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* d3d11va: remove unused d3d11va_surface.subindex fieldwm42016-06-161-3/+1
| | | | This is now stored within the AVFrame/mp_image.
* video: remove d3d11 video processor use from OpenGL interopwm42016-05-291-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
* d3d: simplify DLL loadingwm42016-05-171-18/+3
| | | | | | | | | | | | | | | For some reason, the d3d9/dxva2/d3d11 DLLs are still optional. But we don't need to try so hard to keep exact references. In fact, there's no reason to unload them at all. So load them once in a central place. For simplicity, the d3d9/d3d11 backends both load all DLLs. (They will error out only if the required DLLs could not be loaded.) In theory, we could just call LoadLibrary multiple times (without calling FreeLibrary), but I'm slightly worried that this could be detected as a "bug", or that the reference count could even have a low static limit that could be hit soon.
* video: add --hwdec=auto-copy modewm42016-05-111-0/+1
| | | | | | | | This uses the normal autoprobing rules like "auto", but rejects anything that isn't flagged as copying data back to system memory. The chunk in command.c was dead code, so remove it instead of updating it.
* vo_opengl: d3d11egl: native NV12 sampling supportwm42016-05-101-1/+25
| | | | | | | | | | | | | | | | | This uses EGL_ANGLE_stream_producer_d3d_texture_nv12 and related extensions to map the D3D textures coming from the hardware decoder directly in GL. In theory this would be trivial to achieve, but unfortunately ANGLE does not have a mechanism to "import" D3D textures as GL textures. Instead, an awkward mechanism via EGL_KHR_stream was implemented, which involves at least 5 extensions and a lot of glue code. (Even worse than VAAPI EGL interop, and very far from the simplicity you get on OSX.) The ANGLE mechanism so far supports only the NV12 texture format, which means 10 bit won't work. It also does not work in ES3 mode yet. For these reasons, the "old" ID3D11VideoProcessor code is kept and used as a fallback.
* video: refactor how VO exports hwdec device handleswm42016-05-091-9/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | The main change is with video/hwdec.h. mp_hwdec_info is made opaque (and renamed to mp_hwdec_devices). Its accessors are mainly thread-safe (or documented where not), which makes the whole thing saner and cleaner. In particular, thread-safety rules become less subtle and more obvious. The new internal API makes it easier to support multiple OpenGL interop backends. (Although this is not done yet, and it's not clear whether it ever will.) This also removes all the API-specific fields from mp_hwdec_ctx and replaces them with a "ctx" field. For d3d in particular, we drop the mp_d3d_ctx struct completely, and pass the interfaces directly. Remove the emulation checks from vaapi.c and vdpau.c; they are pointless, and the checks that matter are done on the VO layer. The d3d hardware decoders might slightly change behavior: dxva2-copy will not use the VO device anymore if the VO supports proper interop. This pretty much assumes that any in such cases the VO will not use any form of exclusive mode, which makes using the VO device in copy mode unnecessary. This is a big refactor. Some things may be untested and could be broken.
* win32: replace libuuid.a usage with initguid.hJames Ross-Gowan2016-05-011-0/+1
| | | | | | | | | | | | | | | Including initguid.h at the top of a file that uses references to GUIDs causes the GUIDs to be declared globally with __declspec(selectany). The 'selectany' attribute tells the linker to consolidate multiple definitions of each GUID, which would be great except that, in Cygwin and MinGW GCC 6.1, this method of linking makes the GUIDs conflict with the ones declared in libuuid.a. Since initguid.h obsoletes libuuid.a in modern compilers that support __declspec(selectany), add initguid.h to all files that use GUIDs and remove libuuid.a from the build. Fixes #3097
* d3d11va: fix invalid deref on decoder init failureKevin Mitchell2016-04-291-1/+1
| | | | fixes #3092
* d3d11va, dxva2: return the format struct directlywm42016-04-291-4/+4
| | | | Slight simplification, IMHO.
* d3d11va, dxva2: simplify decoder selectionwm42016-04-291-31/+11
| | | | | | | | In particular, this moves the depth test to common code. Should be functionally equivalent, except that for DXVA2, the IDirectXVideoDecoderService_GetDecoderRenderTargets API is called more often potentially.
* d3d11va: store texture/subindex in IMGFMT_D3D11VA plane pointerswm42016-04-271-7/+68
| | | | | | | | | Basically this gets rid of the need for the accessors in d3d11va.h, and the code can be cleaned up a little bit. Note that libavcodec only defines a ID3D11VideoDecoderOutputView pointer in the last plane pointers, but it tolerates/passes through the other plane pointers we set.
* vo_opengl: D3D11VA + ANGLE interopwm42016-04-271-1/+32
| | | | | | | | | | | | | | | | | | | This uses ID3D11VideoProcessor to convert the video to a RGBA surface, which is then bound to ANGLE. Currently ANGLE does not provide any way to bind nv12 surfaces directly, so this will have to do. ID3D11VideoContext1 would give us slightly more control about the colorspace conversion, though it's still not good, and not available in MinGW headers yet. The video processor is created lazily, because we need to have the coded frame size, of which AVFrame and mp_image have no concept of. Doing the creation lazily is less of a pain than somehow hacking the coded frame size into mp_image. I'm not really sure how ID3D11VideoProcessorInputView is supposed to work. We recreate it on every frame, which is simple and hopefully doesn't affect performance.
* d3dva: include selected decoder and format in verbose outputKevin Mitchell2016-04-171-0/+4
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* vd_lavc: let hardware decoder request delaying frames explicitlywm42016-04-071-0/+1
| | | | | | | | | | Until now, the presence of the process_image() callback was used to set a delay queue with a hardcoded size. Change this to a vd_lavc_hwdec field instead, so the decoder can explicitly set this if it's really needed. Do this so process_image() can be used in the VideoToolbox glue code for something entirely unrelated.
* vd_lavc: fix codec vs. decoder confusionwm42016-04-071-2/+2
| | | | | | | | | | Some functions which expected a codec name (i.e. the name of the video format itself) were passed a decoder name. Most "native" libavcodec decoders have the same name as the codec, so this was never an issue. This should mean that e.g. using "--vd=lavc:h264_mmal --hwdec=mmal" should now actually enable native surface mode (instead of doing copy- back).
* vd_lavc: add d3d11va hwdecKevin Mitchell2016-03-301-0/+498
This commit adds the d3d11va-copy hwdec mode using the ffmpeg d3d11va api. Functions in common with dxva2 are handled in a separate decode/d3d.c file. A future commit will rewrite decode/dxva2.c to share this code.