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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 /wscript_build.py
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 'wscript_build.py')
-rw-r--r--wscript_build.py5
1 files changed, 4 insertions, 1 deletions
diff --git a/wscript_build.py b/wscript_build.py
index dbf27171d7..a2971176a3 100644
--- a/wscript_build.py
+++ b/wscript_build.py
@@ -401,8 +401,12 @@ def build(ctx):
( "video/out/cocoa_common.m", "cocoa" ),
( "video/out/dither.c" ),
( "video/out/filter_kernels.c" ),
+ ( "video/out/d3d11/context.c", "d3d11" ),
+ ( "video/out/d3d11/hwdec_d3d11va.c", "d3d11 && d3d-hwaccel" ),
+ ( "video/out/d3d11/ra_d3d11.c", "d3d11" ),
( "video/out/opengl/angle_dynamic.c", "egl-angle" ),
( "video/out/gpu/context.c" ),
+ ( "video/out/gpu/d3d11_helpers.c", "d3d11 || egl-angle-win32" ),
( "video/out/gpu/hwdec.c" ),
( "video/out/gpu/lcms.c" ),
( "video/out/gpu/osd.c" ),
@@ -432,7 +436,6 @@ def build(ctx):
( "video/out/opengl/context_glx.c", "gl-x11" ),
( "video/out/opengl/context_x11egl.c", "egl-x11" ),
( "video/out/opengl/cuda_dynamic.c", "cuda-hwaccel" ),
- ( "video/out/opengl/d3d11_helpers.c", "egl-angle-win32" ),
( "video/out/opengl/egl_helpers.c", "egl-helpers" ),
( "video/out/opengl/hwdec_cuda.c", "cuda-hwaccel" ),
( "video/out/opengl/hwdec_d3d11egl.c", "d3d-hwaccel" ),