diff options
Diffstat (limited to 'video/out/vo_direct3d.c')
-rw-r--r-- | video/out/vo_direct3d.c | 2101 |
1 files changed, 2101 insertions, 0 deletions
diff --git a/video/out/vo_direct3d.c b/video/out/vo_direct3d.c new file mode 100644 index 0000000000..294a101ffe --- /dev/null +++ b/video/out/vo_direct3d.c @@ -0,0 +1,2101 @@ +/* + * Copyright (c) 2008 Georgi Petrov (gogothebee) <gogothebee@gmail.com> + * + * This file is part of MPlayer. + * + * MPlayer is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * MPlayer 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 General Public License for more details. + * + * You should have received a copy of the GNU General Public License along + * with MPlayer; if not, write to the Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + */ + +#include <windows.h> +#include <errno.h> +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <stdbool.h> +#include <assert.h> +#include <d3d9.h> +#include "config.h" +#include "options.h" +#include "subopt-helper.h" +#include "talloc.h" +#include "video_out.h" +#include "libmpcodecs/vfcap.h" +#include "csputils.h" +#include "libmpcodecs/mp_image.h" +#include "libmpcodecs/img_format.h" +#include "fastmemcpy.h" +#include "mp_msg.h" +#include "aspect.h" +#include "w32_common.h" +#include "libavutil/common.h" +#include "sub/sub.h" +#include "bitmap_packer.h" + +// shaders generated by fxc.exe from d3d_shader_yuv.hlsl +#include "d3d_shader_yuv.h" +#include "d3d_shader_yuv_2ch.h" + + +// TODO: beg someone to add this (there is already IMGFMT_Y8) +// equals MAKEFOURCC('Y', '1', '6', ' ') +#define IMGFMT_Y16 0x20363159 +#define IMGFMT_A8Y8 MAKEFOURCC('A', '8', 'Y', '8') + +#define IMGFMT_IS_Y(x) ((x) == IMGFMT_Y8 || (x) == IMGFMT_Y16 || (x) == IMGFMT_A8Y8) +#define IMGFMT_Y_DEPTH(x) ((x) == IMGFMT_Y8 ? 8 : 16) + +#define DEVTYPE D3DDEVTYPE_HAL +//#define DEVTYPE D3DDEVTYPE_REF + +#define D3DFVF_OSD_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE) + +typedef struct { + float x, y, z; + D3DCOLOR color; + float tu, tv; +} vertex_osd; + +#define D3DFVF_VIDEO_VERTEX (D3DFVF_XYZ | D3DFVF_TEX3) + +typedef struct { + float x, y, z; + // pairs of texture coordinates for up to 3 planes + float t[3][2]; +} vertex_video; + + +struct d3dtex { + // user-requested size + int w, h; + // allocated texture size + int tex_w, tex_h; + // D3DPOOL_SYSTEMMEM (or others) texture: + // - can be locked in order to write (and even read) data + // - can _not_ (probably) be used as texture for rendering + // This is always non-NULL if d3dtex_allocate succeeds. + IDirect3DTexture9 *system; + // D3DPOOL_DEFAULT texture: + // - can't be locked (Probably.) + // - must be used for rendering + // This will be NULL on systems with device_texture_sys != 0. + IDirect3DTexture9 *device; +}; + +struct texplane { + int bytes_per_pixel; + int bits_per_pixel; + // chroma shifts + // e.g. get the plane's width in pixels with (priv->src_width >> shift_x) + int shift_x, shift_y; + D3DFORMAT d3d_format; + struct d3dtex texture; + // temporary locking during uploading the frame (e.g. for draw_slice) + D3DLOCKED_RECT locked_rect; + // value used to clear the image with memset (YUV chroma planes do not use + // the value 0 for this) + uint8_t clearval; +}; + +struct osdpart { + enum sub_bitmap_format format; + int bitmap_id, bitmap_pos_id; + struct d3dtex texture; + int num_vertices; + vertex_osd *vertices; + struct bitmap_packer *packer; +}; + +/* Global variables "priv" structure. I try to keep their count low. + */ +typedef struct d3d_priv { + int opt_prefer_stretchrect; + int opt_disable_textures; + int opt_disable_stretchrect; + int opt_disable_shaders; + int opt_only_8bit; + int opt_disable_osd; + int opt_disable_texture_align; + // debugging + int opt_force_power_of_2; + int opt_texture_memory; + int opt_swap_discard; + int opt_exact_backbuffer; + int opt_16bit_textures; + + struct vo *vo; + + int is_clear_needed; /**< 1 = Clear the backbuffer before StretchRect + 0 = (default) Don't clear it */ + D3DLOCKED_RECT locked_rect; /**< The locked offscreen surface */ + RECT fs_movie_rect; /**< Rect (upscaled) of the movie when displayed + in fullscreen */ + RECT fs_panscan_rect; /**< PanScan source surface cropping in + fullscreen */ + int src_width; /**< Source (movie) width */ + int src_height; /**< Source (movie) heigth */ + struct mp_osd_res osd_res; + int image_format; /**< mplayer image format */ + bool use_textures; /**< use 3D texture rendering, instead of + StretchRect */ + bool use_shaders; /**< use shader for YUV color conversion + (or possibly for RGB video equalizers) */ + bool use_2ch_hack; /**< 2 byte YUV formats use 2 channel hack */ + + int plane_count; + struct texplane planes[3]; + + IDirect3DPixelShader9 *pixel_shader; + const BYTE *pixel_shader_data; + + D3DFORMAT movie_src_fmt; /**< Movie colorspace format (depends on + the movie's codec) */ + D3DFORMAT desktop_fmt; /**< Desktop (screen) colorspace format. + Usually XRGB */ + + HANDLE d3d9_dll; /**< d3d9 Library HANDLE */ + IDirect3D9 * (WINAPI *pDirect3DCreate9)(UINT); /**< pointer to Direct3DCreate9 function */ + + LPDIRECT3D9 d3d_handle; /**< Direct3D Handle */ + LPDIRECT3DDEVICE9 d3d_device; /**< The Direct3D Adapter */ + bool d3d_in_scene; /**< BeginScene was called, EndScene not */ + IDirect3DSurface9 *d3d_surface; /**< Offscreen Direct3D Surface. MPlayer + renders inside it. Uses colorspace + priv->movie_src_fmt */ + IDirect3DSurface9 *d3d_backbuf; /**< Video card's back buffer (used to + display next frame) */ + int cur_backbuf_width; /**< Current backbuffer width */ + int cur_backbuf_height; /**< Current backbuffer height */ + int device_caps_power2_only; /**< 1 = texture sizes have to be power 2 + 0 = texture sizes can be anything */ + int device_caps_square_only; /**< 1 = textures have to be square + 0 = textures do not have to be square */ + int device_texture_sys; /**< 1 = device can texture from system memory + 0 = device requires shadow */ + int max_texture_width; /**< from the device capabilities */ + int max_texture_height; /**< from the device capabilities */ + + D3DMATRIX d3d_colormatrix; + float d3d_depth_vector[4]; + struct mp_csp_details colorspace; + struct mp_csp_equalizer video_eq; + + struct osdpart *osd[MAX_OSD_PARTS]; +} d3d_priv; + +struct fmt_entry { + const unsigned int mplayer_fmt; /**< Given by MPlayer */ + const D3DFORMAT fourcc; /**< Required by D3D's test function */ +}; + +/* Map table from reported MPlayer format to the required + fourcc. This is needed to perform the format query. */ + +static const struct fmt_entry fmt_table[] = { + // planar YUV + {IMGFMT_YV12, MAKEFOURCC('Y','V','1','2')}, + {IMGFMT_I420, MAKEFOURCC('I','4','2','0')}, + {IMGFMT_IYUV, MAKEFOURCC('I','Y','U','V')}, + {IMGFMT_YVU9, MAKEFOURCC('Y','V','U','9')}, + // packed YUV + {IMGFMT_YUY2, D3DFMT_YUY2}, + {IMGFMT_UYVY, D3DFMT_UYVY}, + // packed RGB + {IMGFMT_BGR32, D3DFMT_X8R8G8B8}, + {IMGFMT_RGB32, D3DFMT_X8B8G8R8}, + {IMGFMT_BGR24, D3DFMT_R8G8B8}, //untested + {IMGFMT_BGR16, D3DFMT_R5G6B5}, + {IMGFMT_BGR15, D3DFMT_X1R5G5B5}, + {IMGFMT_BGR8 , D3DFMT_R3G3B2}, //untested + // grayscale (can be considered both packed and planar) + {IMGFMT_Y8, D3DFMT_L8}, + {IMGFMT_Y16, D3DFMT_L16}, + {IMGFMT_A8Y8, D3DFMT_A8L8}, + {0}, +}; + +static const D3DFORMAT osd_fmt_table[SUBBITMAP_COUNT] = { + [SUBBITMAP_LIBASS] = D3DFMT_A8, + [SUBBITMAP_RGBA] = D3DFMT_A8R8G8B8, +}; +static const bool osd_fmt_supported[SUBBITMAP_COUNT] = { + [SUBBITMAP_LIBASS] = true, + [SUBBITMAP_RGBA] = true, +}; + + +static void update_colorspace(d3d_priv *priv); +static void d3d_clear_video_textures(d3d_priv *priv); +static bool resize_d3d(d3d_priv *priv); +static uint32_t d3d_draw_frame(d3d_priv *priv); +static int draw_slice(struct vo *vo, uint8_t *src[], int stride[], int w, int h, + int x, int y); +static void uninit(struct vo *vo); +static void flip_page(struct vo *vo); +static mp_image_t *get_screenshot(d3d_priv *priv); +static mp_image_t *get_window_screenshot(d3d_priv *priv); + + +static void d3d_matrix_identity(D3DMATRIX *m) +{ + memset(m, 0, sizeof(D3DMATRIX)); + m->_11 = m->_22 = m->_33 = m->_44 = 1.0f; +} + +static void d3d_matrix_ortho(D3DMATRIX *m, float left, float right, + float bottom, float top) +{ + d3d_matrix_identity(m); + m->_11 = 2.0f / (right - left); + m->_22 = 2.0f / (top - bottom); + m->_33 = 1.0f; + m->_41 = -(right + left) / (right - left); + m->_42 = -(top + bottom) / (top - bottom); + m->_43 = 0; + m->_44 = 1.0f; +} + +/**************************************************************************** + * * + * * + * * + * Direct3D specific implementation functions * + * * + * * + * * + ****************************************************************************/ + +static bool d3d_begin_scene(d3d_priv *priv) +{ + if (!priv->d3d_in_scene) { + if (FAILED(IDirect3DDevice9_BeginScene(priv->d3d_device))) { + mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>BeginScene failed.\n"); + return false; + } + priv->d3d_in_scene = true; + } + return true; +} + +/** @brief Calculate scaled fullscreen movie rectangle with + * preserved aspect ratio. + */ +static void calc_fs_rect(d3d_priv *priv) +{ + struct mp_rect src_rect; + struct mp_rect dst_rect; + vo_get_src_dst_rects(priv->vo, &src_rect, &dst_rect, &priv->osd_res); + + priv->fs_movie_rect.left = dst_rect.x0; + priv->fs_movie_rect.right = dst_rect.x1; + priv->fs_movie_rect.top = dst_rect.y0; + priv->fs_movie_rect.bottom = dst_rect.y1; + priv->fs_panscan_rect.left = src_rect.x0; + priv->fs_panscan_rect.right = src_rect.x1; + priv->fs_panscan_rect.top = src_rect.y0; + priv->fs_panscan_rect.bottom = src_rect.y1; + + mp_msg(MSGT_VO, MSGL_V, + "<vo_direct3d>Video rectangle: t: %ld, l: %ld, r: %ld, b:%ld\n", + priv->fs_movie_rect.top, priv->fs_movie_rect.left, + priv->fs_movie_rect.right, priv->fs_movie_rect.bottom); + + /* The backbuffer should be cleared before next StretchRect. This is + * necessary because our new draw area could be smaller than the + * previous one used by StretchRect and without it, leftovers from the + * previous frame will be left. */ + priv->is_clear_needed = 1; +} + +// Adjust the texture size *width/*height to fit the requirements of the D3D +// device. The texture size is only increased. +static void d3d_fix_texture_size(d3d_priv *priv, int *width, int *height) +{ + int tex_width = *width; + int tex_height = *height; + + // avoid nasty special cases with 0-sized textures and texture sizes + tex_width = FFMAX(tex_width, 1); + tex_height = FFMAX(tex_height, 1); + + if (priv->device_caps_power2_only) { + tex_width = 1; + tex_height = 1; + while (tex_width < *width) tex_width <<= 1; + while (tex_height < *height) tex_height <<= 1; + } + if (priv->device_caps_square_only) + /* device only supports square textures */ + tex_width = tex_height = FFMAX(tex_width, tex_height); + // better round up to a multiple of 16 + if (!priv->opt_disable_texture_align) { + tex_width = (tex_width + 15) & ~15; + tex_height = (tex_height + 15) & ~15; + } + + *width = tex_width; + *height = tex_height; +} + +static void d3dtex_release(d3d_priv *priv, struct d3dtex *tex) +{ + if (tex->system) + IDirect3DTexture9_Release(tex->system); + tex->system = NULL; + + if (tex->device) + IDirect3DTexture9_Release(tex->device); + tex->device = NULL; + + tex->tex_w = tex->tex_h = 0; +} + +static bool d3dtex_allocate(d3d_priv *priv, struct d3dtex *tex, D3DFORMAT fmt, + int w, int h) +{ + d3dtex_release(priv, tex); + + tex->w = w; + tex->h = h; + + int tw = w, th = h; + d3d_fix_texture_size(priv, &tw, &th); + + int memtype = D3DPOOL_SYSTEMMEM; + switch (priv->opt_texture_memory) { + case 1: memtype = D3DPOOL_MANAGED; break; + case 2: memtype = D3DPOOL_DEFAULT; break; + } + + if (FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device, tw, th, 1, + D3DUSAGE_DYNAMIC, fmt, memtype, &tex->system, NULL))) + { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Allocating %dx%d texture in system RAM failed.\n", + w, h); + goto error_exit; + } + + if (!priv->device_texture_sys && !priv->opt_texture_memory) { + if (FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device, tw, th, 1, + D3DUSAGE_DYNAMIC, fmt, D3DPOOL_DEFAULT, &tex->device, NULL))) + { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Allocating %dx%d texture in video RAM failed.\n", + w, h); + goto error_exit; + } + } + + tex->tex_w = tw; + tex->tex_h = th; + + return true; + +error_exit: + d3dtex_release(priv, tex); + return false; +} + +static IDirect3DBaseTexture9 *d3dtex_get_render_texture(d3d_priv *priv, + struct d3dtex *tex) +{ + return (IDirect3DBaseTexture9 *)(tex->device ? tex->device : tex->system); +} + +// Copy system texture contents to device texture. +static bool d3dtex_update(d3d_priv *priv, struct d3dtex *tex) +{ + if (!tex->device) + return true; + return !FAILED(IDirect3DDevice9_UpdateTexture(priv->d3d_device, + (IDirect3DBaseTexture9 *)tex->system, + (IDirect3DBaseTexture9 *)tex->device)); +} + +static void d3d_unlock_video_objects(d3d_priv *priv) +{ + bool any_failed = false; + + if (priv->locked_rect.pBits) { + if (FAILED(IDirect3DSurface9_UnlockRect(priv->d3d_surface))) + any_failed = true; + } + priv->locked_rect.pBits = NULL; + + for (int n = 0; n < priv->plane_count; n++) { + struct texplane *plane = &priv->planes[n]; + if (plane->locked_rect.pBits) { + if (FAILED(IDirect3DTexture9_UnlockRect(plane->texture.system, 0))) + any_failed = true; + } + plane->locked_rect.pBits = NULL; + } + + if (any_failed) { + mp_msg(MSGT_VO, MSGL_V, + "<vo_direct3d>Unlocking video objects failed.\n"); + } +} + +// Free video surface/textures, shaders, etc. +static void d3d_destroy_video_objects(d3d_priv *priv) +{ + d3d_unlock_video_objects(priv); + + if (priv->d3d_surface) + IDirect3DSurface9_Release(priv->d3d_surface); + priv->d3d_surface = NULL; + + for (int n = 0; n < priv->plane_count; n++) { + d3dtex_release(priv, &priv->planes[n].texture); + } + + if (priv->pixel_shader) + IDirect3DPixelShader9_Release(priv->pixel_shader); + priv->pixel_shader = NULL; +} + +/** @brief Destroy D3D Offscreen and Backbuffer surfaces. + */ +static void destroy_d3d_surfaces(d3d_priv *priv) +{ + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>destroy_d3d_surfaces called.\n"); + + d3d_destroy_video_objects(priv); + + for (int n = 0; n < MAX_OSD_PARTS; n++) { + struct osdpart *osd = priv->osd[n]; + d3dtex_release(priv, &osd->texture); + osd->bitmap_id = osd->bitmap_pos_id = -1; + } + + if (priv->d3d_backbuf) + IDirect3DSurface9_Release(priv->d3d_backbuf); + priv->d3d_backbuf = NULL; + + priv->d3d_in_scene = false; +} + +// Allocate video surface or textures, and create shaders if needed. +static bool d3d_configure_video_objects(d3d_priv *priv) +{ + int n; + bool need_clear = false; + + assert(priv->image_format != 0); + + if (priv->use_textures) { + for (n = 0; n < priv->plane_count; n++) { + struct texplane *plane = &priv->planes[n]; + + if (!plane->texture.system) { + if (!d3dtex_allocate(priv, + &plane->texture, + plane->d3d_format, + priv->src_width >> plane->shift_x, + priv->src_height >> plane->shift_y)) + { + mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Allocating plane %d" + " failed.\n", n); + return false; + } + + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Allocated plane %d:" + " %d bit, shift=%d/%d size=%d/%d (%d/%d).\n", n, + plane->bits_per_pixel, + plane->shift_x, plane->shift_y, + plane->texture.w, plane->texture.h, + plane->texture.tex_w, plane->texture.tex_h); + + need_clear = true; + } + } + + if (need_clear) + d3d_clear_video_textures(priv); + + if (priv->pixel_shader_data) { + if (!priv->pixel_shader && + FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device, + (DWORD *)priv->pixel_shader_data, &priv->pixel_shader))) + { + mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Failed to create " + "YUV conversion pixel shader.\n"); + return false; + } + } + + } else { + + if (!priv->d3d_surface && + FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface( + priv->d3d_device, priv->src_width, priv->src_height, + priv->movie_src_fmt, D3DPOOL_DEFAULT, &priv->d3d_surface, NULL))) + { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Allocating offscreen surface failed.\n"); + return false; + } + } + + return true; +} + +static bool d3d_lock_video_textures(d3d_priv *priv) +{ + for (int n = 0; n < priv->plane_count; n++) { + struct texplane *plane = &priv->planes[n]; + + if (!plane->locked_rect.pBits) { + if (FAILED(IDirect3DTexture9_LockRect(plane->texture.system, 0, + &plane->locked_rect, NULL, 0))) + { + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Texture lock failure.\n"); + d3d_unlock_video_objects(priv); + return false; + } + } + } + + return true; +} + +static void d3d_clear_video_textures(d3d_priv *priv) +{ + if (!d3d_lock_video_textures(priv)) + return; + + for (int n = 0; n < priv->plane_count; n++) { + struct texplane *plane = &priv->planes[n]; + memset(plane->locked_rect.pBits, plane->clearval, + plane->locked_rect.Pitch * plane->texture.tex_h); + } + + d3d_unlock_video_objects(priv); +} + +// Recreate and initialize D3D objects if necessary. The amount of work that +// needs to be done can be quite different: it could be that full initialization +// is required, or that some objects need to be created, or that nothing is +// done. +static bool create_d3d_surfaces(d3d_priv *priv) +{ + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>create_d3d_surfaces called.\n"); + + if (!priv->d3d_backbuf && + FAILED(IDirect3DDevice9_GetBackBuffer(priv->d3d_device, 0, 0, + D3DBACKBUFFER_TYPE_MONO, + &priv->d3d_backbuf))) { + mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Allocating backbuffer failed.\n"); + return 0; + } + + if (!d3d_configure_video_objects(priv)) + return 0; + + /* setup default renderstate */ + IDirect3DDevice9_SetRenderState(priv->d3d_device, + D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + IDirect3DDevice9_SetRenderState(priv->d3d_device, + D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + IDirect3DDevice9_SetRenderState(priv->d3d_device, + D3DRS_ALPHAFUNC, D3DCMP_GREATER); + IDirect3DDevice9_SetRenderState(priv->d3d_device, + D3DRS_ALPHAREF, (DWORD)0x0); + IDirect3DDevice9_SetRenderState(priv->d3d_device, + D3DRS_LIGHTING, FALSE); + + // we use up to 3 samplers for up to 3 YUV planes + for (int n = 0; n < 3; n++) { + IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_MINFILTER, + D3DTEXF_LINEAR); + IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_MAGFILTER, + D3DTEXF_LINEAR); + IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_ADDRESSU, + D3DTADDRESS_CLAMP); + IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_ADDRESSV, + D3DTADDRESS_CLAMP); + } + + return 1; +} + +static bool init_d3d(d3d_priv *priv) +{ + D3DDISPLAYMODE disp_mode; + D3DCAPS9 disp_caps; + DWORD texture_caps; + DWORD dev_caps; + + priv->d3d_handle = priv->pDirect3DCreate9(D3D_SDK_VERSION); + if (!priv->d3d_handle) { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Initializing Direct3D failed.\n"); + return false; + } + + if (FAILED(IDirect3D9_GetAdapterDisplayMode(priv->d3d_handle, + D3DADAPTER_DEFAULT, + &disp_mode))) { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Reading display mode failed.\n"); + return false; + } + + priv->desktop_fmt = disp_mode.Format; + priv->cur_backbuf_width = disp_mode.Width; + priv->cur_backbuf_height = disp_mode.Height; + + mp_msg(MSGT_VO, MSGL_V, + "<vo_direct3d>Setting backbuffer dimensions to (%dx%d).\n", + disp_mode.Width, disp_mode.Height); + + if (FAILED(IDirect3D9_GetDeviceCaps(priv->d3d_handle, + D3DADAPTER_DEFAULT, + DEVTYPE, + &disp_caps))) + { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Reading display capabilities failed.\n"); + return false; + } + + /* Store relevant information reguarding caps of device */ + texture_caps = disp_caps.TextureCaps; + dev_caps = disp_caps.DevCaps; + priv->device_caps_power2_only = (texture_caps & D3DPTEXTURECAPS_POW2) && + !(texture_caps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); + priv->device_caps_square_only = texture_caps & D3DPTEXTURECAPS_SQUAREONLY; + priv->device_texture_sys = dev_caps & D3DDEVCAPS_TEXTURESYSTEMMEMORY; + priv->max_texture_width = disp_caps.MaxTextureWidth; + priv->max_texture_height = disp_caps.MaxTextureHeight; + + if (priv->opt_force_power_of_2) + priv->device_caps_power2_only = 1; + + mp_msg(MSGT_VO, MSGL_V, + "<vo_direct3d>device_caps_power2_only %d, device_caps_square_only %d\n" + "<vo_direct3d>device_texture_sys %d\n" + "<vo_direct3d>max_texture_width %d, max_texture_height %d\n", + priv->device_caps_power2_only, priv->device_caps_square_only, + priv->device_texture_sys, priv->max_texture_width, + priv->max_texture_height); + + return true; +} + +/** @brief Fill D3D Presentation parameters + */ +static void fill_d3d_presentparams(d3d_priv *priv, + D3DPRESENT_PARAMETERS *present_params) +{ + /* Prepare Direct3D initialization parameters. */ + memset(present_params, 0, sizeof(D3DPRESENT_PARAMETERS)); + present_params->Windowed = TRUE; + present_params->SwapEffect = + priv->opt_swap_discard ? D3DSWAPEFFECT_DISCARD : D3DSWAPEFFECT_COPY; + present_params->Flags = D3DPRESENTFLAG_VIDEO; + present_params->hDeviceWindow = priv->vo->w32->window; + present_params->BackBufferWidth = priv->cur_backbuf_width; + present_params->BackBufferHeight = priv->cur_backbuf_height; + present_params->MultiSampleType = D3DMULTISAMPLE_NONE; + present_params->PresentationInterval = D3DPRESENT_INTERVAL_ONE; + present_params->BackBufferFormat = priv->desktop_fmt; + present_params->BackBufferCount = 1; + present_params->EnableAutoDepthStencil = FALSE; +} + + +// Create a new backbuffer. Create or Reset the D3D device. +static bool change_d3d_backbuffer(d3d_priv *priv) +{ + D3DPRESENT_PARAMETERS present_params; + + int window_w = priv->vo->dwidth; + int window_h = priv->vo->dheight; + + /* Grow the backbuffer in the required dimension. */ + if (window_w > priv->cur_backbuf_width) + priv->cur_backbuf_width = window_w; + + if (window_h > priv->cur_backbuf_height) + priv->cur_backbuf_height = window_h; + + if (priv->opt_exact_backbuffer) { + priv->cur_backbuf_width = window_w; + priv->cur_backbuf_height = window_h; + } + + /* The grown backbuffer dimensions are ready and fill_d3d_presentparams + * will use them, so we can reset the device. + */ + fill_d3d_presentparams(priv, &present_params); + + if (!priv->d3d_device) { + if (FAILED(IDirect3D9_CreateDevice(priv->d3d_handle, + D3DADAPTER_DEFAULT, + DEVTYPE, priv->vo->w32->window, + D3DCREATE_SOFTWARE_VERTEXPROCESSING + | D3DCREATE_FPU_PRESERVE, + &present_params, &priv->d3d_device))) + { + mp_msg(MSGT_VO, MSGL_V, + "<vo_direct3d>Creating Direct3D device failed.\n"); + return 0; + } + } else { + if (FAILED(IDirect3DDevice9_Reset(priv->d3d_device, &present_params))) { + mp_msg(MSGT_VO, MSGL_ERR, + "<vo_direct3d>Reseting Direct3D device failed.\n"); + return 0; + } + } + + mp_msg(MSGT_VO, MSGL_V, + "<vo_direct3d>New backbuffer (%dx%d), VO (%dx%d)\n", + present_params.BackBufferWidth, present_params.BackBufferHeight, + window_w, window_h); + + return 1; +} + +/** @brief Reconfigure the whole Direct3D. Called only + * when the video adapter becomes uncooperative. ("Lost" devices) + * @return 1 on success, 0 on failure + */ +static int reconfigure_d3d(d3d_priv *priv) +{ + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>reconfigure_d3d called.\n"); + + destroy_d3d_surfaces(priv); + + if (priv->d3d_device) + IDirect3DDevice9_Release(priv->d3d_device); + priv->d3d_device = NULL; + + // Force complete destruction of the D3D state. + // Note: this step could be omitted. The resize_d3d call below would detect + // that d3d_device is NULL, and would properly recreate it. I'm not sure why + // the following code to release and recreate the d3d_handle exists. + if (priv->d3d_handle) + IDirect3D9_Release(priv->d3d_handle); + priv->d3d_handle = NULL; + if (!init_d3d(priv)) + return 0; + + // Proper re-initialization. + if (!resize_d3d(priv)) + return 0; + + return 1; +} + +// Resize Direct3D context on window resize. +// This function also is called when major initializations need to be done. +static bool resize_d3d(d3d_priv *priv) +{ + D3DVIEWPORT9 vp = {0, 0, priv->vo->dwidth, priv->vo->dheight, 0, 1}; + + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>resize_d3d called.\n"); + + /* Make sure that backbuffer is large enough to accomodate the new + viewport dimensions. Grow it if necessary. */ + + bool backbuf_resize = priv->vo->dwidth > priv->cur_backbuf_width || + priv->vo->dheight > priv->cur_backbuf_height; + + if (priv->opt_exact_backbuffer) { + backbuf_resize = priv->vo->dwidth != priv->cur_backbuf_width || + priv->vo->dheight != priv->cur_backbuf_height; + } + + if (backbuf_resize || !priv->d3d_device) + { + destroy_d3d_surfaces(priv); + if (!change_d3d_backbuffer(priv)) + return 0; + } + + if (!priv->d3d_device) + return 1; + + if (!create_d3d_surfaces(priv)) + return 0; + + if (FAILED(IDirect3DDevice9_SetViewport(priv->d3d_device, &vp))) { + mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Setting viewport failed.\n"); + return 0; + } + + // so that screen coordinates map to D3D ones + D3DMATRIX view; + d3d_matrix_ortho(&view, 0.5f, vp.Width + 0.5f, vp.Height + 0.5f, 0.5f); + IDirect3DDevice9_SetTransform(priv->d3d_device, D3DTS_VIEW, &view); + + calc_fs_rect(priv); + + priv->vo->want_redraw = true; + + return 1; +} + +/** @brief Uninitialize Direct3D and close the window. + */ +static void uninit_d3d(d3d_priv *priv) +{ + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>uninit_d3d called.\n"); + + destroy_d3d_surfaces(priv); + + if (priv->d3d_device) + IDirect3DDevice9_Release(priv->d3d_device); + priv->d3d_device = NULL; + + if (priv->d3d_handle) { + mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Stopping Direct3D.\n"); + IDirect3D9_Release(priv->d3d_handle); + } + priv->d3d_handle = NULL; +} + +static uint32_t d3d_upload_and_render_frame_texture(d3d_priv *priv, + mp_image_t *mpi) +{ + if (!(mpi->flags & MP_IMGFLAG_DRAW_CALLBACK)) + draw_slice(priv->vo, mpi->planes, mpi->stride, mpi->w, mpi->h, 0, 0); + + d3d_unlock_video_objects(priv); + + for (int n = 0; n < priv->plane_count; n++) { + d3dtex_update(priv, &priv->planes[n].texture); + } + + return d3d_draw_frame(priv); +} + +/** @brief Render a frame on the screen. + * @param mpi mpi structure with the decoded frame inside + * @return VO_TRUE on success, VO_ERROR on failure + */ +static uint32_t d3d_upload_and_render_frame(d3d_priv *priv, mp_image_t *mpi) +{ + if (!priv->d3d_device) + return VO_TRUE; + + if (priv->use_textures) + return d3d_upload_and_render_frame_texture(priv, mpi); + + if (mpi->flags & MP_IMGFLAG_DRAW_CALLBACK) + goto skip_upload; + + if (mpi->flags & MP_IMGFLAG_PLANAR) { /* Copy a planar frame. */ + draw_slice(priv->vo, mpi->planes, mpi->stride, mpi->w, mpi->h, 0, 0); + goto skip_upload; + } + + /* If we're here, then we should lock the rect and copy a packed frame */ + if (!priv->locked_rect.pBits) { + if (FAILED(IDirect3DSurface9_LockRect(priv->d3d_surface, + &priv->locked_rect, NULL, 0))) { + mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Surface lock failed.\n"); + return VO_ERROR; + } + } + + memcpy_pic(priv->locked_rect.pBits, mpi->planes[0], mpi->stride[0], + mpi->height, priv->locked_rect.Pitch, mpi->stride[0]); + +skip_upload: + d3d_unlock_video_objects(priv); + + return d3d_draw_frame(priv); +} + +static uint32_t d3d_draw_frame(d3d_priv *priv) +{ + int n; + + if (!priv->d3d_device) + return VO_TRUE; + + if (!d3d_begin_scene(priv)) + return VO_ERROR; + + if (priv->is_clear_needed || priv->opt_swap_discard) { + IDirect3DDevice9_Clear(priv->d3d_device, 0, NULL, + D3DCLEAR_TARGET, 0, 0, 0); + priv->is_clear_needed = 0; + } + + if (priv->use_textures) { + + for (n = 0; n < priv->plane_count; n++) { + IDirect3DDevice9_SetTexture(priv->d3d_device, n, + d3dtex_get_render_texture(priv, &priv->planes[n].texture)); + } + + RECT rm = priv->fs_movie_rect; + RECT rs = priv->fs_panscan_rect; + + vertex_video vb[] = { + { rm.left, rm.top, 0.0f}, + { rm.right, rm.top, 0.0f}, + { rm.left, rm.bottom, 0.0f}, + { rm.right, rm.bottom, 0.0f} + }; + + float texc[4][2] = { + { rs.left, rs.top}, + { rs.right, rs.top}, + { rs.left, rs.bottom}, + { rs.right, rs.bottom} + }; + + for (n = 0; n < priv->plane_count; n++) { + float s_x = (1.0f / (1 << priv->planes[n].shift_x)) + / priv->planes[n].texture.tex_w; + float s_y = (1.0f / (1 << priv->planes[n].shift_y)) + / priv->planes[n].texture.tex_h; + for (int i = 0; i < 4; i++) { + vb[i].t[n][0] = texc[i][0] * s_x; + vb[i].t[n][1] = texc[i][1] * s_y; + } + } + + if (priv->pixel_shader) { + IDirect3DDevice9_SetPixelShader(priv->d3d_device, priv->pixel_shader); + IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 0, + &priv->d3d_colormatrix._11, + 4); + IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 5, + priv->d3d_depth_vector, + 1); + } + + IDirect3DDevice |