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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 /video/out/gpu/d3d11_helpers.h
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.
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+/*
+ * This file is part of mpv.
+ *
+ * mpv is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * mpv 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 Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with mpv. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef MP_D3D11_HELPERS_H_
+#define MP_D3D11_HELPERS_H_
+
+#include <stdbool.h>
+#include <windows.h>
+#include <d3d11.h>
+#include <dxgi1_2.h>
+
+#define D3D_FEATURE_LEVEL_12_0 (0xc000)
+#define D3D_FEATURE_LEVEL_12_1 (0xc100)
+
+struct d3d11_device_opts {
+ // Enable the debug layer (D3D11_CREATE_DEVICE_DEBUG)
+ bool debug;
+
+ // Allow a software (WARP) adapter. Note, sometimes a software adapter will
+ // be used even when allow_warp is false. This is because, on Windows 8 and
+ // up, if there are no hardware adapters, Windows will pretend the WARP
+ // adapter is the primary hardware adapter.
+ bool allow_warp;
+
+ // Always use a WARP adapter. This is mainly for testing purposes.
+ bool force_warp;
+
+ // The maximum number of pending frames allowed to be queued to a swapchain
+ int max_frame_latency;
+
+ // The maximum Direct3D 11 feature level to attempt to create
+ // If unset, defaults to D3D_FEATURE_LEVEL_11_0
+ int max_feature_level;
+
+ // The minimum Direct3D 11 feature level to attempt to create. If this is
+ // not supported, device creation will fail.
+ // If unset, defaults to D3D_FEATURE_LEVEL_9_1
+ int min_feature_level;
+};
+
+bool mp_d3d11_create_present_device(struct mp_log *log,
+ struct d3d11_device_opts *opts,
+ ID3D11Device **dev_out);
+
+struct d3d11_swapchain_opts {
+ HWND window;
+ int width;
+ int height;
+
+ // Use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL if possible
+ bool flip;
+
+ // Number of surfaces in the swapchain
+ int length;
+
+ // The BufferUsage value for swapchain surfaces. This should probably
+ // contain DXGI_USAGE_RENDER_TARGET_OUTPUT.
+ DXGI_USAGE usage;
+};
+
+bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log,
+ struct d3d11_swapchain_opts *opts,
+ IDXGISwapChain **swapchain_out);
+
+#endif