Seungha Yang [Thu, 19 Dec 2019 13:07:42 +0000 (22:07 +0900)]
d3d11colorconvert: Use shader resource and render target bind flags together
The output of d3d11colorconvert would be used for rendering (i.e., shader resource)
Seungha Yang [Thu, 19 Dec 2019 12:47:57 +0000 (21:47 +0900)]
d3d11window: Change aspect-ratio mode from window thread
Call DXGI API from window thread as much as possible
Seungha Yang [Tue, 17 Dec 2019 11:49:52 +0000 (20:49 +0900)]
examples: Add example for d3d11videosink
This is fork of win32-videooverlay in -base but more d3d11videosink specific one.
Seungha Yang [Sun, 15 Dec 2019 10:29:10 +0000 (19:29 +0900)]
d3d11videosink: Add support for full screen mode
borderless top-most style full screen mode support.
Basically fullscreen toggle mode is disabled by default. To enable it
use "fullscreen-toggle-mode" property to allow fullscreen mode change
by user input and/or property.
Seungha Yang [Thu, 19 Dec 2019 15:17:33 +0000 (00:17 +0900)]
d3d11: Use GRecMutex to protect immediate context and dxgi API call
In some cases, rendering and dxgi (e.g., swapchain) APIs should be
called from window message pump thread, but current design (dedicated d3d11 thread)
make it impossible. To solve it, change concurrency model to locking based one
from single-thread model.
Seungha Yang [Wed, 18 Dec 2019 11:55:01 +0000 (20:55 +0900)]
d3d11window: Prefer to use flip-sequential over discard
flip-sequential is more efficient than discard
Seungha Yang [Wed, 18 Dec 2019 11:36:32 +0000 (20:36 +0900)]
d3d11window: Don't hold backbuffer interface
We don't need to hold it
Seungha Yang [Wed, 18 Dec 2019 05:23:03 +0000 (14:23 +0900)]
d3d11window: Use CreateSwapChainForHwnd if available
That's recommended way from MS and CreateSwapChainForHwnd supports
more options than CreateSwapChain
Seungha Yang [Wed, 18 Dec 2019 04:21:31 +0000 (13:21 +0900)]
d3d11: Use configuration file for dxgi header version check
Seungha Yang [Tue, 17 Dec 2019 04:47:24 +0000 (13:47 +0900)]
d3d11window: Use allow-tearing mode if device supports it
As the recommendation from MS.
Seungha Yang [Sun, 15 Dec 2019 09:30:22 +0000 (18:30 +0900)]
d3d11window: Disable fullscreen mode change by alt + enter
Disable full screen mode change until proper handling is implemented
Seungha Yang [Sun, 15 Dec 2019 07:23:00 +0000 (16:23 +0900)]
d3d11videosink: Remove resizing window hack and unify resizing flow
In earlier implementation of d3d11videosink where no shader was implemented,
the aspect ratio and render size were adjusted by manipulating the backbuffer size
with unintuitive formula. Since now we do color conversion and resize using
shader, we can remove the hack.
Seungha Yang [Sun, 15 Dec 2019 06:50:19 +0000 (15:50 +0900)]
d3d11: Pass GstD3D11Memory object to ensure_{shader_resource,render_target}_view methods
The method name indicates it should be d3d11memory, so passing
GstD3D11Memory seems to make more sense than GstMemory.
Seungha Yang [Sun, 15 Dec 2019 06:44:20 +0000 (15:44 +0900)]
d3d11videosink: Don't specify crop meta to allocation query
d3d11videosink could not handle it for now
Nicolas Dufresne [Thu, 19 Dec 2019 20:19:29 +0000 (15:19 -0500)]
autoconvert: Fix lock-less exchange or free condition
Before this change, we would free the list we just have saved.
Fixes #1158
Francisco Javier Velázquez-García (francisv) [Tue, 12 Nov 2019 11:27:51 +0000 (12:27 +0100)]
gstsrtsink: Add `wait-for-connection` property to `srtsink`
Add `wait-for-connection` property to `srtsink` element. This
property allows the element to process packets even when no clients
are connected.
Aaron Boxer [Sat, 7 Dec 2019 15:56:28 +0000 (09:56 -0600)]
d3dvideosink: hold class lock for entire duration of class destruction
This avoids a race condition currently when temporarily releasing the
lock and then re-acquiring.
Aaron Boxer [Sat, 7 Dec 2019 15:54:49 +0000 (09:54 -0600)]
d3dvideosink: improve concurrency on hidden window create/destroy
Aaron Boxer [Sat, 7 Dec 2019 20:51:28 +0000 (14:51 -0600)]
d3dvideosink: use thread pool to handle events from hidden window event queue
window event queue now does not lock on the class lock, so we can now shut
it down without releasing the class lock, thus avoiding a potential race when
stopping the sink.
Aaron Boxer [Sat, 7 Dec 2019 15:53:20 +0000 (09:53 -0600)]
d3dvideosink: improve concurrency on internal window create/destroy
Remove timeout and rely on condition variable instead to indicate thread
start.
Aaron Boxer [Sat, 7 Dec 2019 15:34:55 +0000 (09:34 -0600)]
d3dvideosink: only warn about HWND already set if new HWND is not NULL
Aaron Boxer [Sat, 7 Dec 2019 06:25:05 +0000 (00:25 -0600)]
d3dvideosink: add more null checks
Aaron Boxer [Sat, 7 Dec 2019 06:01:47 +0000 (00:01 -0600)]
d3dvideosink: check ref count and device before resetting display
Aaron Boxer [Sat, 7 Dec 2019 15:41:32 +0000 (09:41 -0600)]
d3dvideosink: use class lock when checking d3d formats, and cache format list
Aaron Boxer [Sat, 7 Dec 2019 05:50:50 +0000 (23:50 -0600)]
d3dvideosink: destroy device just before final d3d release call
and free overlays after swap chain is released
Aaron Boxer [Sat, 7 Dec 2019 05:26:34 +0000 (23:26 -0600)]
d3dvideosink: add two forward declarations
Aaron Boxer [Sat, 7 Dec 2019 05:24:57 +0000 (23:24 -0600)]
d3dvideosink: use class lock when setting pool config
Aaron Boxer [Sat, 7 Dec 2019 05:23:45 +0000 (23:23 -0600)]
d3dvideosink: use class lock when allocating pool buffer
Aaron Boxer [Sat, 7 Dec 2019 05:19:11 +0000 (23:19 -0600)]
d3dvideosink: use class lock when creating overlay textures
Aaron Boxer [Sat, 7 Dec 2019 05:16:05 +0000 (23:16 -0600)]
d3dvideosinnk: check d3d device exists before creating overlay vertex buffer
Aaron Boxer [Sat, 7 Dec 2019 05:14:06 +0000 (23:14 -0600)]
d3dvideosink: pass hidden window hwnd to GST_DEBUG, rather than NULL
Aaron Boxer [Sat, 7 Dec 2019 05:11:11 +0000 (23:11 -0600)]
d3dvideosink: fix typo
Stéphane Cerveau [Wed, 18 Dec 2019 03:03:40 +0000 (03:03 +0000)]
h264parse: Align GST_H264_PROFILE_HIGH_422 to H264 standards
According to H264 ITU standards from 06/19, GST_H264_PROFILE_HIGH_422
(profile_idc = 122) with constraint_set1_flag = 0 and
constraint_set3_flag = 0 can be mapped to high-4:2:2 or high-4:4:4.
GST_H264_PROFILE_HIGH_422 with constraint_set1_flag = 0 and
constraint_set3_flag = 1 can be mapped to high-4:2:2, high-4:4:4,
high-4:2:2-intra or high-4:4:4-intra.
Olivier Crête [Tue, 17 Dec 2019 21:44:10 +0000 (16:44 -0500)]
Revert "videoparseutils: support two new EIA 608 closed caption formats"
This reverts commit
f5c1c90122840396f3a34f787bd66a672be21c3b.
Olivier Crête [Tue, 17 Dec 2019 21:43:54 +0000 (16:43 -0500)]
Revert "ccextractor: support new CEA 608 formats"
This reverts commit
80dd7b2d3d871f1cf456bda249bc90e4eeeb53b1.
Aaron Boxer [Thu, 2 May 2019 17:20:29 +0000 (13:20 -0400)]
ccextractor: support new CEA 608 formats
Aaron Boxer [Fri, 25 Oct 2019 02:06:59 +0000 (22:06 -0400)]
videoparseutils: support two new EIA 608 closed caption formats
Wonchul Lee [Sat, 9 Nov 2019 10:37:10 +0000 (19:37 +0900)]
wlvideoformat: clean up video formats
It cleans up videoFormat by combining the wl_shm_formats and
drm_formats into a single table that represents the same format.
In addition, it adds NV61 format to the waylandsink.
Seungha Yang [Mon, 16 Dec 2019 07:59:07 +0000 (16:59 +0900)]
d3d11window: Always draw to internal window
... and use SetParent() WIN32 API when external window is used.
Depending on DXGI swap effect, the external window might not be
reusable by another backend. To preserve the external window's property
and setting, drawing to internal window seems to be safer way.
Seungha Yang [Sat, 14 Dec 2019 12:41:01 +0000 (21:41 +0900)]
d3d11window: Always set error reason to GError object
Julien Isorce [Fri, 13 Dec 2019 23:33:06 +0000 (15:33 -0800)]
msdkdec: call finalize on the parent class
Otherwise GstVideoDecoder is not finalized and
resources are leaked.
Somehow GST_TRACERS="leaks" GST_DEBUG="GST_TRACER:7" did not catch it.
Valgrind output:
==31645== 22,480 (1,400 direct, 21,080 indirect) bytes in 5 blocks are definitely lost in loss record 5,042 of 5,049
==31645== at 0x4C2FB0F: malloc
==31645== by 0x51D9E88: g_malloc
==31645== by 0x51FA7B5: g_slice_alloc
==31645== by 0x51FAC68: g_slice_alloc0
==31645== by 0x58D9984: g_type_create_instance
==31645== by 0x58BA344: g_object_new_with_properties
==31645== by 0x58BADA0: g_object_new
==31645== by 0x8ECA966: gst_video_decoder_init
==31645== by 0x58D99E7: g_type_create_instance
==31645== by 0x58BA344: g_object_new_with_properties
Roman Shpuntov [Wed, 11 Dec 2019 07:17:37 +0000 (14:17 +0700)]
avfvideosrc: element requests camera permissions even with capture-screen property is true
https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/1137
macOS has different dialogs for camera capture and screen capture.
No need to request screen capture permissions, the system detect
screen capture automatically and create request dialog.
Seungha Yang [Wed, 11 Dec 2019 12:51:03 +0000 (21:51 +0900)]
d3d11window: Initialize surface rect with given external window handle
Unlike internal window, resize event might not happen with external window.
Seungha Yang [Wed, 11 Dec 2019 11:21:42 +0000 (20:21 +0900)]
d3d11device: Report alive d3d11 objects at the end
It would be useful for debugging d3d11 object leak.
Seungha Yang [Wed, 11 Dec 2019 11:19:45 +0000 (20:19 +0900)]
d3d11: Fix ID3D11SamplerState leak
Stéphane Cerveau [Wed, 11 Dec 2019 09:47:20 +0000 (10:47 +0100)]
remove various useless linefeed in logs
Haihao Xiang [Thu, 7 Nov 2019 07:54:47 +0000 (15:54 +0800)]
msdk: ignore MFX_ERR_UNDEFINED_BEHAVIOR when loading a plugin
An issue can be seen when using msdkh265enc with bitrate change in
playing state. The root cause is the corresponding plugin is loaded
again.
Returning MFX_ERR_UNDEFINED_BEHAVIOR from MSDK just means the plugin has
been loaded, so we may ignore this error when doing configuation again
in the sub class, otherwise the pipeline will be interrupted
Seungha Yang [Mon, 9 Dec 2019 12:01:32 +0000 (21:01 +0900)]
d3d11videosink: Fix broken fallback rendering
Make fallback rendering work
Seungha Yang [Mon, 9 Dec 2019 10:54:30 +0000 (19:54 +0900)]
d3d11videosink: Add debug message for fallback reason
Seungha Yang [Sun, 8 Dec 2019 15:14:53 +0000 (00:14 +0900)]
d3d11window: Do not check shader resource view if not doing conversion
If d3d11window does not convert format internally, shader resource view
is not required. Note that shader resource view is used for
color conversion using shader but when conversion is not required,
we just copy input input texture to backbuffer.
Julien Isorce [Fri, 6 Dec 2019 05:19:13 +0000 (21:19 -0800)]
msdkvpp: check mfx surface nullity for the input buffer
In theory it should not happen but it happened to me
in some cases where it failed to allocate some video
buffers so this was a consequence of a corner case.
Better to be safe than sorry.
Seungha Yang [Sun, 8 Dec 2019 07:39:16 +0000 (16:39 +0900)]
d3d11window: Clear old swapchain per prepare
_prepare() might be called multiple times for given window, so clear
old swapchain if any.
Fixes: https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/issues/1138
Olivier Crête [Mon, 9 Dec 2019 20:35:03 +0000 (15:35 -0500)]
srtp: Remove %z as it doesn't work on Windows
Alicia Boya García [Mon, 9 Dec 2019 16:54:02 +0000 (17:54 +0100)]
gsttestsrcbin: Avoid not-linked errors when switching tracks
The previous implementation had a very high reproducibility race where
if after a track switch, the ex-active track pad completed a buffer
chain (now returning not-linked) the flow combiner had all their pads in
non-linked state, propagating it as an error and stopping the pipeline.
By resetting the flow combiner in response to RECONFIGURE events that
race is made impossible.
Julien Isorce [Fri, 6 Dec 2019 16:50:05 +0000 (08:50 -0800)]
msdkdec: fix assertion 'frame->ref_count > 0' failed
Can happen if the oldest frame is the current frame
and if gst_video_decoder_finish_frame failed in which
case the current is unref and then drop instead of
just drop.
This patch also removes some assumptions, it was strange
to call unref and finish_frame in gst_msdkdec_finish_task.
In principle when owning a frame, the code should either
unref, or drop or finish.
Seungha Yang [Sun, 8 Dec 2019 08:25:26 +0000 (17:25 +0900)]
d3d11window: Always set dxgi colorspace if possible
Not only for the 10 bits RGB case with HDR metadata, set proper color space
to swapchain in order to make color representaion correct
Matthew Waters [Tue, 3 Sep 2019 03:56:22 +0000 (13:56 +1000)]
vtdec: add support for outputing vulkan images
Matthew Waters [Tue, 3 Sep 2019 03:42:43 +0000 (13:42 +1000)]
vulkan/image: expose initialization function for subclasses
Matthew Waters [Mon, 2 Sep 2019 14:30:31 +0000 (00:30 +1000)]
vulkan/macos: link directly to MoltenVK
It's currently the only sane way we can use MoltenVK functions to
integrate with Metal API.
It also removes the need to specify the VK_ICD_FILENAMES environment
variable pointing to MoltenVK_icd.json.
Matthew Waters [Mon, 2 Sep 2019 05:00:27 +0000 (15:00 +1000)]
applemedia: rename IOSurfaceMemory -> IOSurfaceGLMemory
Matthew Waters [Wed, 28 Aug 2019 08:59:35 +0000 (18:59 +1000)]
videotexturecache: implement GL specifics as a subclass
Matthew Waters [Mon, 26 Aug 2019 06:51:03 +0000 (16:51 +1000)]
applemedia/videocache: make a GObject subclass
Matthew Waters [Wed, 28 Aug 2019 10:09:39 +0000 (20:09 +1000)]
avfvideosrc: don't leak texture caches
If decide_allocation is called multiple times, then we would continually
overwrite the previous cache without freeing
Aaron Boxer [Fri, 6 Dec 2019 04:06:41 +0000 (22:06 -0600)]
d3d11: translate windows error codes to human readable strings
This will help with debugging.
Xavier Claessens [Mon, 16 Sep 2019 17:15:59 +0000 (13:15 -0400)]
mlaudiosink: Fix crash when stopping pipeline
This is a bug in LuminOS 0.97.0.
Xavier Claessens [Tue, 9 Apr 2019 19:22:19 +0000 (15:22 -0400)]
Add mlaudiosink element
Stéphane Cerveau [Thu, 5 Sep 2019 14:48:19 +0000 (16:48 +0200)]
openh264enc: keep the headers
be able to resend the headers on demand after a key-unit request
Sebastian Dröge [Thu, 5 Dec 2019 19:22:18 +0000 (21:22 +0200)]
decklink: Return new references to the devices from get_devices()
Otherwise the caller will free the devices we store internally.
Stéphane Cerveau [Fri, 24 May 2019 14:24:00 +0000 (16:24 +0200)]
dash: move parser nodes/types to separated files
Rename GstMpdClient to GstMPDClient and use GObject model.
Move nodes to file from gstmpdparser.c:
- GstMPDRootNode
- GstMPDBaseURLNode
- GstMPDUTCTimingNode
- GstMPDMetricsNode
- GstMPDMetricsRangeNode
- GstMPDSNode
- GstMPDSegmentTimelineNode
- GstSegmentTemplateNode
- GstMPDSegmentURLNode
- GstMPDSegmentListNode
- GstMPDPeriodNode
- GstMPDRepresentationNode
- GstMPDsubRepresentationNode
- GstMPDAdaptationSetNode
- GstMPDContentComponentNode
- GstMPDSubsetNode
- GstMPDProgramInformationNode
Move types to gstmpdhelper from gstmpdparser.c:
- GstURLType
- GstDescriptorType
- GstSegmentBaseType
- GstMPDMultSegmentBaseType
- GstMPDRepresentationBaseType
Cleanup naming when possible.
Stéphane Cerveau [Mon, 20 May 2019 16:48:23 +0000 (18:48 +0200)]
dash: split mpdparser, mpdclient and xmlhelper
provide a separate namespace for mpd helper
for xml parsing and the real mpd parsing.
Seungha Yang [Wed, 4 Dec 2019 06:33:42 +0000 (15:33 +0900)]
d3dvideosink: Fix warning for unhandled enum in switch
d3dhelpers.c:135:3: warning: enumeration value 'D3DFMT_D32_LOCKABLE' not handled in switch [-Wswitch]
Matthew Waters [Wed, 4 Dec 2019 08:29:38 +0000 (19:29 +1100)]
vulkanviewconvert: clear the cached uniforms on caps change
Caps changes can change the output/input layout which needs to be
reflected in the input uniforms to the shader.
Seungha Yang [Wed, 4 Dec 2019 15:53:40 +0000 (00:53 +0900)]
d3d11: Initialize debug categories of non-GstElement implementation in plugin init
That's the way to expose debug category to --gst-debug-help
Seungha Yang [Wed, 4 Dec 2019 14:23:09 +0000 (23:23 +0900)]
d3d11window: Invoke resize task with high priority
On resize event, swapchain should be configured with higher priority
than the other tasks since it's directly related to visual artifacts.
Seungha Yang [Wed, 4 Dec 2019 14:20:39 +0000 (23:20 +0900)]
d3d11device: Add gst_d3d11_device_thread_add_full method
I would be used to invoke GPU task with specified priority.
Seungha Yang [Wed, 4 Dec 2019 05:15:19 +0000 (14:15 +0900)]
d3d11videosinkbin: Drop d3d11 color convert element
d3d11videosink can convert color space now, so the conversion element
seems to be redundant.
Seungha Yang [Tue, 3 Dec 2019 13:54:26 +0000 (22:54 +0900)]
d3d11videosink: Add color conversion support
Draw to back buffer texture directly. It would reduce the number of
copy at least once when color conversion is required.
Seungha Yang [Tue, 3 Dec 2019 13:29:27 +0000 (22:29 +0900)]
d3d11converter: Skip setup converter if input and output formats are equal
Seungha Yang [Tue, 3 Dec 2019 11:35:06 +0000 (20:35 +0900)]
d3d11colorconvert: Split color space converter to reuse code
Seungha Yang [Mon, 2 Dec 2019 11:24:05 +0000 (20:24 +0900)]
d3d11: Split shader to reuse code
Seungha Yang [Mon, 2 Dec 2019 14:27:42 +0000 (23:27 +0900)]
d3d11videosink: Draw window with cached texture on resize
This would render nicer than presenting scene with broken aspect ratio,
especially in case of low framerate.
Seungha Yang [Sat, 30 Nov 2019 11:26:26 +0000 (20:26 +0900)]
d3d11: Add support for D3D11_USAGE_DYNAMIC
D3D11 dynamic texture is a special memory type, which is mainly used for
frequent CPU write access to the texture. For now, this texture type
does not support gst_memory_{map,unmap}
Seungha Yang [Mon, 2 Dec 2019 05:23:10 +0000 (14:23 +0900)]
d3d11device: Add debug message for CreateTexture2D failure
Seungha Yang [Mon, 2 Dec 2019 05:03:04 +0000 (14:03 +0900)]
d3d11device: Fix misreading debug message
Seungha Yang [Sun, 1 Dec 2019 07:13:38 +0000 (16:13 +0900)]
d3d11colorconvert: Disable color conversion with software rasterizer
It's much slower than our CPU based color-converter in most case.
Seungha Yang [Thu, 18 Jul 2019 14:12:13 +0000 (23:12 +0900)]
d3d11videosink: Handle context query
Propagate d3d11device via context query.
Seungha Yang [Sun, 6 Oct 2019 12:59:54 +0000 (21:59 +0900)]
d3d11colorconvert: Avoid copy in/out texture if possible
When input and/or output d3d11memory has its own view, use them for
rendering to avoid texture copy
Seungha Yang [Sun, 6 Oct 2019 12:35:48 +0000 (21:35 +0900)]
d3d11memory: Allocate texture with required views
Store required resource views with d3d11 texture when it requested.
Seungha Yang [Wed, 6 Nov 2019 10:39:09 +0000 (19:39 +0900)]
d3d11: Add d3d11videosinkbin element
New wrapper element to support d3d11 memory upload, color conversion, and
rendering at once.
Seungha Yang [Sun, 18 Aug 2019 12:01:55 +0000 (21:01 +0900)]
d3d11: Add color space conversion element using shader
Add d3d11colorconvert element for color space conversion.
Currently {RGB, YUV} to RGB conversion is supported.
Seungha Yang [Sun, 6 Oct 2019 11:59:51 +0000 (20:59 +0900)]
d3d11memory: Register mininal compare function for GstD3D11AllocationParams
The d3d11 allocation param is stored in GstStructure so it should
provide compare function for later use such as gst_structure_is_equal()
Seungha Yang [Thu, 3 Oct 2019 12:24:07 +0000 (21:24 +0900)]
d3d11window: Set render target whenever drawing
Device context's render target might be updated for offscreen rendering
Seungha Yang [Sat, 24 Aug 2019 08:43:43 +0000 (17:43 +0900)]
d3d11videosink: Specify d3d11 memory caps feature on sinkpad template
Seungha Yang [Wed, 6 Nov 2019 10:38:31 +0000 (19:38 +0900)]
d3d11: Introduce d3d11 upload/download element
That's equivalent to glupload and gldownload elements but for d3d11
Seungha Yang [Wed, 6 Nov 2019 10:37:33 +0000 (19:37 +0900)]
d3d11: Refactor d3d11 memory and dxgi format usage
* Create staging texture only when the CPU access is requested.
Note that we should avoid the CPU access to d3d11 memory as mush as possible.
Incoming d3d11upload and d3d11download will take this GPU memory upload/download.
* Upload/Download texture memory from/to staging only if it needed, similar to
GstGL PBO implementation.
* Define more dxgi formats for future usage (e.g., color conversion, dxva2 decoder).
Because I420_* formats are not supported formats by dxgi, each plane should
be handled likewise GstGL separately, but NV12/P10 formats might be supported ones.
So we decide the number of d3d11memory per GstBuffer for video memory depending on
OS version and dxgi format. For instance, if NV12 is supported by OS,
only one d3d11memory with DXGI_FORMAT_NV12 texture can be allocated by this commit.
One use case of such texture is DXVA. In case DXVA decoder, it might need to produce decoded data
to one DXGI_FORMAT_NV12 instead of seperate Y and UV planes.
Such behavior will be controlled via configuration of GstD3D11BufferPool and
default configuration is separate resources per plane.
Seungha Yang [Sat, 24 Aug 2019 08:14:09 +0000 (17:14 +0900)]
d3d11: Add method for querying d3d11 memory type
... and fix misreading "private" annotation.
Seungha Yang [Wed, 25 Sep 2019 11:34:10 +0000 (20:34 +0900)]
d3d11device: Store selected d3d feature level
Depending on selected feature level, d3d11 API usage can be different.
Instead of querying the selected feature level by user whenever required,
store it once by d3d11device.
Seungha Yang [Fri, 23 Aug 2019 12:41:39 +0000 (21:41 +0900)]
d3d11: Don't share d3d11 device context unconditionally without checking adapter
Do not accept any GstD3D11Device context which has different adapter
index from the required one. For example, if a d3d11 element is expecting
d3d11 device with adapter 1 (i.e., the second GPU), any d3d11 device
context having different adapter could not be shared with
the d3d11 element.
Seungha Yang [Tue, 24 Sep 2019 11:32:47 +0000 (20:32 +0900)]
d3d11device: Don't allow auto adapter selection
Change to d3d11device to be created with explicit target adapter index,
and expose some readonly device properties
Seungha Yang [Sun, 18 Aug 2019 11:56:06 +0000 (20:56 +0900)]
d3d11: Rename native handle getter and context utils functions
Make them consistent with cuda context utils functions.
Put in-only parameter before all in-out parameters, and add _handle()
suffix to native handle getter functions.