALSE;
return FALSE;
}
- GST_D3D11_MEMORY_LOCK (mem);
+ GstD3D11SRWLockGuard lk (GST_D3D11_MEMORY_GET_LOCK (mem));
if (priv->processor_output_view)
- goto succeeded;
+ return TRUE;
desc.ViewDimension = D3D11_VPOV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = 0;
if (!gst_d3d11_result (hr, mem->device)) {
GST_ERROR_OBJECT (allocator,
"Could not create processor input view, hr: 0x%x", (guint) hr);
- goto done;
+ return FALSE;
}
-succeeded:
- ret = TRUE;
-
-done:
- GST_D3D11_MEMORY_UNLOCK (mem);
-
- return ret;
+ return TRUE;
}
/**
GstD3D11Memory *dmem = GST_D3D11_MEMORY_CAST (mem);
GstD3D11Memory *copy_dmem;
GstD3D11Device *device = dmem->device;
- ID3D11Device *device_handle = gst_d3d11_device_get_device_handle (device);
ID3D11DeviceContext *device_context =
gst_d3d11_device_get_device_context_handle (device);
D3D11_TEXTURE2D_DESC dst_desc = { 0, };
D3D11_TEXTURE2D_DESC src_desc = { 0, };
GstMemory *copy = NULL;
GstMapInfo info;
- HRESULT hr;
- UINT bind_flags = 0;
- UINT supported_flags = 0;
if (dmem->priv->native_type != GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D)
return priv->fallback_copy (mem, offset, size);
return priv->fallback_copy (mem, offset, size);
}
- gst_d3d11_device_lock (device);
+ GstD3D11DeviceLockGuard lk (device);
+
if (!gst_memory_map (mem, &info,
(GstMapFlags) (GST_MAP_READ | GST_MAP_D3D11))) {
- gst_d3d11_device_unlock (device);
GST_WARNING_OBJECT (alloc, "Failed to map memory, try fallback copy");
dst_desc.SampleDesc.Count = 1;
dst_desc.ArraySize = 1;
dst_desc.Usage = D3D11_USAGE_DEFAULT;
-
- /* If supported, use bind flags for SRV/RTV */
- hr = device_handle->CheckFormatSupport (src_desc.Format, &supported_flags);
- if (gst_d3d11_result (hr, device)) {
- if ((supported_flags & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) ==
- D3D11_FORMAT_SUPPORT_SHADER_SAMPLE) {
- bind_flags |= D3D11_BIND_SHADER_RESOURCE;
- }
-
- if ((supported_flags & D3D11_FORMAT_SUPPORT_RENDER_TARGET) ==
- D3D11_FORMAT_SUPPORT_RENDER_TARGET) {
- bind_flags |= D3D11_BIND_RENDER_TARGET;
- }
- }
+ dst_desc.BindFlags = src_desc.BindFlags;
copy = gst_d3d11_allocator_alloc_internal (alloc, device, &dst_desc, nullptr);
if (!copy) {
gst_memory_unmap (mem, &info);
- gst_d3d11_device_unlock (device);
GST_WARNING_OBJECT (alloc,
"Failed to allocate new d3d11 map memory, try fallback copy");
dmem->priv->texture, dmem->priv->subresource_index, NULL);
copy->maxsize = copy->size = mem->maxsize;
gst_memory_unmap (mem, &info);
- gst_d3d11_device_unlock (device);
/* newly allocated memory holds valid image data. We need download this
* pixel data into staging memory for CPU access */
GST_D3D11_CLEAR_COM (dmem_priv->decoder_handle);
gst_clear_object (&dmem->device);
- g_mutex_clear (&dmem_priv->lock);
if (dmem_priv->notify)
dmem_priv->notify (dmem_priv->user_data);
gst_memory_init (GST_MEMORY_CAST (mem),
(GstMemoryFlags) 0, GST_ALLOCATOR_CAST (self), NULL, 0, 0, 0, 0);
- g_mutex_init (&mem->priv->lock);
mem->priv->texture = texture;
mem->priv->desc = *desc;
mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_TEXTURE_2D;
GstD3D11Memory *dmem;
ID3D11RenderTargetView *rtv = nullptr;
GstD3D11ClearRTVFunc clear_func = nullptr;
+ gboolean is_new_texture = TRUE;
device_handle = gst_d3d11_device_get_device_handle (device);
GST_ERROR_OBJECT (self, "Couldn't create texture");
return nullptr;
}
+ } else {
+ is_new_texture = FALSE;
}
mem =
if (!mem)
return nullptr;
+ /* Don't clear external texture */
+ if (!is_new_texture)
+ return mem;
+
/* Clear with YUV black if needed and possible
* TODO: do this using UAV if RTV is not allowed (e.g., packed YUV formats) */
if ((desc->BindFlags & D3D11_BIND_RENDER_TARGET) == 0)
return mem;
context_handle = gst_d3d11_device_get_device_context_handle (device);
- gst_d3d11_device_lock (device);
+ GstD3D11DeviceLockGuard lk (device);
clear_func (context_handle, rtv);
- gst_d3d11_device_unlock (device);
return mem;
}
/**
* gst_d3d11_allocator_alloc:
- * @allocator: a #GstD3D11Allocator
- * @device: a #GstD3D11Device
+ * @allocator: (transfer none) (allow-none): a #GstD3D11Allocator
+ * @device: (transfer none): a #GstD3D11Device
* @desc: a D3D11_TEXTURE2D_DESC struct
*
- * Returns: a newly allocated #GstD3D11Memory with given parameters.
+ * Returns: (transfer full) (nullable): a newly allocated #GstD3D11Memory with given parameters.
*
* Since: 1.22
*/
{
GstMemory *mem;
+ if (!allocator) {
+ gst_d3d11_memory_init_once ();
+ allocator = _d3d11_memory_allocator;
+ }
+
g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), NULL);
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL);
g_return_val_if_fail (desc != NULL, NULL);
/**
* gst_d3d11_allocator_alloc_buffer:
- * @allocator: a #GstD3D11Allocator
- * @device: a #GstD3D11Device
+ * @allocator: (transfer none) (allow-none): a #GstD3D11Allocator
+ * @device: (transfer none): a #GstD3D11Device
* @desc: a D3D11_BUFFER_DESC struct
*
- * Returns: a newly allocated #GstD3D11Memory with given parameters.
+ * Returns: (transfer full) (nullable): a newly allocated #GstD3D11Memory with given parameters.
*
* Since: 1.22
*/
ID3D11Device *device_handle;
HRESULT hr;
+ if (!allocator) {
+ gst_d3d11_memory_init_once ();
+ allocator = _d3d11_memory_allocator;
+ }
+
g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), nullptr);
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr);
g_return_val_if_fail (desc != nullptr, nullptr);
gst_memory_init (GST_MEMORY_CAST (mem),
(GstMemoryFlags) 0, GST_ALLOCATOR_CAST (allocator), nullptr, 0, 0, 0, 0);
- g_mutex_init (&mem->priv->lock);
mem->priv->buffer = buffer;
mem->priv->buffer_desc = *desc;
mem->priv->native_type = GST_D3D11_MEMORY_NATIVE_TYPE_BUFFER;
/**
* gst_d3d11_allocator_alloc_wrapped:
- * @allocator: a #GstD3D11Allocator
- * @device: a #GstD3D11Device
+ * @allocator: (transfer none) (allow-none): a #GstD3D11Allocator
+ * @device: (transfer none): a #GstD3D11Device
* @texture: a ID3D11Texture2D
* @size: CPU accessible memory size
* @user_data: (allow-none): user data
* Caller must not be confused that @size is CPU accessible size, not raw
* texture size.
*
- * Returns: a newly allocated #GstD3D11Memory with given @texture
+ * Returns: (transfer full) (nullable): a newly allocated #GstD3D11Memory with given @texture
* if successful, or %NULL if @texture is not a valid handle or configuration
* is not supported.
*
ID3D11Texture2D *tex = nullptr;
HRESULT hr;
+ if (!allocator) {
+ gst_d3d11_memory_init_once ();
+ allocator = _d3d11_memory_allocator;
+ }
+
g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), nullptr);
g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), nullptr);
g_return_val_if_fail (texture != nullptr, nullptr);
g_return_val_if_fail (GST_IS_D3D11_ALLOCATOR (allocator), FALSE);
klass = GST_D3D11_ALLOCATOR_GET_CLASS (allocator);
- if (klass->set_actvie)
- return klass->set_actvie (allocator, active);
+ if (klass->set_active)
+ return klass->set_active (allocator, active);
return TRUE;
}
/* GstD3D11PoolAllocator */
-#define GST_D3D11_POOL_ALLOCATOR_LOCK(alloc) (g_rec_mutex_lock(&alloc->priv->lock))
-#define GST_D3D11_POOL_ALLOCATOR_UNLOCK(alloc) (g_rec_mutex_unlock(&alloc->priv->lock))
+#define GST_D3D11_POOL_ALLOCATOR_GET_LOCK(alloc) \
+ (&(GST_D3D11_POOL_ALLOCATOR_CAST(alloc)->priv->lock))
#define GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING(alloc) (g_atomic_int_get (&alloc->priv->flushing))
struct _GstD3D11PoolAllocatorPrivate
/* This lock will protect all below variables apart from atomic ones
* (identical to GstBufferPool::priv::rec_lock) */
- GRecMutex lock;
+ CRITICAL_SECTION lock;
gboolean started;
gboolean active;
gsize mem_size;
};
-static void gst_d3d11_pool_allocator_dispose (GObject * object);
static void gst_d3d11_pool_allocator_finalize (GObject * object);
static gboolean
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GstD3D11AllocatorClass *d3d11alloc_class = GST_D3D11_ALLOCATOR_CLASS (klass);
- gobject_class->dispose = gst_d3d11_pool_allocator_dispose;
gobject_class->finalize = gst_d3d11_pool_allocator_finalize;
- d3d11alloc_class->set_actvie = gst_d3d11_pool_allocator_set_active;
+ d3d11alloc_class->set_active = gst_d3d11_pool_allocator_set_active;
}
static void
priv = allocator->priv = (GstD3D11PoolAllocatorPrivate *)
gst_d3d11_pool_allocator_get_instance_private (allocator);
- g_rec_mutex_init (&priv->lock);
+
+ InitializeCriticalSection (&priv->lock);
priv->poll = gst_poll_new_timer ();
priv->queue = gst_atomic_queue_new (16);
}
static void
-gst_d3d11_pool_allocator_dispose (GObject * object)
-{
- GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
-
- gst_clear_object (&self->device);
-
- G_OBJECT_CLASS (pool_alloc_parent_class)->dispose (object);
-}
-
-static void
gst_d3d11_pool_allocator_finalize (GObject * object)
{
GstD3D11PoolAllocator *self = GST_D3D11_POOL_ALLOCATOR (object);
gst_d3d11_pool_allocator_stop (self);
gst_atomic_queue_unref (priv->queue);
gst_poll_free (priv->poll);
- g_rec_mutex_clear (&priv->lock);
+ DeleteCriticalSection (&priv->lock);
GST_D3D11_CLEAR_COM (priv->texture);
+ gst_clear_object (&self->device);
+
G_OBJECT_CLASS (pool_alloc_parent_class)->finalize (object);
}
GstMemory *mem;
priv->texture->AddRef ();
- mem =
- gst_d3d11_allocator_alloc_wrapped_internal (GST_D3D11_ALLOCATOR_CAST
- (_d3d11_memory_allocator), self->device, &priv->desc, priv->texture);
+ mem = gst_d3d11_allocator_alloc_wrapped_internal (_d3d11_memory_allocator,
+ self->device, &priv->desc, priv->texture);
if (i == 0) {
if (!gst_d3d11_memory_update_size (mem)) {
GST_LOG_OBJECT (self, "active %d", active);
- GST_D3D11_POOL_ALLOCATOR_LOCK (self);
+ GstD3D11CSLockGuard lk (GST_D3D11_POOL_ALLOCATOR_GET_LOCK (self));
/* just return if we are already in the right state */
if (priv->active == active)
- goto was_ok;
+ return TRUE;
if (active) {
- if (!gst_d3d11_pool_allocator_start (self))
- goto start_failed;
+ if (!gst_d3d11_pool_allocator_start (self)) {
+ GST_ERROR_OBJECT (self, "start failed");
+ return FALSE;
+ }
/* flush_stop may release memory objects, setting to active to avoid running
* do_stop while activating the pool */
GST_LOG_OBJECT (self, "outstanding memories %d, (in queue %d)",
outstanding, gst_atomic_queue_length (priv->queue));
if (outstanding == 0) {
- if (!gst_d3d11_pool_allocator_stop (self))
- goto stop_failed;
+ if (!gst_d3d11_pool_allocator_stop (self)) {
+ GST_ERROR_OBJECT (self, "stop failed");
+ return FALSE;
+ }
}
priv->active = FALSE;
}
- GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
-
return TRUE;
-
-was_ok:
- {
- GST_DEBUG_OBJECT (self, "allocator was in the right state");
- GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
- return TRUE;
- }
-start_failed:
- {
- GST_ERROR_OBJECT (self, "start failed");
- GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
- return FALSE;
- }
-stop_failed:
- {
- GST_ERROR_OBJECT (self, "stop failed");
- GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
- return FALSE;
- }
}
static void
/* all memory objects are returned to the pool, see if we need to free them */
if (GST_D3D11_POOL_ALLOCATOR_IS_FLUSHING (self)) {
/* take the lock so that set_active is not run concurrently */
- GST_D3D11_POOL_ALLOCATOR_LOCK (self);
+ GstD3D11CSLockGuard lk (GST_D3D11_POOL_ALLOCATOR_GET_LOCK (self));
/* now that we have the lock, check if we have been de-activated with
* outstanding buffers */
if (!self->priv->active)
gst_d3d11_pool_allocator_stop (self);
-
- GST_D3D11_POOL_ALLOCATOR_UNLOCK (self);
}
}
}
GST_MINI_OBJECT_CAST (mem)->dispose = NULL;
mem->allocator = (GstAllocator *) gst_object_ref (_d3d11_memory_allocator);
- gst_object_unref (self);
/* keep it around in our queue */
gst_atomic_queue_push (self->priv->queue, mem);
gst_poll_write_control (self->priv->poll);
dec_outstanding (self);
+
+ gst_object_unref (self);
}
static gboolean
/* increment the allocation counter */
g_atomic_int_add (&priv->cur_mems, 1);
- new_mem =
- gst_d3d11_allocator_alloc_internal (GST_D3D11_ALLOCATOR_CAST
- (_d3d11_memory_allocator), self->device, &priv->desc, nullptr);
+ new_mem = gst_d3d11_allocator_alloc_internal (_d3d11_memory_allocator,
+ self->device, &priv->desc, nullptr);
if (!new_mem) {
GST_ERROR_OBJECT (self, "Failed to allocate new memory");
g_atomic_int_add (&priv->cur_mems, -1);