/* GStreamer * Copyright (C) 2019 Seungha Yang * Copyright (C) 2020 Seungha Yang * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstd3d11bufferpool.h" #include "gstd3d11memory.h" #include "gstd3d11device.h" #include "gstd3d11utils.h" #include /** * SECTION:gstd3d11bufferpool * @title: GstD3D11BufferPool * @short_description: buffer pool for #GstD3D11Memory objects * @see_also: #GstBufferPool, #GstGLMemory * * a #GstD3D11BufferPool is an object that allocates buffers with #GstD3D11Memory * * A #GstGLBufferPool is created with gst_d3d11_buffer_pool_new() */ GST_DEBUG_CATEGORY_STATIC (gst_d3d11_buffer_pool_debug); #define GST_CAT_DEFAULT gst_d3d11_buffer_pool_debug struct _GstD3D11BufferPoolPrivate { GstD3D11Allocator *alloc[GST_VIDEO_MAX_PLANES]; GstD3D11AllocationParams *d3d11_params; gboolean texture_array_pool; gint stride[GST_VIDEO_MAX_PLANES]; gsize offset[GST_VIDEO_MAX_PLANES]; }; #define gst_d3d11_buffer_pool_parent_class parent_class G_DEFINE_TYPE_WITH_PRIVATE (GstD3D11BufferPool, gst_d3d11_buffer_pool, GST_TYPE_BUFFER_POOL); static void gst_d3d11_buffer_pool_dispose (GObject * object); static const gchar **gst_d3d11_buffer_pool_get_options (GstBufferPool * pool); static gboolean gst_d3d11_buffer_pool_set_config (GstBufferPool * pool, GstStructure * config); static GstFlowReturn gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool, GstBuffer ** buffer, GstBufferPoolAcquireParams * params); static GstFlowReturn gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool, GstBuffer ** buffer, GstBufferPoolAcquireParams * params); static void gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool, GstBuffer * buffer); static gboolean gst_d3d11_buffer_pool_start (GstBufferPool * pool); static gboolean gst_d3d11_buffer_pool_stop (GstBufferPool * pool); static void gst_d3d11_buffer_pool_class_init (GstD3D11BufferPoolClass * klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); GstBufferPoolClass *bufferpool_class = GST_BUFFER_POOL_CLASS (klass); gobject_class->dispose = gst_d3d11_buffer_pool_dispose; bufferpool_class->get_options = gst_d3d11_buffer_pool_get_options; bufferpool_class->set_config = gst_d3d11_buffer_pool_set_config; bufferpool_class->alloc_buffer = gst_d3d11_buffer_pool_alloc_buffer; bufferpool_class->acquire_buffer = gst_d3d11_buffer_pool_acquire_buffer; bufferpool_class->reset_buffer = gst_d3d11_buffer_pool_reset_buffer; bufferpool_class->start = gst_d3d11_buffer_pool_start; bufferpool_class->stop = gst_d3d11_buffer_pool_stop; GST_DEBUG_CATEGORY_INIT (gst_d3d11_buffer_pool_debug, "d3d11bufferpool", 0, "d3d11bufferpool object"); } static void gst_d3d11_buffer_pool_init (GstD3D11BufferPool * self) { self->priv = (GstD3D11BufferPoolPrivate *) gst_d3d11_buffer_pool_get_instance_private (self); } static void gst_d3d11_buffer_pool_clear_allocator (GstD3D11BufferPool * self) { GstD3D11BufferPoolPrivate *priv = self->priv; guint i; for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) { if (priv->alloc[i]) { gst_d3d11_allocator_set_active (priv->alloc[i], FALSE); gst_clear_object (&priv->alloc[i]); } } } static void gst_d3d11_buffer_pool_dispose (GObject * object) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (object); GstD3D11BufferPoolPrivate *priv = self->priv; g_clear_pointer (&priv->d3d11_params, gst_d3d11_allocation_params_free); gst_clear_object (&self->device); gst_d3d11_buffer_pool_clear_allocator (self); G_OBJECT_CLASS (parent_class)->dispose (object); } static const gchar ** gst_d3d11_buffer_pool_get_options (GstBufferPool * pool) { /* NOTE: d3d11 memory does not support alignment */ static const gchar *options[] = { GST_BUFFER_POOL_OPTION_VIDEO_META, NULL }; return options; } static gboolean gst_d3d11_buffer_pool_set_config (GstBufferPool * pool, GstStructure * config) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool); GstD3D11BufferPoolPrivate *priv = self->priv; GstVideoInfo info; GstCaps *caps = NULL; guint min_buffers, max_buffers; gboolean ret = TRUE; D3D11_TEXTURE2D_DESC *desc; const GstD3D11Format *format; gsize offset = 0; gint i; if (!gst_buffer_pool_config_get_params (config, &caps, NULL, &min_buffers, &max_buffers)) goto wrong_config; if (caps == NULL) goto no_caps; /* now parse the caps from the config */ if (!gst_video_info_from_caps (&info, caps)) goto wrong_caps; GST_LOG_OBJECT (pool, "%dx%d, caps %" GST_PTR_FORMAT, info.width, info.height, caps); gst_d3d11_buffer_pool_clear_allocator (self); memset (priv->stride, 0, sizeof (priv->stride)); memset (priv->offset, 0, sizeof (priv->offset)); if (priv->d3d11_params) gst_d3d11_allocation_params_free (priv->d3d11_params); priv->d3d11_params = gst_buffer_pool_config_get_d3d11_allocation_params (config); if (!priv->d3d11_params) { /* allocate memory with resource format by default */ priv->d3d11_params = gst_d3d11_allocation_params_new (self->device, &info, (GstD3D11AllocationFlags) 0, 0); } desc = priv->d3d11_params->desc; /* resolution of semi-planar formats must be multiple of 2 */ if (desc[0].Format == DXGI_FORMAT_NV12 || desc[0].Format == DXGI_FORMAT_P010 || desc[0].Format == DXGI_FORMAT_P016) { if (desc[0].Width % 2 || desc[0].Height % 2) { gint width, height; GstVideoAlignment align; GST_WARNING_OBJECT (self, "Resolution %dx%d is not mutiple of 2, fixing", desc[0].Width, desc[0].Height); width = GST_ROUND_UP_2 (desc[0].Width); height = GST_ROUND_UP_2 (desc[0].Height); gst_video_alignment_reset (&align); align.padding_right = width - desc[0].Width; align.padding_bottom = height - desc[0].Height; gst_d3d11_allocation_params_alignment (priv->d3d11_params, &align); } } #ifndef GST_DISABLE_GST_DEBUG { GST_LOG_OBJECT (self, "Direct3D11 Allocation params"); GST_LOG_OBJECT (self, "\tD3D11AllocationFlags: 0x%x", priv->d3d11_params->flags); for (i = 0; GST_VIDEO_MAX_PLANES; i++) { if (desc[i].Format == DXGI_FORMAT_UNKNOWN) break; GST_LOG_OBJECT (self, "\t[plane %d] %dx%d, DXGI format %d", i, desc[i].Width, desc[i].Height, desc[i].Format); GST_LOG_OBJECT (self, "\t[plane %d] MipLevel %d, ArraySize %d", i, desc[i].MipLevels, desc[i].ArraySize); GST_LOG_OBJECT (self, "\t[plane %d] SampleDesc.Count %d, SampleDesc.Quality %d", i, desc[i].SampleDesc.Count, desc[i].SampleDesc.Quality); GST_LOG_OBJECT (self, "\t[plane %d] Usage %d", i, desc[i].Usage); GST_LOG_OBJECT (self, "\t[plane %d] BindFlags 0x%x", i, desc[i].BindFlags); GST_LOG_OBJECT (self, "\t[plane %d] CPUAccessFlags 0x%x", i, desc[i].CPUAccessFlags); GST_LOG_OBJECT (self, "\t[plane %d] MiscFlags 0x%x", i, desc[i].MiscFlags); } } #endif if ((priv->d3d11_params->flags & GST_D3D11_ALLOCATION_FLAG_TEXTURE_ARRAY)) { guint max_array_size = 0; for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) { if (desc[i].Format == DXGI_FORMAT_UNKNOWN) break; if (desc[i].ArraySize > max_array_size) max_array_size = desc[i].ArraySize; } if (max_buffers == 0 || max_buffers > max_array_size) { GST_WARNING_OBJECT (pool, "Array pool is requested but allowed pool size %d > ArraySize %d", max_buffers, max_array_size); max_buffers = max_array_size; } priv->texture_array_pool = TRUE; } else { priv->texture_array_pool = FALSE; } offset = 0; for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) { GstD3D11Allocator *alloc; GstD3D11PoolAllocator *pool_alloc; GstFlowReturn flow_ret; GstMemory *mem = NULL; guint stride = 0; if (desc[i].Format == DXGI_FORMAT_UNKNOWN) break; alloc = (GstD3D11Allocator *) gst_d3d11_pool_allocator_new (self->device, &desc[i]); if (!gst_d3d11_allocator_set_active (alloc, TRUE)) { GST_ERROR_OBJECT (self, "Failed to activate allocator"); gst_object_unref (alloc); return FALSE; } pool_alloc = GST_D3D11_POOL_ALLOCATOR (alloc); flow_ret = gst_d3d11_pool_allocator_acquire_memory (pool_alloc, &mem); if (flow_ret != GST_FLOW_OK) { GST_ERROR_OBJECT (self, "Failed to allocate initial memory"); gst_d3d11_allocator_set_active (alloc, FALSE); gst_object_unref (alloc); return FALSE; } if (!gst_d3d11_memory_get_texture_stride (GST_D3D11_MEMORY_CAST (mem), &stride) || stride < desc[i].Width) { GST_ERROR_OBJECT (self, "Failed to calculate stride"); gst_d3d11_allocator_set_active (alloc, FALSE); gst_object_unref (alloc); gst_memory_unref (mem); return FALSE; } priv->stride[i] = stride; priv->offset[i] = offset; offset += mem->size; priv->alloc[i] = alloc; gst_memory_unref (mem); } g_assert (priv->d3d11_params->d3d11_format != NULL); format = priv->d3d11_params->d3d11_format; /* single texture semi-planar formats */ if (format->dxgi_format != DXGI_FORMAT_UNKNOWN && GST_VIDEO_INFO_N_PLANES (&info) == 2) { priv->stride[1] = priv->stride[0]; priv->offset[1] = priv->stride[0] * desc[0].Height; } gst_buffer_pool_config_set_params (config, caps, offset, min_buffers, max_buffers); return GST_BUFFER_POOL_CLASS (parent_class)->set_config (pool, config) && ret; /* ERRORS */ wrong_config: { GST_WARNING_OBJECT (pool, "invalid config"); return FALSE; } no_caps: { GST_WARNING_OBJECT (pool, "no caps in config"); return FALSE; } wrong_caps: { GST_WARNING_OBJECT (pool, "failed getting geometry from caps %" GST_PTR_FORMAT, caps); return FALSE; } } static GstFlowReturn gst_d3d11_buffer_pool_fill_buffer (GstD3D11BufferPool * self, GstBuffer * buf) { GstD3D11BufferPoolPrivate *priv = self->priv; GstFlowReturn ret = GST_FLOW_OK; guint i; for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) { GstMemory *mem = NULL; GstD3D11PoolAllocator *alloc = GST_D3D11_POOL_ALLOCATOR (priv->alloc[i]); if (!alloc) break; ret = gst_d3d11_pool_allocator_acquire_memory (alloc, &mem); if (ret != GST_FLOW_OK) { GST_WARNING_OBJECT (self, "Failed to acquire memory, ret %s", gst_flow_get_name (ret)); return ret; } gst_buffer_append_memory (buf, mem); } return GST_FLOW_OK; } static GstFlowReturn gst_d3d11_buffer_pool_alloc_buffer (GstBufferPool * pool, GstBuffer ** buffer, GstBufferPoolAcquireParams * params) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool); GstD3D11BufferPoolPrivate *priv = self->priv; GstD3D11AllocationParams *d3d11_params = priv->d3d11_params; GstVideoInfo *info = &d3d11_params->info; GstBuffer *buf; GstFlowReturn ret = GST_FLOW_OK; buf = gst_buffer_new (); /* For texture-array case, we release memory in reset_buffer() so that it can * be returned to allocator. So our acquire_buffer() method is expecting * empty buffer in that case. Don't fill memory here for non-texture-array */ if (!priv->texture_array_pool) { ret = gst_d3d11_buffer_pool_fill_buffer (self, buf); if (ret != GST_FLOW_OK) { gst_buffer_unref (buf); return ret; } } gst_buffer_add_video_meta_full (buf, GST_VIDEO_FRAME_FLAG_NONE, GST_VIDEO_INFO_FORMAT (info), GST_VIDEO_INFO_WIDTH (info), GST_VIDEO_INFO_HEIGHT (info), GST_VIDEO_INFO_N_PLANES (info), priv->offset, priv->stride); *buffer = buf; return GST_FLOW_OK; } static GstFlowReturn gst_d3d11_buffer_pool_acquire_buffer (GstBufferPool * pool, GstBuffer ** buffer, GstBufferPoolAcquireParams * params) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool); GstD3D11BufferPoolPrivate *priv = self->priv; GstFlowReturn ret; ret = GST_BUFFER_POOL_CLASS (parent_class)->acquire_buffer (pool, buffer, params); if (ret != GST_FLOW_OK) return ret; /* Don't need special handling for non-texture-array case */ if (!priv->texture_array_pool) return ret; /* Baseclass will hold empty buffer in this case, fill GstMemory */ g_assert (gst_buffer_n_memory (*buffer) == 0); return gst_d3d11_buffer_pool_fill_buffer (self, *buffer); } static void gst_d3d11_buffer_pool_reset_buffer (GstBufferPool * pool, GstBuffer * buffer) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool); GstD3D11BufferPoolPrivate *priv = self->priv; /* if we are using texture array, return memory to allocator, so that * memory pool allocator can wake up if it's waiting for available memory */ if (priv->texture_array_pool) { GST_LOG_OBJECT (self, "Returning memory to allocator"); gst_buffer_remove_all_memory (buffer); } GST_BUFFER_POOL_CLASS (parent_class)->reset_buffer (pool, buffer); GST_BUFFER_FLAGS (buffer) = 0; } static gboolean gst_d3d11_buffer_pool_start (GstBufferPool * pool) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool); GstD3D11BufferPoolPrivate *priv = self->priv; guint i; gboolean ret; GST_DEBUG_OBJECT (self, "Start"); for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) { GstD3D11Allocator *alloc = priv->alloc[i]; if (!alloc) break; if (!gst_d3d11_allocator_set_active (alloc, TRUE)) { GST_ERROR_OBJECT (self, "Failed to activate allocator"); return FALSE; } } ret = GST_BUFFER_POOL_CLASS (parent_class)->start (pool); if (!ret) { GST_ERROR_OBJECT (self, "Failed to start"); for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) { GstD3D11Allocator *alloc = priv->alloc[i]; if (!alloc) break; gst_d3d11_allocator_set_active (alloc, FALSE); } return FALSE; } return TRUE; } static gboolean gst_d3d11_buffer_pool_stop (GstBufferPool * pool) { GstD3D11BufferPool *self = GST_D3D11_BUFFER_POOL (pool); GstD3D11BufferPoolPrivate *priv = self->priv; guint i; GST_DEBUG_OBJECT (self, "Stop"); for (i = 0; i < G_N_ELEMENTS (priv->alloc); i++) { GstD3D11Allocator *alloc = priv->alloc[i]; if (!alloc) break; if (!gst_d3d11_allocator_set_active (alloc, FALSE)) { GST_ERROR_OBJECT (self, "Failed to deactivate allocator"); return FALSE; } } return GST_BUFFER_POOL_CLASS (parent_class)->stop (pool); } /** * gst_d3d11_buffer_pool_new: * @device: a #GstD3D11Device to use * * Returns: a #GstBufferPool that allocates buffers with #GstD3D11Memory * * Since: 1.20 */ GstBufferPool * gst_d3d11_buffer_pool_new (GstD3D11Device * device) { GstD3D11BufferPool *pool; g_return_val_if_fail (GST_IS_D3D11_DEVICE (device), NULL); pool = (GstD3D11BufferPool *) g_object_new (GST_TYPE_D3D11_BUFFER_POOL, NULL); gst_object_ref_sink (pool); pool->device = (GstD3D11Device *) gst_object_ref (device); return GST_BUFFER_POOL_CAST (pool); } /** * gst_buffer_pool_config_get_d3d11_allocation_params: * @config: a buffer pool config * * Returns: (transfer full) (nullable): the currently configured * #GstD3D11AllocationParams on @config or %NULL if @config doesn't contain * #GstD3D11AllocationParams * * Since: 1.20 */ GstD3D11AllocationParams * gst_buffer_pool_config_get_d3d11_allocation_params (GstStructure * config) { GstD3D11AllocationParams *ret; if (!gst_structure_get (config, "d3d11-allocation-params", GST_TYPE_D3D11_ALLOCATION_PARAMS, &ret, NULL)) ret = NULL; return ret; } /** * gst_buffer_pool_config_set_d3d11_allocation_params: * @config: a buffer pool config * @params: (transfer none): a #GstD3D11AllocationParams * * Sets @params on @config * * Since: 1.20 */ void gst_buffer_pool_config_set_d3d11_allocation_params (GstStructure * config, GstD3D11AllocationParams * params) { g_return_if_fail (config != NULL); g_return_if_fail (params != NULL); gst_structure_set (config, "d3d11-allocation-params", GST_TYPE_D3D11_ALLOCATION_PARAMS, params, NULL); }