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authorJames Ross-Gowan <rossy@jrg.systems>2017-09-07 20:18:06 +1000
committerJames Ross-Gowan <rossy@jrg.systems>2017-11-07 20:27:13 +1100
commit68eac1a1e7ac931576a8b59dd159a7961189ca48 (patch)
treeef25b97dd381bc5429138f256ae113339a9f353a /DOCS
parent8020a62953926cd6d672e9151290bd4d65e8ee08 (diff)
downloadmpv-68eac1a1e7ac931576a8b59dd159a7961189ca48.tar.bz2
mpv-68eac1a1e7ac931576a8b59dd159a7961189ca48.tar.xz
vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross. What works: - All of mpv's internal shaders should work, including compute shaders. - Some external shaders have been tested and work, including RAVU and adaptive-sharpen. - Non-dumb mode works, even on very old hardware. Most features work at feature level 9_3 and all features work at feature level 10_0. Some features also work at feature level 9_1 and 9_2, but without high-bit- depth FBOs, it's not very useful. (Hardware this old is probably not fast enough for advanced features anyway.) Note: This is more compatible than ANGLE, which requires 9_3 to work at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.) - Hardware decoding with D3D11VA, including decoding of 10-bit formats without truncation to 8-bit. What doesn't work / can be improved: - PBO upload and direct rendering does not work yet. Direct rendering requires persistent-mapped PBOs because the decoder needs to be able to read data from images that have already been decoded and uploaded. Unfortunately, it seems like persistent-mapped PBOs are fundamentally incompatible with D3D11, which requires all resources to use driver- managed memory and requires memory to be unmapped (and hence pointers to be invalidated) when a resource is used in a draw or copy operation. However it might be possible to use D3D11's limited multithreading capabilities to emulate some features of PBOs, like asynchronous texture uploading. - The blit() and clear() operations don't have equivalents in the D3D11 API that handle all cases, so in most cases, they have to be emulated with a shader. This is currently done inside ra_d3d11, but ideally it would be done in generic code, so it can take advantage of mpv's shader generation utilities. - SPIRV-Cross is used through a NIH C-compatible wrapper library, since it does not expose a C interface itself. The library is available here: https://github.com/rossy/crossc - The D3D11 context could be made to support more modern DXGI features in future. For example, it should be possible to add support for high-bit-depth and HDR output with DXGI 1.5/1.6.
Diffstat (limited to 'DOCS')
-rw-r--r--DOCS/man/options.rst41
1 files changed, 35 insertions, 6 deletions
diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst
index a6c2136947..d6dfc48535 100644
--- a/DOCS/man/options.rst
+++ b/DOCS/man/options.rst
@@ -686,8 +686,8 @@ Video
:dxva2: requires ``--vo=gpu`` with ``--gpu-context=angle`` or
``--gpu-context=dxinterop`` (Windows only)
:dxva2-copy: copies video back to system RAM (Windows only)
- :d3d11va: requires ``--vo=gpu`` with ``--gpu-context=angle``
- (Windows 8+ only)
+ :d3d11va: requires ``--vo=gpu`` with ``--gpu-context=d3d11`` or
+ ``--gpu-context=angle`` (Windows 8+ only)
:d3d11va-copy: copies video back to system RAM (Windows 8+ only)
:mediacodec: requires ``--vo=mediacodec_embed`` (Android only)
:mediacodec-copy: copies video back to system RAM (Android only)
@@ -775,10 +775,11 @@ Video
BT.601 or BT.709, a forced, low-quality but correct RGB conversion is
performed. Otherwise, the result will be totally incorrect.
- ``d3d11va`` is usually safe (if used with ANGLE builds that support
- ``EGL_KHR_stream path`` - otherwise, it converts to RGB), except that
- 10 bit input (HEVC main 10 profiles) will be rounded down to 8 bits,
- which results in reduced quality.
+ ``d3d11va`` is safe when used with the ``d3d11`` backend. If used with
+ ``angle`` is it usually safe, except that 10 bit input (HEVC main 10
+ profiles) will be rounded down to 8 bits, which will result in reduced
+ quality. Also note that with very old ANGLE builds (without
+ ``EGL_KHR_stream path``,) all input will be converted to RGB.
``dxva2`` is not safe. It appears to always use BT.601 for forced RGB
conversion, but actual behavior depends on the GPU drivers. Some drivers
@@ -4272,6 +4273,30 @@ The following video options are currently all specific to ``--vo=gpu`` and
as mpv's vulkan implementation currently does not try and protect textures
against concurrent access.
+``--d3d11-warp=<yes|no|auto>``
+ Use WARP (Windows Advanced Rasterization Platform) with the D3D11 GPU
+ backend (default: auto). This is a high performance software renderer. By
+ default, it is only used when the system has no hardware adapters that
+ support D3D11. While the extended GPU features will work with WARP, they
+ can be very slow.
+
+``--d3d11-feature-level=<12_1|12_0|11_1|11_0|10_1|10_0|9_3|9_2|9_1>``
+ Select a specific feature level when using the D3D11 GPU backend. By
+ default, the highest available feature level is used. This option can be
+ used to select a lower feature level, which is mainly useful for debugging.
+ Most extended GPU features will not work at 9_x feature levels.
+
+``--d3d11-flip=<yes|no>``
+ Enable flip-model presentation, which avoids unnecessarily copying the
+ backbuffer by sharing surfaces with the DWM (default: yes). This may cause
+ performance issues with older drivers. If flip-model presentation is not
+ supported (for example, on Windows 7 without the platform update), mpv will
+ automatically fall back to the older bitblt presentation model.
+
+``--d3d11-sync-interval=<0..4>``
+ Schedule each frame to be presented for this number of VBlank intervals.
+ (default: 1) Setting to 1 will enable VSync, setting to 0 will disable it.
+
``--spirv-compiler=<compiler>``
Controls which compiler is used to translate GLSL to SPIR-V. This is
(currently) only relevant for ``--gpu-api=vulkan``. The possible choices
@@ -4694,6 +4719,8 @@ The following video options are currently all specific to ``--vo=gpu`` and
Win32, using WGL for rendering and Direct3D 9Ex for presentation. Works
on Nvidia and AMD. Newer Intel chips with the latest drivers may also
work.
+ d3d11
+ Win32, with native Direct3D 11 rendering.
x11
X11/GLX
x11vk
@@ -4728,6 +4755,8 @@ The following video options are currently all specific to ``--vo=gpu`` and
Allow only OpenGL (requires OpenGL 2.1+ or GLES 2.0+)
vulkan
Allow only Vulkan (requires a valid/working ``--spirv-compiler``)
+ d3d11
+ Allow only ``--gpu-context=d3d11``
``--opengl-es=<mode>``
Controls which type of OpenGL context will be accepted: