d3d11decoder: Refactor for more unified decoding flow
d3d11decoder: Refactor for more unified decoding flow
... and various code cleanup.
* Move spreaded decoding API calls into one method
Previously, decoding flow of most codecs are
- Call DecoderBeginFrame() on start_picture()
- Call {Get,Release}DecoderBuffer() on decode_slice()
- Call SubmitDecoderBuffers() and DecoderEndFrame() on end_picture()
Such spreaded API calls make it hard to keep track of status
of decoding. Now it will be done at once in a new method.
* Drop a code for non-zero wBadSliceChopping
When bitstream buffer provided by driver is not sufficient
to write compressed bitstream data, host decoder needs to make use
of wBadSliceChopping so that driver can understand there are
multiple bitstream buffer. But it's a bit unrealistic and
not tested. Since FFMpeg's DXVA implemetaion doesn't support it,
we might be able to ignore the case for now.
* Make code more portable
Consider common logic of GstCodecs -> DXVA translation for all D3D APIs
(i,e., D3D9, D3D11, and D3D12).
d3d11decoder: Remove duplicated class_init and property related code
Move them into the decoder helper code to remove duplication
d3d11: Get rid of "extern "C"" wrapping for GST_DEBUG_CATEGORY_EXTERN
Instead, change the file defining debug category to cpp