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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
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 'video/out/gpu')
-rw-r--r--video/out/gpu/context.c7
-rw-r--r--video/out/gpu/d3d11_helpers.c401
-rw-r--r--video/out/gpu/d3d11_helpers.h79
-rw-r--r--video/out/gpu/hwdec.c4
4 files changed, 491 insertions, 0 deletions
diff --git a/video/out/gpu/context.c b/video/out/gpu/context.c
index 8dc8a5c71f..36f9c2dad5 100644
--- a/video/out/gpu/context.c
+++ b/video/out/gpu/context.c
@@ -53,7 +53,14 @@ extern const struct ra_ctx_fns ra_ctx_vulkan_wayland;
extern const struct ra_ctx_fns ra_ctx_vulkan_win;
extern const struct ra_ctx_fns ra_ctx_vulkan_xlib;
+/* Direct3D 11 */
+extern const struct ra_ctx_fns ra_ctx_d3d11;
+
static const struct ra_ctx_fns *contexts[] = {
+#if HAVE_D3D11
+ &ra_ctx_d3d11,
+#endif
+
// OpenGL contexts:
#if HAVE_ANDROID
&ra_ctx_android,
diff --git a/video/out/gpu/d3d11_helpers.c b/video/out/gpu/d3d11_helpers.c
new file mode 100644
index 0000000000..7912a8c23a
--- /dev/null
+++ b/video/out/gpu/d3d11_helpers.c
@@ -0,0 +1,401 @@
+/*
+ * 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/>.
+ */
+
+#include <windows.h>
+#include <d3d11.h>
+#include <dxgi1_2.h>
+#include <pthread.h>
+
+#include "common/common.h"
+#include "common/msg.h"
+#include "osdep/io.h"
+#include "osdep/windows_utils.h"
+
+#include "d3d11_helpers.h"
+
+// Windows 8 enum value, not present in mingw-w64 headers
+#define DXGI_ADAPTER_FLAG_SOFTWARE (2)
+
+static pthread_once_t d3d11_once = PTHREAD_ONCE_INIT;
+static PFN_D3D11_CREATE_DEVICE pD3D11CreateDevice = NULL;
+static void d3d11_load(void)
+{
+ HMODULE d3d11 = LoadLibraryW(L"d3d11.dll");
+ if (!d3d11)
+ return;
+ pD3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)
+ GetProcAddress(d3d11, "D3D11CreateDevice");
+}
+
+// Get a const array of D3D_FEATURE_LEVELs from max_fl to min_fl (inclusive)
+static int get_feature_levels(int max_fl, int min_fl,
+ const D3D_FEATURE_LEVEL **out)
+{
+ static const D3D_FEATURE_LEVEL levels[] = {
+ D3D_FEATURE_LEVEL_12_1,
+ D3D_FEATURE_LEVEL_12_0,
+ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
+ D3D_FEATURE_LEVEL_9_3,
+ D3D_FEATURE_LEVEL_9_2,
+ D3D_FEATURE_LEVEL_9_1,
+ };
+ static const int levels_len = MP_ARRAY_SIZE(levels);
+
+ int start = 0;
+ for (; start < levels_len; start++) {
+ if (levels[start] <= max_fl)
+ break;
+ }
+ int len = 0;
+ for (; start + len < levels_len; len++) {
+ if (levels[start + len] < min_fl)
+ break;
+ }
+ *out = &levels[start];
+ return len;
+}
+
+static HRESULT create_device(struct mp_log *log, bool warp, bool bgra,
+ bool debug, int max_fl, int min_fl,
+ ID3D11Device **dev)
+{
+ const D3D_FEATURE_LEVEL *levels;
+ int levels_len = get_feature_levels(max_fl, min_fl, &levels);
+ if (!levels_len) {
+ mp_fatal(log, "No suitable Direct3D feature level found\n");
+ return E_FAIL;
+ }
+
+ D3D_DRIVER_TYPE type = warp ? D3D_DRIVER_TYPE_WARP
+ : D3D_DRIVER_TYPE_HARDWARE;
+ UINT flags = 0;
+ if (bgra)
+ flags |= D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+ if (debug)
+ flags |= D3D11_CREATE_DEVICE_DEBUG;
+ return pD3D11CreateDevice(NULL, type, NULL, flags, levels, levels_len,
+ D3D11_SDK_VERSION, dev, NULL, NULL);
+}
+
+// Create a Direct3D 11 device for rendering and presentation. This is meant to
+// reduce boilerplate in backends that D3D11, while also making sure they share
+// the same device creation logic and log the same information.
+bool mp_d3d11_create_present_device(struct mp_log *log,
+ struct d3d11_device_opts *opts,
+ ID3D11Device **dev_out)
+{
+ bool warp = opts->force_warp;
+ bool bgra = true;
+ int max_fl = opts->max_feature_level;
+ int min_fl = opts->min_feature_level;
+ ID3D11Device *dev = NULL;
+ IDXGIDevice1 *dxgi_dev = NULL;
+ IDXGIAdapter1 *adapter = NULL;
+ bool success = false;
+ HRESULT hr;
+
+ pthread_once(&d3d11_once, d3d11_load);
+ if (!pD3D11CreateDevice) {
+ mp_fatal(log, "Failed to load d3d11.dll\n");
+ goto done;
+ }
+
+ // Return here to retry creating the device
+ do {
+ // Use these default feature levels if they are not set
+ max_fl = max_fl ? max_fl : D3D_FEATURE_LEVEL_11_0;
+ min_fl = min_fl ? min_fl : D3D_FEATURE_LEVEL_9_1;
+
+ hr = create_device(log, warp, bgra, opts->debug, max_fl, min_fl, &dev);
+ if (SUCCEEDED(hr))
+ break;
+
+ // BGRA is recommended, but FL 10_0 hardware may not support it
+ if (bgra) {
+ mp_dbg(log, "Failed to create D3D device with BGRA support\n");
+ bgra = false;
+ continue;
+ }
+
+ // Trying to create a D3D_FEATURE_LEVEL_12_0 device on Windows 8.1 or
+ // below will not succeed. Try an 11_1 device.
+ if (max_fl >= D3D_FEATURE_LEVEL_12_0 &&
+ min_fl <= D3D_FEATURE_LEVEL_11_1)
+ {
+ mp_dbg(log, "Failed to create 12_0+ device, trying 11_1\n");
+ max_fl = D3D_FEATURE_LEVEL_11_1;
+ bgra = true;
+ continue;
+ }
+
+ // Trying to create a D3D_FEATURE_LEVEL_11_1 device on Windows 7
+ // without the platform update will not succeed. Try an 11_0 device.
+ if (max_fl >= D3D_FEATURE_LEVEL_11_1 &&
+ min_fl <= D3D_FEATURE_LEVEL_11_0)
+ {
+ mp_dbg(log, "Failed to create 11_1+ device, trying 11_0\n");
+ max_fl = D3D_FEATURE_LEVEL_11_0;
+ bgra = true;
+ continue;
+ }
+
+ // Retry with WARP if allowed
+ if (!warp && opts->allow_warp) {
+ mp_dbg(log, "Failed to create hardware device, trying WARP\n");
+ warp = true;
+ max_fl = opts->max_feature_level;
+ min_fl = opts->min_feature_level;
+ bgra = true;
+ continue;
+ }
+
+ mp_fatal(log, "Failed to create Direct3D 11 device: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto done;
+ } while (true);
+
+ hr = ID3D11Device_QueryInterface(dev, &IID_IDXGIDevice1, (void**)&dxgi_dev);
+ if (FAILED(hr)) {
+ mp_fatal(log, "Failed to get DXGI device\n");
+ goto done;
+ }
+ hr = IDXGIDevice1_GetParent(dxgi_dev, &IID_IDXGIAdapter1, (void**)&adapter);
+ if (FAILED(hr)) {
+ mp_fatal(log, "Failed to get DXGI adapter\n");
+ goto done;
+ }
+
+ IDXGIDevice1_SetMaximumFrameLatency(dxgi_dev, opts->max_frame_latency);
+
+ DXGI_ADAPTER_DESC1 desc;
+ hr = IDXGIAdapter1_GetDesc1(adapter, &desc);
+ if (FAILED(hr)) {
+ mp_fatal(log, "Failed to get adapter description\n");
+ goto done;
+ }
+
+ D3D_FEATURE_LEVEL selected_level = ID3D11Device_GetFeatureLevel(dev);
+ mp_verbose(log, "Using Direct3D 11 feature level %u_%u\n",
+ ((unsigned)selected_level) >> 12,
+ (((unsigned)selected_level) >> 8) & 0xf);
+
+ char *dev_name = mp_to_utf8(NULL, desc.Description);
+ mp_verbose(log, "Device: %s\n"
+ "VendorId: 0x%04d\n"
+ "DeviceId: 0x%04d\n"
+ "LUID: %08lx%08lx\n",
+ dev_name, desc.VendorId, desc.DeviceId,
+ desc.AdapterLuid.HighPart, desc.AdapterLuid.LowPart);
+ talloc_free(dev_name);
+
+ if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
+ warp = true;
+ // If the primary display adapter is a software adapter, the
+ // DXGI_ADAPTER_FLAG_SOFTWARE flag won't be set, but the device IDs should
+ // still match the Microsoft Basic Render Driver
+ if (desc.VendorId == 0x1414 && desc.DeviceId == 0x8c)
+ warp = true;
+ if (warp) {
+ mp_msg(log, opts->force_warp ? MSGL_V : MSGL_WARN,
+ "Using a software adapter\n");
+ }
+
+ *dev_out = dev;
+ dev = NULL;
+ success = true;
+
+done:
+ SAFE_RELEASE(adapter);
+ SAFE_RELEASE(dxgi_dev);
+ SAFE_RELEASE(dev);
+ return success;
+}
+
+static HRESULT create_swapchain_1_2(ID3D11Device *dev, IDXGIFactory2 *factory,
+ struct mp_log *log,
+ struct d3d11_swapchain_opts *opts,
+ bool flip, DXGI_FORMAT format,
+ IDXGISwapChain **swapchain_out)
+{
+ IDXGISwapChain *swapchain = NULL;
+ IDXGISwapChain1 *swapchain1 = NULL;
+ HRESULT hr;
+
+ DXGI_SWAP_CHAIN_DESC1 desc = {
+ .Width = opts->width ? opts->width : 1,
+ .Height = opts->height ? opts->height : 1,
+ .Format = format,
+ .SampleDesc = { .Count = 1 },
+ .BufferUsage = opts->usage,
+ };
+
+ if (flip) {
+ desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
+ desc.BufferCount = opts->length;
+ } else {
+ desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ desc.BufferCount = 1;
+ }
+
+ hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown*)dev,
+ opts->window, &desc, NULL, NULL, &swapchain1);
+ if (FAILED(hr))
+ goto done;
+ hr = IDXGISwapChain1_QueryInterface(swapchain1, &IID_IDXGISwapChain,
+ (void**)&swapchain);
+ if (FAILED(hr))
+ goto done;
+
+ *swapchain_out = swapchain;
+ swapchain = NULL;
+
+done:
+ SAFE_RELEASE(swapchain1);
+ SAFE_RELEASE(swapchain);
+ return hr;
+}
+
+static HRESULT create_swapchain_1_1(ID3D11Device *dev, IDXGIFactory1 *factory,
+ struct mp_log *log,
+ struct d3d11_swapchain_opts *opts,
+ DXGI_FORMAT format,
+ IDXGISwapChain **swapchain_out)
+{
+ DXGI_SWAP_CHAIN_DESC desc = {
+ .BufferDesc = {
+ .Width = opts->width ? opts->width : 1,
+ .Height = opts->height ? opts->height : 1,
+ .Format = format,
+ },
+ .SampleDesc = { .Count = 1 },
+ .BufferUsage = opts->usage,
+ .BufferCount = 1,
+ .OutputWindow = opts->window,
+ .Windowed = TRUE,
+ .SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
+ };
+
+ return IDXGIFactory1_CreateSwapChain(factory, (IUnknown*)dev, &desc,
+ swapchain_out);
+}
+
+// Create a Direct3D 11 swapchain
+bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log,
+ struct d3d11_swapchain_opts *opts,
+ IDXGISwapChain **swapchain_out)
+{
+ IDXGIDevice1 *dxgi_dev = NULL;
+ IDXGIAdapter1 *adapter = NULL;
+ IDXGIFactory1 *factory = NULL;
+ IDXGIFactory2 *factory2 = NULL;
+ IDXGISwapChain *swapchain = NULL;
+ bool success = false;
+ HRESULT hr;
+
+ hr = ID3D11Device_QueryInterface(dev, &IID_IDXGIDevice1, (void**)&dxgi_dev);
+ if (FAILED(hr)) {
+ mp_fatal(log, "Failed to get DXGI device\n");
+ goto done;
+ }
+ hr = IDXGIDevice1_GetParent(dxgi_dev, &IID_IDXGIAdapter1, (void**)&adapter);
+ if (FAILED(hr)) {
+ mp_fatal(log, "Failed to get DXGI adapter\n");
+ goto done;
+ }
+ hr = IDXGIAdapter1_GetParent(adapter, &IID_IDXGIFactory1, (void**)&factory);
+ if (FAILED(hr)) {
+ mp_fatal(log, "Failed to get DXGI factory\n");
+ goto done;
+ }
+ hr = IDXGIFactory1_QueryInterface(factory, &IID_IDXGIFactory2,
+ (void**)&factory2);
+ if (FAILED(hr))
+ factory2 = NULL;
+
+ // Try B8G8R8A8_UNORM first, since at least in Windows 8, it's always the
+ // format of the desktop image
+ static const DXGI_FORMAT formats[] = {
+ DXGI_FORMAT_B8G8R8A8_UNORM,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ };
+ static const int formats_len = MP_ARRAY_SIZE(formats);
+ bool flip = factory2 && opts->flip;
+
+ // Return here to retry creating the swapchain
+ do {
+ for (int i = 0; i < formats_len; i++) {
+ if (factory2) {
+ // Create a DXGI 1.2+ (Windows 8+) swap chain if possible
+ hr = create_swapchain_1_2(dev, factory2, log, opts, flip,
+ formats[i], &swapchain);
+ } else {
+ // Fall back to DXGI 1.1 (Windows 7)
+ hr = create_swapchain_1_1(dev, factory, log, opts, formats[i],
+ &swapchain);
+ }
+ if (SUCCEEDED(hr))
+ break;
+ }
+ if (SUCCEEDED(hr))
+ break;
+
+ if (flip) {
+ mp_dbg(log, "Failed to create flip-model swapchain, trying bitblt\n");
+ flip = false;
+ continue;
+ }
+
+ mp_fatal(log, "Failed to create swapchain: %s\n", mp_HRESULT_to_str(hr));
+ goto done;
+ } while (true);
+
+ // Prevent DXGI from making changes to the VO window, otherwise it will
+ // hook the Alt+Enter keystroke and make it trigger an ugly transition to
+ // exclusive fullscreen mode instead of running the user-set command.
+ IDXGIFactory_MakeWindowAssociation(factory, opts->window,
+ DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER |
+ DXGI_MWA_NO_PRINT_SCREEN);
+
+ if (factory2) {
+ mp_verbose(log, "Using DXGI 1.2+\n");
+ } else {
+ mp_verbose(log, "Using DXGI 1.1\n");
+ }
+
+ DXGI_SWAP_CHAIN_DESC scd = {0};
+ IDXGISwapChain_GetDesc(swapchain, &scd);
+ if (scd.SwapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
+ mp_verbose(log, "Using flip-model presentation\n");
+ } else {
+ mp_verbose(log, "Using bitblt-model presentation\n");
+ }
+
+ *swapchain_out = swapchain;
+ swapchain = NULL;
+ success = true;
+
+done:
+ SAFE_RELEASE(swapchain);
+ SAFE_RELEASE(factory2);
+ SAFE_RELEASE(factory);
+ SAFE_RELEASE(adapter);
+ SAFE_RELEASE(dxgi_dev);
+ return success;
+}
diff --git a/video/out/gpu/d3d11_helpers.h b/video/out/gpu/d3d11_helpers.h
new file mode 100644
index 0000000000..6d99c62a51
--- /dev/null
+++ b/video/out/gpu/d3d11_helpers.h
@@ -0,0 +1,79 @@
+/*
+ * 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
diff --git a/video/out/gpu/hwdec.c b/video/out/gpu/hwdec.c
index 9c51a66183..0a6a4de32a 100644
--- a/video/out/gpu/hwdec.c
+++ b/video/out/gpu/hwdec.c
@@ -34,6 +34,7 @@ extern const struct ra_hwdec_driver ra_hwdec_d3d11egl;
extern const struct ra_hwdec_driver ra_hwdec_d3d11eglrgb;
extern const struct ra_hwdec_driver ra_hwdec_dxva2gldx;
extern const struct ra_hwdec_driver ra_hwdec_dxva2;
+extern const struct ra_hwdec_driver ra_hwdec_d3d11va;
extern const struct ra_hwdec_driver ra_hwdec_cuda;
extern const struct ra_hwdec_driver ra_hwdec_cuda_nvdec;
extern const struct ra_hwdec_driver ra_hwdec_rpi_overlay;
@@ -58,6 +59,9 @@ static const struct ra_hwdec_driver *const mpgl_hwdec_drivers[] = {
#if HAVE_D3D9_HWACCEL
&ra_hwdec_dxva2egl,
#endif
+ #if HAVE_D3D11
+ &ra_hwdec_d3d11va,
+ #endif
#endif
#if HAVE_GL_DXINTEROP_D3D9
&ra_hwdec_dxva2gldx,