diff options
author | wm4 <wm4@nowhere> | 2015-03-02 19:09:18 +0100 |
---|---|---|
committer | wm4 <wm4@nowhere> | 2015-03-02 19:09:18 +0100 |
commit | 4b177bd5c22fbeeba9ddae77503ab9938f2503c3 (patch) | |
tree | c115fbe9f257564f679e024613fb7f0e79037293 /video/out | |
parent | 08199a64d2e7e9f1a9430f0258a98285cdf1c902 (diff) | |
download | mpv-4b177bd5c22fbeeba9ddae77503ab9938f2503c3.tar.bz2 mpv-4b177bd5c22fbeeba9ddae77503ab9938f2503c3.tar.xz |
vo_direct3d: support NV12 with shaders
Semi-important, because --hwdec=dxva2 outputs NV12, and we really don't
want people to end up with the "old" StretchRect method.
Unfortunately, I couldn't actually get it to work. It seems most D3D
drivers (including the wine D3D implementation) reject D3DFMT_A8L8,
and I could not find any other 2-channel 8 bit Direct3D 9 format. It
seems newer D3D APIs have DXGI_FORMAT_R8G8_UNORM, but there's no way
to get it in D3D9.
Still pushing this; maybe it actually works on some drivers.
Diffstat (limited to 'video/out')
-rw-r--r-- | video/out/d3d_shader_420p.h (renamed from video/out/d3d_shader_yuv.h) | 284 | ||||
-rw-r--r-- | video/out/d3d_shader_nv12.h | 123 | ||||
-rw-r--r-- | video/out/d3d_shader_yuv.hlsl | 21 | ||||
-rw-r--r-- | video/out/vo_direct3d.c | 127 |
4 files changed, 359 insertions, 196 deletions
diff --git a/video/out/d3d_shader_yuv.h b/video/out/d3d_shader_420p.h index 49ef753b4c..8f19825458 100644 --- a/video/out/d3d_shader_yuv.h +++ b/video/out/d3d_shader_420p.h @@ -1,142 +1,142 @@ -#if 0 -// -// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 -// -// fxc /Tps_2_0 /Fhz:\tmp\mplayer\libvo\d3d_shader_yuv.h -// z:\tmp\mplayer\libvo\d3d_shader_yuv.hlsl /Vnd3d_shader_yuv -// -// -// Parameters: -// -// float4x4 colormatrix; -// sampler2D tex0; -// sampler2D tex1; -// sampler2D tex2; -// -// -// Registers: -// -// Name Reg Size -// ------------ ----- ---- -// colormatrix c0 4 -// tex0 s0 1 -// tex1 s1 1 -// tex2 s2 1 -// - - ps_2_0 - def c4, 1, 0, 0, 0 - dcl t0.xy - dcl t1.xy - dcl t2.xy - dcl_2d s0 - dcl_2d s1 - dcl_2d s2 - texld r0, t0, s0 - texld r1, t1, s1 - texld r2, t2, s2 - mov r0.y, r1.x - mov r0.z, r2.x - mov r0.w, c4.x - dp4 r1.x, r0, c0 - dp4 r1.y, r0, c1 - dp4 r1.z, r0, c2 - dp4 r1.w, r0, c3 - mov oC0, r1 - -// approximately 11 instruction slots used (3 texture, 8 arithmetic) -#endif - -const BYTE d3d_shader_yuv[] = -{ - 0, 2, 255, 255, 254, 255, - 67, 0, 67, 84, 65, 66, - 28, 0, 0, 0, 215, 0, - 0, 0, 0, 2, 255, 255, - 4, 0, 0, 0, 28, 0, - 0, 0, 0, 1, 0, 0, - 208, 0, 0, 0, 108, 0, - 0, 0, 2, 0, 0, 0, - 4, 0, 2, 0, 120, 0, - 0, 0, 0, 0, 0, 0, - 136, 0, 0, 0, 3, 0, - 0, 0, 1, 0, 2, 0, - 144, 0, 0, 0, 0, 0, - 0, 0, 160, 0, 0, 0, - 3, 0, 1, 0, 1, 0, - 6, 0, 168, 0, 0, 0, - 0, 0, 0, 0, 184, 0, - 0, 0, 3, 0, 2, 0, - 1, 0, 10, 0, 192, 0, - 0, 0, 0, 0, 0, 0, - 99, 111, 108, 111, 114, 109, - 97, 116, 114, 105, 120, 0, - 3, 0, 3, 0, 4, 0, - 4, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 116, 101, - 120, 48, 0, 171, 171, 171, - 4, 0, 12, 0, 1, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 116, 101, - 120, 49, 0, 171, 171, 171, - 4, 0, 12, 0, 1, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 116, 101, - 120, 50, 0, 171, 171, 171, - 4, 0, 12, 0, 1, 0, - 1, 0, 1, 0, 0, 0, - 0, 0, 0, 0, 112, 115, - 95, 50, 95, 48, 0, 77, - 105, 99, 114, 111, 115, 111, - 102, 116, 32, 40, 82, 41, - 32, 72, 76, 83, 76, 32, - 83, 104, 97, 100, 101, 114, - 32, 67, 111, 109, 112, 105, - 108, 101, 114, 32, 57, 46, - 50, 55, 46, 57, 53, 50, - 46, 51, 48, 50, 50, 0, - 81, 0, 0, 5, 4, 0, - 15, 160, 0, 0, 128, 63, - 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, - 31, 0, 0, 2, 0, 0, - 0, 128, 0, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 128, 1, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 128, 2, 0, 3, 176, - 31, 0, 0, 2, 0, 0, - 0, 144, 0, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 1, 8, 15, 160, - 31, 0, 0, 2, 0, 0, - 0, 144, 2, 8, 15, 160, - 66, 0, 0, 3, 0, 0, - 15, 128, 0, 0, 228, 176, - 0, 8, 228, 160, 66, 0, - 0, 3, 1, 0, 15, 128, - 1, 0, 228, 176, 1, 8, - 228, 160, 66, 0, 0, 3, - 2, 0, 15, 128, 2, 0, - 228, 176, 2, 8, 228, 160, - 1, 0, 0, 2, 0, 0, - 2, 128, 1, 0, 0, 128, - 1, 0, 0, 2, 0, 0, - 4, 128, 2, 0, 0, 128, - 1, 0, 0, 2, 0, 0, - 8, 128, 4, 0, 0, 160, - 9, 0, 0, 3, 1, 0, - 1, 128, 0, 0, 228, 128, - 0, 0, 228, 160, 9, 0, - 0, 3, 1, 0, 2, 128, - 0, 0, 228, 128, 1, 0, - 228, 160, 9, 0, 0, 3, - 1, 0, 4, 128, 0, 0, - 228, 128, 2, 0, 228, 160, - 9, 0, 0, 3, 1, 0, - 8, 128, 0, 0, 228, 128, - 3, 0, 228, 160, 1, 0, - 0, 2, 0, 8, 15, 128, - 1, 0, 228, 128, 255, 255, - 0, 0 -}; +#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+// fxc /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl
+// /Vnd3d_shader_420p
+//
+//
+// Parameters:
+//
+// float4x4 colormatrix;
+// sampler2D tex0;
+// sampler2D tex1;
+// sampler2D tex2;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// colormatrix c0 4
+// tex0 s0 1
+// tex1 s1 1
+// tex2 s2 1
+//
+
+ ps_2_0
+ def c4, 1, 0, 0, 0
+ dcl t0.xy
+ dcl t1.xy
+ dcl t2.xy
+ dcl_2d s0
+ dcl_2d s1
+ dcl_2d s2
+ texld r0, t0, s0
+ texld r1, t1, s1
+ texld r2, t2, s2
+ mov r0.y, r1.x
+ mov r0.z, r2.x
+ mov r0.w, c4.x
+ dp4 r1.x, r0, c0
+ dp4 r1.y, r0, c1
+ dp4 r1.z, r0, c2
+ dp4 r1.w, r0, c3
+ mov oC0, r1
+
+// approximately 11 instruction slots used (3 texture, 8 arithmetic)
+#endif
+
+const BYTE d3d_shader_420p[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 67, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 215, 0,
+ 0, 0, 0, 2, 255, 255,
+ 4, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 208, 0, 0, 0, 108, 0,
+ 0, 0, 2, 0, 0, 0,
+ 4, 0, 2, 0, 120, 0,
+ 0, 0, 0, 0, 0, 0,
+ 136, 0, 0, 0, 3, 0,
+ 0, 0, 1, 0, 2, 0,
+ 144, 0, 0, 0, 0, 0,
+ 0, 0, 160, 0, 0, 0,
+ 3, 0, 1, 0, 1, 0,
+ 6, 0, 168, 0, 0, 0,
+ 0, 0, 0, 0, 184, 0,
+ 0, 0, 3, 0, 2, 0,
+ 1, 0, 10, 0, 192, 0,
+ 0, 0, 0, 0, 0, 0,
+ 99, 111, 108, 111, 114, 109,
+ 97, 116, 114, 105, 120, 0,
+ 3, 0, 3, 0, 4, 0,
+ 4, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 116, 101,
+ 120, 48, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 116, 101,
+ 120, 49, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 116, 101,
+ 120, 50, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 112, 115,
+ 95, 50, 95, 48, 0, 77,
+ 105, 99, 114, 111, 115, 111,
+ 102, 116, 32, 40, 82, 41,
+ 32, 72, 76, 83, 76, 32,
+ 83, 104, 97, 100, 101, 114,
+ 32, 67, 111, 109, 112, 105,
+ 108, 101, 114, 32, 57, 46,
+ 50, 57, 46, 57, 53, 50,
+ 46, 51, 49, 49, 49, 0,
+ 81, 0, 0, 5, 4, 0,
+ 15, 160, 0, 0, 128, 63,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 31, 0, 0, 2, 0, 0,
+ 0, 128, 0, 0, 3, 176,
+ 31, 0, 0, 2, 0, 0,
+ 0, 128, 1, 0, 3, 176,
+ 31, 0, 0, 2, 0, 0,
+ 0, 128, 2, 0, 3, 176,
+ 31, 0, 0, 2, 0, 0,
+ 0, 144, 0, 8, 15, 160,
+ 31, 0, 0, 2, 0, 0,
+ 0, 144, 1, 8, 15, 160,
+ 31, 0, 0, 2, 0, 0,
+ 0, 144, 2, 8, 15, 160,
+ 66, 0, 0, 3, 0, 0,
+ 15, 128, 0, 0, 228, 176,
+ 0, 8, 228, 160, 66, 0,
+ 0, 3, 1, 0, 15, 128,
+ 1, 0, 228, 176, 1, 8,
+ 228, 160, 66, 0, 0, 3,
+ 2, 0, 15, 128, 2, 0,
+ 228, 176, 2, 8, 228, 160,
+ 1, 0, 0, 2, 0, 0,
+ 2, 128, 1, 0, 0, 128,
+ 1, 0, 0, 2, 0, 0,
+ 4, 128, 2, 0, 0, 128,
+ 1, 0, 0, 2, 0, 0,
+ 8, 128, 4, 0, 0, 160,
+ 9, 0, 0, 3, 1, 0,
+ 1, 128, 0, 0, 228, 128,
+ 0, 0, 228, 160, 9, 0,
+ 0, 3, 1, 0, 2, 128,
+ 0, 0, 228, 128, 1, 0,
+ 228, 160, 9, 0, 0, 3,
+ 1, 0, 4, 128, 0, 0,
+ 228, 128, 2, 0, 228, 160,
+ 9, 0, 0, 3, 1, 0,
+ 8, 128, 0, 0, 228, 128,
+ 3, 0, 228, 160, 1, 0,
+ 0, 2, 0, 8, 15, 128,
+ 1, 0, 228, 128, 255, 255,
+ 0, 0
+};
diff --git a/video/out/d3d_shader_nv12.h b/video/out/d3d_shader_nv12.h new file mode 100644 index 0000000000..74b592fa04 --- /dev/null +++ b/video/out/d3d_shader_nv12.h @@ -0,0 +1,123 @@ +#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+// fxc /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl
+// /Vnd3d_shader_nv12
+//
+//
+// Parameters:
+//
+// float4x4 colormatrix;
+// sampler2D tex0;
+// sampler2D tex1;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// colormatrix c0 4
+// tex0 s0 1
+// tex1 s1 1
+//
+
+ ps_2_0
+ def c4, 1, 0, 0, 0
+ dcl t0.xy
+ dcl t1.xy
+ dcl_2d s0
+ dcl_2d s1
+ texld r0, t0, s0
+ texld r1, t1, s1
+ mov r0.y, r1.x
+ mov r0.z, r1.z
+ mov r0.w, c4.x
+ dp4 r1.x, r0, c0
+ dp4 r1.y, r0, c1
+ dp4 r1.z, r0, c2
+ dp4 r1.w, r0, c3
+ mov oC0, r1
+
+// approximately 10 instruction slots used (2 texture, 8 arithmetic)
+#endif
+
+const BYTE d3d_shader_nv12[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 56, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 171, 0,
+ 0, 0, 0, 2, 255, 255,
+ 3, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 164, 0, 0, 0, 88, 0,
+ 0, 0, 2, 0, 0, 0,
+ 4, 0, 2, 0, 100, 0,
+ 0, 0, 0, 0, 0, 0,
+ 116, 0, 0, 0, 3, 0,
+ 0, 0, 1, 0, 2, 0,
+ 124, 0, 0, 0, 0, 0,
+ 0, 0, 140, 0, 0, 0,
+ 3, 0, 1, 0, 1, 0,
+ 6, 0, 148, 0, 0, 0,
+ 0, 0, 0, 0, 99, 111,
+ 108, 111, 114, 109, 97, 116,
+ 114, 105, 120, 0, 3, 0,
+ 3, 0, 4, 0, 4, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 116, 101, 120, 48,
+ 0, 171, 171, 171, 4, 0,
+ 12, 0, 1, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 116, 101, 120, 49,
+ 0, 171, 171, 171, 4, 0,
+ 12, 0, 1, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 112, 115, 95, 50,
+ 95, 48, 0, 77, 105, 99,
+ 114, 111, 115, 111, 102, 116,
+ 32, 40, 82, 41, 32, 72,
+ 76, 83, 76, 32, 83, 104,
+ 97, 100, 101, 114, 32, 67,
+ 111, 109, 112, 105, 108, 101,
+ 114, 32, 57, 46, 50, 57,
+ 46, 57, 53, 50, 46, 51,
+ 49, 49, 49, 0, 81, 0,
+ 0, 5, 4, 0, 15, 160,
+ 0, 0, 128, 63, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 31, 0,
+ 0, 2, 0, 0, 0, 128,
+ 0, 0, 3, 176, 31, 0,
+ 0, 2, 0, 0, 0, 128,
+ 1, 0, 3, 176, 31, 0,
+ 0, 2, 0, 0, 0, 144,
+ 0, 8, 15, 160, 31, 0,
+ 0, 2, 0, 0, 0, 144,
+ 1, 8, 15, 160, 66, 0,
+ 0, 3, 0, 0, 15, 128,
+ 0, 0, 228, 176, 0, 8,
+ 228, 160, 66, 0, 0, 3,
+ 1, 0, 15, 128, 1, 0,
+ 228, 176, 1, 8, 228, 160,
+ 1, 0, 0, 2, 0, 0,
+ 2, 128, 1, 0, 0, 128,
+ 1, 0, 0, 2, 0, 0,
+ 4, 128, 1, 0, 170, 128,
+ 1, 0, 0, 2, 0, 0,
+ 8, 128, 4, 0, 0, 160,
+ 9, 0, 0, 3, 1, 0,
+ 1, 128, 0, 0, 228, 128,
+ 0, 0, 228, 160, 9, 0,
+ 0, 3, 1, 0, 2, 128,
+ 0, 0, 228, 128, 1, 0,
+ 228, 160, 9, 0, 0, 3,
+ 1, 0, 4, 128, 0, 0,
+ 228, 128, 2, 0, 228, 160,
+ 9, 0, 0, 3, 1, 0,
+ 8, 128, 0, 0, 228, 128,
+ 3, 0, 228, 160, 1, 0,
+ 0, 2, 0, 8, 15, 128,
+ 1, 0, 228, 128, 255, 255,
+ 0, 0
+};
diff --git a/video/out/d3d_shader_yuv.hlsl b/video/out/d3d_shader_yuv.hlsl index 0e78554254..b74f42e6dc 100644 --- a/video/out/d3d_shader_yuv.hlsl +++ b/video/out/d3d_shader_yuv.hlsl @@ -1,5 +1,6 @@ // Compile with: -// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv +// fxc.exe /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl /Vnd3d_shader_420p +// fxc.exe /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl /Vnd3d_shader_nv12 // Be careful with this shader. You can't use constant slots, since we don't // load the shader with D3DX. All uniform variables are mapped to hardcoded @@ -11,19 +12,21 @@ sampler2D tex2 : register(s2); uniform float4x4 colormatrix : register(c0); -float1 sample(sampler2D tex, float2 t) -{ - return tex2D(tex, t).x; -} - float4 main(float2 t0 : TEXCOORD0, float2 t1 : TEXCOORD1, float2 t2 : TEXCOORD2) : COLOR { - float4 c = float4(sample(tex0, t0), - sample(tex1, t1), - sample(tex2, t2), +#ifdef USE_420P + float4 c = float4(tex2D(tex0, t0).x, + tex2D(tex1, t1).x, + tex2D(tex2, t2).x, + 1); +#endif +#ifdef USE_NV12 + float4 c = float4(tex2D(tex0, t0).x, + tex2D(tex1, t1).xz, 1); +#endif return mul(c, colormatrix); } diff --git a/video/out/vo_direct3d.c b/video/out/vo_direct3d.c index 88eb619b8a..bf24d164c8 100644 --- a/video/out/vo_direct3d.c +++ b/video/out/vo_direct3d.c @@ -43,8 +43,8 @@ #include "bitmap_packer.h" // shaders generated by fxc.exe from d3d_shader_yuv.hlsl -#include "d3d_shader_yuv.h" - +#include "d3d_shader_420p.h" +#include "d3d_shader_nv12.h" #define IMGFMT_IS_Y(x) ((x) == IMGFMT_Y8 || (x) == IMGFMT_Y16) #define IMGFMT_Y_DEPTH(x) ((x) == IMGFMT_Y8 ? 8 : 16) @@ -110,6 +110,13 @@ struct osdpart { struct bitmap_packer *packer; }; +enum shaders { + SHADER_NONE = 0, + SHADER_420P, + SHADER_NV12, + NUM_SHADERS +}; + /* Global variables "priv" structure. I try to keep their count low. */ typedef struct d3d_priv { @@ -144,13 +151,14 @@ typedef struct d3d_priv { struct mp_image_params params; bool use_textures; /**< use 3D texture rendering, instead of StretchRect */ - bool use_shaders; /**< use shader for YUV color conversion + int use_shaders; /**< use shader for YUV color conversion, and + the SHADER_ id (0 is SHADER_NONE) (or possibly for RGB video equalizers) */ int plane_count; struct texplane planes[3]; - IDirect3DPixelShader9 *pixel_shader; + IDirect3DPixelShader9 *pixel_shaders[NUM_SHADERS]; D3DFORMAT movie_src_fmt; /**< Movie colorspace format (depends on the movie's codec) */ @@ -216,6 +224,8 @@ static const struct fmt_entry fmt_table[] = { // grayscale (can be considered both packed and planar) {IMGFMT_Y8, D3DFMT_L8}, {IMGFMT_Y16, D3DFMT_L16}, + // 2 channels (needed for NV12 shader) + {IMGFMT_YA8, D3DFMT_A8L8}, {0}, }; @@ -693,9 +703,11 @@ static void fill_d3d_presentparams(d3d_priv *priv, // Create a new backbuffer. Create or Reset the D3D device. static bool change_d3d_backbuffer(d3d_priv *priv) { - if (priv->pixel_shader) - IDirect3DPixelShader9_Release(priv->pixel_shader); - priv->pixel_shader = NULL; + for (int n = 0; n < NUM_SHADERS; n++) { + if (priv->pixel_shaders[n]) + IDirect3DPixelShader9_Release(priv->pixel_shaders[n]); + priv->pixel_shaders[n] = NULL; + } int window_w = priv->vo->dwidth; int window_h = priv->vo->dheight; @@ -740,12 +752,21 @@ static bool change_d3d_backbuffer(d3d_priv *priv) present_params.BackBufferWidth, present_params.BackBufferHeight, window_w, window_h); - if (FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device, - (DWORD *)d3d_shader_yuv, &priv->pixel_shader))) - { - priv->pixel_shader = NULL; - if (!priv->opt_disable_shaders) - MP_WARN(priv, "Shader could not be created - disabling shaders.\n"); + const DWORD* shaders[NUM_SHADERS] = { + [SHADER_420P] = (DWORD *)d3d_shader_420p, + [SHADER_NV12] = (DWORD *)d3d_shader_nv12, + }; + + for (int n = 0; n < NUM_SHADERS; n++) { + if (!shaders[n]) + continue; + if (FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device, + shaders[n], &priv->pixel_shaders[n]))) + { + priv->pixel_shaders[n] = NULL; + if (!priv->opt_disable_shaders) + MP_WARN(priv, "Shader could not be created - disabling shaders.\n"); + } } return 1; @@ -755,9 +776,11 @@ static void destroy_d3d(d3d_priv *priv) { destroy_d3d_surfaces(priv); - if (priv->pixel_shader) - IDirect3DPixelShader9_Release(priv->pixel_shader); - priv->pixel_shader = NULL; + for (int n = 0; n < NUM_SHADERS; n++) { + if (priv->pixel_shaders[n]) + IDirect3DPixelShader9_Release(priv->pixel_shaders[n]); + priv->pixel_shaders[n] = NULL; + } if (priv->d3d_device) IDirect3DDevice9_Release(priv->d3d_device); @@ -901,8 +924,9 @@ static uint32_t d3d_draw_frame(d3d_priv *priv) } } - if (priv->pixel_shader) { - IDirect3DDevice9_SetPixelShader(priv->d3d_device, priv->pixel_shader); + if (priv->use_shaders) { + IDirect3DDevice9_SetPixelShader(priv->d3d_device, + priv->pixel_shaders[priv->use_shaders]); IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 0, &priv->d3d_colormatrix._11, 4); @@ -1011,24 +1035,36 @@ static D3DFORMAT check_format(d3d_priv *priv, uint32_t movie_fmt, } // Check whether YUV conversion with shaders can be done. -// Returns the format the individual planes should use (or 0 on failure) -static D3DFORMAT check_shader_conversion(d3d_priv *priv, uint32_t fmt) +static int check_shader_conversion(d3d_priv *priv, uint32_t fmt, + D3DFORMAT shader_d3dfmts[MP_MAX_PLANES]) { if (priv->opt_disable_shaders) return 0; struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(fmt); - if (!(desc.flags & MP_IMGFLAG_YUV_P) || !(desc.flags & MP_IMGFLAG_NE)) - return 0; - if (desc.num_planes != 3) - return 0; - int component_bits = desc.plane_bits; - if (component_bits < 8 || component_bits > 16) - return 0; - bool is_8bit = component_bits == 8; - if (!is_8bit && priv->opt_only_8bit) - return 0; - int texfmt = is_8bit ? IMGFMT_Y8 : IMGFMT_Y16; - return check_format(priv, texfmt, true); + if ((desc.flags & MP_IMGFLAG_YUV_P) && (desc.flags & MP_IMGFLAG_NE)) { + if (desc.num_planes > MP_MAX_PLANES) + return 0; + int component_bits = desc.plane_bits; + if (component_bits < 8 || component_bits > 16) + return 0; + bool is_8bit = component_bits == 8; + if (!is_8bit && priv->opt_only_8bit) + return 0; + int texfmt = is_8bit ? IMGFMT_Y8 : IMGFMT_Y16; + D3DFORMAT d3dfmt = check_format(priv, texfmt, true); + if (d3dfmt) { + for (int n = 0; n < desc.num_planes; n++) + shader_d3dfmts[n] = d3dfmt; + return SHADER_420P; + } + } + if (fmt == IMGFMT_NV12) { + shader_d3dfmts[0] = check_format(priv, IMGFMT_Y8, true); + shader_d3dfmts[1] = check_format(priv, IMGFMT_YA8, true); + if (shader_d3dfmts[0] && shader_d3dfmts[1]) + return SHADER_NV12; + } + return 0; } // Return if the image format can be used. If it can, decide which rendering @@ -1040,41 +1076,42 @@ static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize) int n; int blit_d3dfmt = check_format(priv, fmt, false); int texture_d3dfmt = check_format(priv, fmt, true); - int shader_d3dfmt = check_shader_conversion(priv, fmt); + D3DFORMAT shader_d3dfmts[MP_MAX_PLANES] = {0}; + int shader = check_shader_conversion(priv, fmt, shader_d3dfmts); if (priv->opt_disable_textures) texture_d3dfmt = 0; - if (priv->opt_disable_shaders || !priv->pixel_shader) - shader_d3dfmt = 0; + if (priv->opt_disable_shaders || !priv->pixel_shaders[shader]) + shader = 0; if (priv->opt_disable_stretchrect) blit_d3dfmt = 0; - if (!(blit_d3dfmt || shader_d3dfmt || texture_d3dfmt)) + if (!(blit_d3dfmt || shader || texture_d3dfmt)) return false; MP_VERBOSE(priv, "Accepted rendering methods for " - "format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%#x.\n", - vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader_d3dfmt); + "format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%d.\n", + vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader); if (!initialize) return true; // initialization doesn't fail beyond this point - priv->use_shaders = false; + priv->use_shaders = 0; priv->use_textures = false; priv->movie_src_fmt = 0; priv->plane_count = 0; priv->image_format = fmt; if (blit_d3dfmt && priv->opt_prefer_stretchrect) - texture_d3dfmt = shader_d3dfmt = 0; + texture_d3dfmt = shader = 0; if (texture_d3dfmt) { priv->use_textures = true; - } else if (shader_d3dfmt) { + } else if (shader) { priv->use_textures = true; - priv->use_shaders = true; + priv->use_shaders = shader; } else { assert(!!blit_d3dfmt); } @@ -1095,9 +1132,9 @@ static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize) MP_VERBOSE(priv, "Using YUV shaders.\n"); struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(priv->image_format); - priv->plane_count = 3; - for (n = 0; n < 3; n++) { - planes[n].d3d_format = shader_d3dfmt; + priv->plane_count = desc.num_planes; + for (n = 0; n < priv->plane_count; n++) { + planes[n].d3d_format = shader_d3dfmts[n]; planes[n].bits_per_pixel = desc.plane_bits; planes[n].shift_x = desc.xs[n]; planes[n].shift_y = desc.ys[n]; |