Fix NV12 crash issue when recreate camera object

(new structure) does not work
This commit is contained in:
2026-04-03 14:51:52 +11:00
parent 958cab6ae3
commit 6fb09830c5
16 changed files with 854 additions and 209 deletions

161
include/GpuNV12SlotPool.h Normal file
View File

@@ -0,0 +1,161 @@
#pragma once
// GpuNV12SlotPool.h — Process-wide GPU NV12 buffer pool.
//
// Provides pre-allocated CUDA buffer slots (Y + UV planes) that are shared
// across all RTSP camera instances. Slots are acquired per-frame by
// GetRTSPCVImage and released back to the pool when the GpuFrameData's
// refcount drops to 0 in freeOwnedBuffers_locked().
//
// KEY DESIGN: Slots are NEVER freed when a camera is destroyed — they are
// recycled. This decouples GPU buffer lifetime from camera lifetime, so
// inference engines can safely read NV12 data even after the camera object
// that produced it has been deleted and recreated (the LabVIEW reconnect
// pattern: ReleaseHandle → Destroy → delete → CreateHandle).
//
// TIME-DELAYED RELEASE: When a GpuFrameData's refcount drops to 0, the
// slot is NOT immediately available. It enters a "cooling" state for
// SLOT_COOLDOWN_MS (50ms) to guarantee that any in-flight GPU kernels
// (launched asynchronously by inference engines) have completed reading
// from the buffer. CUDA kernels typically complete in <10ms, so 50ms
// provides a 5x safety margin. The cooldown is kept short to minimize
// the number of slots in COOLING, which prevents POOL FULL events.
// POOL FULL triggers per-frame cudaMalloc/cudaFree, which holds the
// nvcuda64 SRW lock and causes cascading stalls on other cameras'
// cudaMemcpy2D operations.
//
// Thread-safe: acquire() locks internally, deferRelease() is lock-free.
//
// Cross-DLL: uses the same resolveProcessWide() singleton pattern as
// ANSGpuFrameRegistry. ANSCV.dll owns the canonical instance; other DLLs
// find it via GetProcAddress("GpuNV12SlotPool_GetInstance").
#include <vector>
#include <memory>
#include <mutex>
#include <atomic>
#include <cstdint>
#include <cstdio>
#include <chrono>
#ifdef _WIN32
#include <windows.h>
#endif
// Safety constants
static constexpr int GPU_NV12_POOL_MAX_SLOTS = 64;
static constexpr int SLOT_COOLDOWN_MS = 50; // Time after CPU release before slot reuse
// GPU kernels complete in <10ms; 50ms = 5× margin
// Debug logging for pool operations.
// Define ANSCORE_GPU_DEBUG=1 to enable verbose per-frame GPU logging.
// In production, these are silent to avoid OutputDebugString/fprintf
// lock contention (measured: 500-2000 calls/sec causes process stalls).
#ifndef NV12POOL_DBG
#if defined(ANSCORE_GPU_DEBUG) && ANSCORE_GPU_DEBUG
#ifdef _WIN32
#define NV12POOL_DBG(fmt, ...) do { \
char _p_buf[512]; \
snprintf(_p_buf, sizeof(_p_buf), "[NV12Pool] " fmt "\n", ##__VA_ARGS__); \
OutputDebugStringA(_p_buf); \
fprintf(stderr, "%s", _p_buf); \
} while(0)
#else
#define NV12POOL_DBG(fmt, ...) fprintf(stderr, "[NV12Pool] " fmt "\n", ##__VA_ARGS__)
#endif
#else
#define NV12POOL_DBG(fmt, ...) ((void)0)
#endif
#endif
struct GpuNV12Slot {
void* bufY = nullptr; // cudaMallocPitch'd Y plane
void* bufUV = nullptr; // cudaMallocPitch'd UV plane
size_t pitchY = 0;
size_t pitchUV = 0;
int width = 0; // Resolution this slot was allocated for
int height = 0;
int gpuIdx = -1; // GPU device index
// Slot lifecycle state:
// FREE (0) = available for acquire()
// ACTIVE (1) = owned by a GpuFrameData (D2D copy + inference reading)
// COOLING (2) = CPU released but GPU kernel may still be reading;
// becomes FREE after SLOT_COOLDOWN_MS elapses.
static constexpr int STATE_FREE = 0;
static constexpr int STATE_ACTIVE = 1;
static constexpr int STATE_COOLING = 2;
std::atomic<int> state{STATE_FREE};
// Timestamp when the slot entered COOLING state.
// Only meaningful when state == STATE_COOLING.
std::chrono::steady_clock::time_point cooldownStart;
// Per-slot CUDA stream for D2D copy (non-blocking).
// CRITICAL: cudaMemcpy2D (no stream arg) uses the NULL stream, which on
// WDDM implicitly synchronizes with ALL other streams before executing.
// This means the D2D copy must wait for all inference kernels to finish
// first — causing 1-2 second stalls. Using a dedicated non-blocking
// stream avoids this implicit sync entirely.
// Stored as void* to avoid cuda_runtime.h in the header.
void* copyStream = nullptr; // cudaStream_t
};
class GpuNV12SlotPool {
public:
// Process-wide singleton (same pattern as ANSGpuFrameRegistry).
static GpuNV12SlotPool& instance() {
#ifdef _WIN32
static GpuNV12SlotPool* s_inst = resolveProcessWide();
return *s_inst;
#else
static GpuNV12SlotPool pool;
return pool;
#endif
}
// Acquire a free slot matching (gpuIdx, w, h).
// Drains cooled-down slots first, then looks for a FREE match.
// If none, allocates a new one (up to GPU_NV12_POOL_MAX_SLOTS).
// Returns nullptr if pool full — caller falls back to CPU path.
GpuNV12Slot* acquire(int gpuIdx, int w, int h);
// Deferred release: moves slot from ACTIVE → COOLING.
// Called from freeOwnedBuffers_locked() when GpuFrameData refcount → 0.
// The slot becomes FREE after SLOT_COOLDOWN_MS elapses (checked in acquire).
static void deferRelease(GpuNV12Slot* slot) {
if (slot) {
slot->cooldownStart = std::chrono::steady_clock::now();
slot->state.store(GpuNV12Slot::STATE_COOLING, std::memory_order_release);
}
}
// Number of allocated slots (for diagnostics).
size_t slotCount() const {
std::lock_guard<std::mutex> lock(m_mutex);
return m_slots.size();
}
// Number of in-use slots (for diagnostics).
size_t activeCount() const {
std::lock_guard<std::mutex> lock(m_mutex);
size_t count = 0;
for (auto& s : m_slots) {
if (s->state.load(std::memory_order_relaxed) != GpuNV12Slot::STATE_FREE) ++count;
}
return count;
}
private:
GpuNV12SlotPool() = default;
#ifdef _WIN32
static GpuNV12SlotPool* resolveProcessWide();
#endif
// Transition all COOLING slots that have exceeded SLOT_COOLDOWN_MS to FREE.
// Called at the start of acquire() under the lock.
void drainCooledSlots_locked();
mutable std::mutex m_mutex;
std::vector<std::unique_ptr<GpuNV12Slot>> m_slots;
};