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D3d12Upload

Struct D3d12Upload 

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pub struct D3d12Upload { /* private fields */ }
Available on Windows and crate feature d3d12 and (crate features d3d11 or d3d12) only.
Expand description

Uploads CPU-resident Pixel::NV12 video frames (e.g. from crate::elements::Scaler, fed by a synthetic source, a screen capture, …) to GPU-resident Video frames tagged Pixel::D3D12 — the mirror image of crate::elements::D3d12vaDecoder: that one decodes compressed Packets straight to GPU frames; this one moves frames that start out on the CPU onto the same device a crate::elements::D3d12Renderer reads from, so the renderer can take its zero-copy path (Pixel::D3D12) instead of its CPU-upload one (Pixel::YUV420P) — or so any other GPU-side stage downstream can work on the frame without a CPU round trip.

Only accepts Pixel::NV12 input — that’s the layout crate::elements::D3d12Renderer’s zero-copy submit_nv12_texture path requires of every Pixel::D3D12 frame, decoder-produced or not, so there’s no reason to support uploading anything else. Chain a crate::elements::Scaler (dst_format = Pixel::NV12) in front of this if the source produces something else (e.g. crate::elements::TestVideoSource’s Pixel::YUV420P).

width/height are fixed for this element’s lifetime, set once in D3d12Upload::new — the underlying AVHWFramesContext’s allocated dimensions can’t be changed after av_hwframe_ctx_init, so every frame consume receives must match exactly (a resolution change means tearing this element down and building a fresh one).

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impl D3d12Upload

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pub fn new( name: impl Into<String>, device: &ID3D12Device, width: u32, height: u32, ) -> Result<Self, D3d12UploadError>

device must outlive this element (and, transitively, every frame it produces that’s still alive downstream) and must be the same ID3D12Device your crate::elements::D3d12Renderer was created with — same requirement crate::elements::D3d12vaDecoder::new documents, for the same reason: frames landing on a different device than the one the renderer submits to would make the zero-copy path invalid.

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impl Drop for D3d12Upload

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fn drop(&mut self)

Executes the destructor for this type. Read more
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fn pin_drop(self: Pin<&mut Self>)

🔬This is a nightly-only experimental API. (pin_ergonomics)
Execute the destructor for this type, but different to Drop::drop, it requires self to be pinned. Read more
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impl Element for D3d12Upload

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fn name(&self) -> Arc<str>

Returns a cheap clone (refcount bump, not a deep copy) of this element’s name — crate::bus::BusEvent stores names as Arc<str> for exactly this reason: a hot path like crate::queue::Queue posting BusEvent::Dropped once per overflowed buffer shouldn’t pay for a fresh heap allocation every time it wants to report which element it is.
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fn element_type(&self) -> ElementType

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fn pp_log(&self) -> &PpLog

This element’s identity for crate::bus::Bus::post — same id/name as Element::name, just already wrapped as the crate::pp_log::PpLog its pp_info!/pp_warn!/pp_error! macros need. A stored private field, not built fresh per call, for the same reason name() returns a cheap Arc<str> clone instead of a fresh String — see its own docs.
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fn pp_log_mut(&mut self) -> &mut PpLog

Mutable access to the same field Element::pp_log reads — used by crate::pipeline::ChainBuilder to stamp the owning crate::pipeline::Pipeline’s id onto every element that passes through it, via element_pp_log. Not meant to be called from anywhere else.
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fn graph_id(&self) -> Option<ElementId>

A pre-reserved graph identity for elements that expose dynamic attachment handles. Most elements receive an ID from ChainBuilder and keep the default None implementation.
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impl Send for D3d12Upload

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impl Sink for D3d12Upload

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fn consume(&mut self, buf: MediaBuffer) -> Result<()>

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fn control(&mut self, msg: ControlMsg) -> Result<()>

Reacts to a ControlMsg (pause/resume/stop) and, for anything with a downstream of its own, forwards it on — same shape as consume, just a separate channel from MediaBuffer so it can reach every element (not just ones that already know how to interpret a data buffer) and, at a crate::queue::Queue, jump ahead of whatever data is backed up instead of waiting behind it. No default: every Sink has to consciously decide what this means for it, rather than silently dropping it.
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impl Source for D3d12Upload

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fn src_pads(&mut self) -> &mut [SrcPad]

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