/*
* 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 .
*/
#include
#include
#include
#include
#include
#include "osdep/windows_utils.h"
#include "video/out/w32_common.h"
#include "context.h"
// For WGL_ACCESS_WRITE_DISCARD_NV, etc.
#include
// mingw-w64 header typo?
#ifndef IDirect3DSwapChain9Ex_GetBackBuffer
#define IDirect3DSwapChain9Ex_GetBackBuffer IDirect3DSwapChain9EX_GetBackBuffer
#endif
struct priv {
HMODULE d3d9_dll;
HRESULT (WINAPI *Direct3DCreate9Ex)(UINT SDKVersion, IDirect3D9Ex **ppD3D);
// Direct3D9 device and resources
IDirect3D9Ex *d3d9ex;
IDirect3DDevice9Ex *device;
HANDLE device_h;
IDirect3DSwapChain9Ex *swapchain;
IDirect3DSurface9 *backbuffer;
IDirect3DSurface9 *rtarget;
HANDLE rtarget_h;
// OpenGL offscreen context
HWND os_wnd;
HDC os_dc;
HGLRC os_ctx;
// OpenGL resources
GLuint framebuffer;
GLuint texture;
// Is the shared framebuffer currently bound?
bool fb_bound;
// Is the shared texture currently attached?
bool tex_attached;
// Did we lose the device?
bool lost_device;
// Requested and current parameters
int requested_swapinterval;
int width, height, swapinterval;
void (GLAPIENTRY *real_gl_bind_framebuffer)(GLenum, GLuint);
};
static __thread struct MPGLContext *current_ctx;
static void pump_message_loop(void)
{
// We have a hidden window on this thread (for the OpenGL context,) so pump
// its message loop at regular intervals to be safe
MSG message;
while (PeekMessageW(&message, NULL, 0, 0, PM_REMOVE))
DispatchMessageW(&message);
}
static void *w32gpa(const GLubyte *procName)
{
HMODULE oglmod;
void *res = wglGetProcAddress(procName);
if (res)
return res;
oglmod = GetModuleHandleW(L"opengl32.dll");
return GetProcAddress(oglmod, procName);
}
static int os_ctx_create(struct MPGLContext *ctx)
{
static const wchar_t os_wnd_class[] = L"mpv offscreen gl";
struct priv *p = ctx->priv;
HGLRC legacy_context = NULL;
RegisterClassExW(&(WNDCLASSEXW) {
.cbSize = sizeof(WNDCLASSEXW),
.style = CS_OWNDC,
.lpfnWndProc = DefWindowProc,
.hInstance = GetModuleHandleW(NULL),
.lpszClassName = os_wnd_class,
});
// Create a hidden window for an offscreen OpenGL context. It might also be
// possible to use the VO window, but MSDN recommends against drawing to
// the same window with flip mode present and other APIs, so play it safe.
p->os_wnd = CreateWindowExW(0, os_wnd_class, os_wnd_class, 0, 0, 0, 200,
200, NULL, NULL, GetModuleHandleW(NULL), NULL);
p->os_dc = GetDC(p->os_wnd);
if (!p->os_dc) {
MP_FATAL(ctx->vo, "Couldn't create window for offscreen rendering\n");
goto fail;
}
// Choose a pixel format. It probably doesn't matter what this is because
// the primary framebuffer will not be used.
PIXELFORMATDESCRIPTOR pfd = {
.nSize = sizeof pfd,
.nVersion = 1,
.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
.iPixelType = PFD_TYPE_RGBA,
.cColorBits = 24,
.iLayerType = PFD_MAIN_PLANE,
};
int pf = ChoosePixelFormat(p->os_dc, &pfd);
if (!pf) {
MP_FATAL(ctx->vo,
"Couldn't choose pixelformat for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
SetPixelFormat(p->os_dc, pf, &pfd);
legacy_context = wglCreateContext(p->os_dc);
if (!legacy_context || !wglMakeCurrent(p->os_dc, legacy_context)) {
MP_FATAL(ctx->vo, "Couldn't create OpenGL context for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
const char *(GLAPIENTRY *wglGetExtensionsStringARB)(HDC hdc)
= w32gpa((const GLubyte*)"wglGetExtensionsStringARB");
if (!wglGetExtensionsStringARB) {
MP_FATAL(ctx->vo, "The OpenGL driver does not support OpenGL 3.x\n");
goto fail;
}
const char *wgl_exts = wglGetExtensionsStringARB(p->os_dc);
if (!strstr(wgl_exts, "WGL_ARB_create_context")) {
MP_FATAL(ctx->vo, "The OpenGL driver does not support OpenGL 3.x\n");
goto fail;
}
HGLRC (GLAPIENTRY *wglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext,
const int *attribList)
= w32gpa((const GLubyte*)"wglCreateContextAttribsARB");
if (!wglCreateContextAttribsARB) {
MP_FATAL(ctx->vo, "The OpenGL driver does not support OpenGL 3.x\n");
goto fail;
}
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
p->os_ctx = wglCreateContextAttribsARB(p->os_dc, 0, attribs);
if (!p->os_ctx) {
// NVidia, instead of ignoring WGL_CONTEXT_FLAGS_ARB, will error out if
// it's present on pre-3.2 contexts.
// Remove it from attribs and retry the context creation.
attribs[6] = attribs[7] = 0;
p->os_ctx = wglCreateContextAttribsARB(p->os_dc, 0, attribs);
}
if (!p->os_ctx) {
MP_FATAL(ctx->vo,
"Couldn't create OpenGL 3.x context for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
wglMakeCurrent(p->os_dc, NULL);
wglDeleteContext(legacy_context);
legacy_context = NULL;
if (!wglMakeCurrent(p->os_dc, p->os_ctx)) {
MP_FATAL(ctx->vo,
"Couldn't activate OpenGL 3.x context for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
mpgl_load_functions(ctx->gl, w32gpa, wgl_exts, ctx->vo->log);
if (!(ctx->gl->mpgl_caps & MPGL_CAP_DXINTEROP)) {
MP_FATAL(ctx->vo, "WGL_NV_DX_interop is not supported\n");
goto fail;
}
return 0;
fail:
if (legacy_context) {
wglMakeCurrent(p->os_dc, NULL);
wglDeleteContext(legacy_context);
}
return -1;
}
static void os_ctx_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->os_ctx) {
wglMakeCurrent(p->os_dc, NULL);
wglDeleteContext(p->os_ctx);
}
if (p->os_dc)
ReleaseDC(p->os_wnd, p->os_dc);
if (p->os_wnd)
DestroyWindow(p->os_wnd);
}
static void try_attach_texture(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
if (p->fb_bound && !p->tex_attached) {
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, p->texture, 0);
p->tex_attached = true;
}
}
static int d3d_size_dependent_create(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
HRESULT hr;
IDirect3DSwapChain9 *sw9;
hr = IDirect3DDevice9Ex_GetSwapChain(p->device, 0, &sw9);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't get swap chain: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
hr = IDirect3DSwapChain9_QueryInterface(sw9, &IID_IDirect3DSwapChain9Ex,
(void**)&p->swapchain);
if (FAILED(hr)) {
IDirect3DSwapChain9_Release(sw9);
MP_ERR(ctx->vo, "Obtained swap chain is not IDirect3DSwapChain9Ex: %s\n",
mp_HRESULT_to_str(hr));
return -1;
}
IDirect3DSwapChain9_Release(sw9);
hr = IDirect3DSwapChain9Ex_GetBackBuffer(p->swapchain, 0,
D3DBACKBUFFER_TYPE_MONO, &p->backbuffer);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't get backbuffer: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
// Get the format of the backbuffer
D3DSURFACE_DESC bb_desc = { 0 };
IDirect3DSurface9_GetDesc(p->backbuffer, &bb_desc);
MP_VERBOSE(ctx->vo, "DX_interop backbuffer size: %ux%u\n",
(unsigned)bb_desc.Width, (unsigned)bb_desc.Height);
MP_VERBOSE(ctx->vo, "DX_interop backbuffer format: %u\n",
(unsigned)bb_desc.Format);
// Note: This backend has only been tested on an 8-bit display. It's
// unknown whether this code is enough to support other formats or if more
// work is needed.
switch (bb_desc.Format) {
case D3DFMT_X1R5G5B5: case D3DFMT_A1R5G5B5:
ctx->gl->fb_r = ctx->gl->fb_g = ctx->gl->fb_b = 5;
break;
case D3DFMT_R5G6B5:
ctx->gl->fb_r = 5; ctx->gl->fb_g = 6; ctx->gl->fb_b = 5;
break;
case D3DFMT_R8G8B8: case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8:
case D3DFMT_A8B8G8R8: case D3DFMT_X8B8G8R8: default:
ctx->gl->fb_r = ctx->gl->fb_g = ctx->gl->fb_b = 8;
break;
case D3DFMT_A2R10G10B10: case D3DFMT_A2B10G10R10:
ctx->gl->fb_r = ctx->gl->fb_g = ctx->gl->fb_b = 10;
break;
}
// Create a rendertarget with the same format as the backbuffer for
// rendering from OpenGL
HANDLE share_handle = NULL;
hr = IDirect3DDevice9Ex_CreateRenderTarget(p->device, bb_desc.Width,
bb_desc.Height, bb_desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE,
&p->rtarget, &share_handle);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't create rendertarget: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
// Register the share handle with WGL_NV_DX_interop. Nvidia does not
// require the use of share handles, but Intel does.
if (share_handle)
gl->DXSetResourceShareHandleNV(p->rtarget, share_handle);
// Create the OpenGL-side texture
gl->GenTextures(1, &p->texture);
p->tex_attached = false;
// Now share the rendertarget with OpenGL as a texture
p->rtarget_h = gl->DXRegisterObjectNV(p->device_h, p->rtarget, p->texture,
GL_TEXTURE_2D, WGL_ACCESS_WRITE_DISCARD_NV);
if (!p->rtarget_h) {
MP_ERR(ctx->vo, "Couldn't share rendertarget with OpenGL: %s\n",
mp_LastError_to_str());
return -1;
}
// Lock the rendertarget for use from OpenGL. This will only be unlocked in
// swap_buffers() when it is blitted to the real Direct3D backbuffer.
if (!gl->DXLockObjectsNV(p->device_h, 1, &p->rtarget_h)) {
MP_ERR(ctx->vo, "Couldn't lock rendertarget: %s\n",
mp_LastError_to_str());
return -1;
}
// Only attach the shared texture if the shared framebuffer is bound. If
// it's not, the texture will be attached when glBindFramebuffer is called.
try_attach_texture(ctx);
return 0;
}
static void d3d_size_dependent_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
if (p->rtarget_h) {
gl->DXUnlockObjectsNV(p->device_h, 1, &p->rtarget_h);
gl->DXUnregisterObjectNV(p->device_h, p->rtarget_h);
}
p->rtarget_h = 0;
if (p->texture)
gl->DeleteTextures(1, &p->texture);
p->texture = 0;
if (p->rtarget)
IDirect3DSurface9_Release(p->rtarget);
p->rtarget = NULL;
if (p->backbuffer)
IDirect3DSurface9_Release(p->backbuffer);
p->backbuffer = NULL;
if (p->swapchain)
IDirect3DSwapChain9Ex_Release(p->swapchain);
p->swapchain = NULL;
}
static void fill_presentparams(MPGLContext *ctx, D3DPRESENT_PARAMETERS *pparams)
{
struct priv *p = ctx->priv;
// Present intervals other than IMMEDIATE and ONE don't seem to work. It's
// possible that they're not compatible with FLIPEX.
UINT presentation_interval;
switch (p->requested_swapinterval) {
case 0: presentation_interval = D3DPRESENT_INTERVAL_IMMEDIATE; break;
case 1: presentation_interval = D3DPRESENT_INTERVAL_ONE; break;
default: presentation_interval = D3DPRESENT_INTERVAL_ONE; break;
}
*pparams = (D3DPRESENT_PARAMETERS) {
.Windowed = TRUE,
.BackBufferWidth = ctx->vo->dwidth ? ctx->vo->dwidth : 1,
.BackBufferHeight = ctx->vo->dheight ? ctx->vo->dheight : 1,
// The length of the backbuffer queue shouldn't affect latency because
// swap_buffers() always uses the backbuffer at the head of the queue
// and presents it immediately. MSDN says there is a performance
// penalty for having a short backbuffer queue and this seems to be
// true, at least on Nvidia, where less than four backbuffers causes
// very high CPU usage. Use six to be safe.
.BackBufferCount = 6,
.SwapEffect = IsWindows7OrGreater() ? D3DSWAPEFFECT_FLIPEX : D3DSWAPEFFECT_FLIP,
// Automatically get the backbuffer format from the display format
.BackBufferFormat = D3DFMT_UNKNOWN,
.PresentationInterval = presentation_interval,
.hDeviceWindow = vo_w32_hwnd(ctx->vo),
};
}
static int d3d_create(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
HRESULT hr;
p->d3d9_dll = LoadLibraryW(L"d3d9.dll");
if (!p->d3d9_dll) {
MP_FATAL(ctx->vo, "Failed to load \"d3d9.dll\": %s\n",
mp_LastError_to_str());
return -1;
}
// WGL_NV_dx_interop requires Direct3D 9Ex on WDDM systems. Direct3D 9Ex
// also enables flip mode present for efficient rendering with the DWM.
p->Direct3DCreate9Ex = (void*)GetProcAddress(p->d3d9_dll,
"Direct3DCreate9Ex");
if (!p->Direct3DCreate9Ex) {
MP_FATAL(ctx->vo, "Direct3D 9Ex not supported\n");
return -1;
}
hr = p->Direct3DCreate9Ex(D3D_SDK_VERSION, &p->d3d9ex);
if (FAILED(hr)) {
MP_FATAL(ctx->vo, "Couldn't create Direct3D9Ex: %s\n",
mp_HRESULT_to_str(hr));
return -1;
}
D3DPRESENT_PARAMETERS pparams;
fill_presentparams(ctx, &pparams);
hr = IDirect3D9Ex_CreateDeviceEx(p->d3d9ex, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, vo_w32_hwnd(ctx->vo),
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE |
D3DCREATE_FPU_PRESERVE | D3DCREATE_MULTITHREADED |
D3DCREATE_NOWINDOWCHANGES,
&pparams, NULL, &p->device);
if (FAILED(hr)) {
MP_FATAL(ctx->vo, "Couldn't create device: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
// mpv expects frames to be presented right after swap_buffers() returns
IDirect3DDevice9Ex_SetMaximumFrameLatency(p->device, 1);
// Register the Direct3D device with WGL_NV_dx_interop
p->device_h = gl->DXOpenDeviceNV(p->device);
if (!p->device_h) {
MP_FATAL(ctx->vo, "Couldn't open Direct3D device from OpenGL: %s\n",
mp_LastError_to_str());
return -1;
}
return 0;
}
static void d3d_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
if (p->device_h)
gl->DXCloseDeviceNV(p->device_h);
if (p->device)
IDirect3DDevice9Ex_Release(p->device);
if (p->d3d9ex)
IDirect3D9Ex_Release(p->d3d9ex);
if (p->d3d9_dll)
FreeLibrary(p->d3d9_dll);
}
static void dxinterop_uninit(MPGLContext *ctx)
{
d3d_size_dependent_destroy(ctx);
d3d_destroy(ctx);
os_ctx_destroy(ctx);
vo_w32_uninit(ctx->vo);
DwmEnableMMCSS(FALSE);
pump_message_loop();
}
static GLAPIENTRY void dxinterop_bind_framebuffer(GLenum target,
GLuint framebuffer)
{
if (!current_ctx)
return;
struct priv *p = current_ctx->priv;
// Keep track of whether the shared framebuffer is bound
if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER)
p->fb_bound = (framebuffer == 0);
// Pretend the shared framebuffer is the primary framebuffer
if (framebuffer == 0)
framebuffer = p->framebuffer;
p->real_gl_bind_framebuffer(target, framebuffer);
// Attach the shared texture if it is not attached already
try_attach_texture(current_ctx);
}
static void dxinterop_reset(struct MPGLContext *ctx)
{
struct priv *p = ctx->priv;
HRESULT hr;
// Check if the device actually needs to be reset
if (ctx->vo->dwidth == p->width && ctx->vo->dheight == p->height &&
p->requested_swapinterval == p->swapinterval && !p->lost_device)
return;
d3d_size_dependent_destroy(ctx);
D3DPRESENT_PARAMETERS pparams;
fill_presentparams(ctx, &pparams);
hr = IDirect3DDevice9Ex_ResetEx(p->device, &pparams, NULL);
if (FAILED(hr)) {
p->lost_device = true;
MP_ERR(ctx->vo, "Couldn't reset device: %s\n", mp_HRESULT_to_str(hr));
return;
}
if (d3d_size_dependent_create(ctx) < 0) {
p->lost_device = true;
MP_ERR(ctx->vo, "Couldn't recreate Direct3D objects after reset\n");
return;
}
MP_VERBOSE(ctx->vo, "Direct3D device reset\n");
p->width = ctx->vo->dwidth;
p->height = ctx->vo->dheight;
p->swapinterval = p->requested_swapinterval;
p->lost_device = false;
}
static int GLAPIENTRY dxinterop_swap_interval(int interval)
{
if (!current_ctx)
return 0;
struct priv *p = current_ctx->priv;
p->requested_swapinterval = interval;
dxinterop_reset(current_ctx);
return 1;
}
static void * GLAPIENTRY dxinterop_get_native_display(const char *name)
{
if (!current_ctx || !name)
return NULL;
struct priv *p = current_ctx->priv;
if (p->device && strcmp("IDirect3DDevice9Ex", name) == 0) {
return p->device;
} else if (p->device_h && strcmp("dxinterop_device_HANDLE", name) == 0) {
return p->device_h;
}
return NULL;
}
static int dxinterop_init(struct MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
p->requested_swapinterval = 1;
if (!vo_w32_init(ctx->vo))
goto fail;
if (os_ctx_create(ctx) < 0)
goto fail;
// Create the shared framebuffer
gl->GenFramebuffers(1, &p->framebuffer);
// Hook glBindFramebuffer to return the shared framebuffer instead of the
// primary one
current_ctx = ctx;
p->real_gl_bind_framebuffer = gl->BindFramebuffer;
gl->BindFramebuffer = dxinterop_bind_framebuffer;
gl->SwapInterval = dxinterop_swap_interval;
gl->MPGetNativeDisplay = dxinterop_get_native_display;
if (d3d_create(ctx) < 0)
goto fail;
if (d3d_size_dependent_create(ctx) < 0)
goto fail;
// Bind the shared framebuffer. This will also attach the shared texture.
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
// The OpenGL and Direct3D coordinate systems are flipped vertically
// relative to each other. Flip the video during rendering so it can be
// copied to the Direct3D backbuffer with a simple (and fast) StretchRect.
ctx->flip_v = true;
DwmEnableMMCSS(TRUE);
return 0;
fail:
dxinterop_uninit(ctx);
return -1;
}
static int dxinterop_reconfig(struct MPGLContext *ctx)
{
vo_w32_config(ctx->vo);
return 0;
}
static void dxinterop_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
HRESULT hr;
pump_message_loop();
// If the device is still lost, try to reset it again
if (p->lost_device)
dxinterop_reset(ctx);
if (p->lost_device)
return;
if (!gl->DXUnlockObjectsNV(p->device_h, 1, &p->rtarget_h)) {
MP_ERR(ctx->vo, "Couldn't unlock rendertarget for present: %s\n",
mp_LastError_to_str());
return;
}
// Blit the OpenGL rendertarget to the backbuffer
hr = IDirect3DDevice9Ex_StretchRect(p->device, p->rtarget, NULL,
p->backbuffer, NULL, D3DTEXF_NONE);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't stretchrect for present: %s\n",
mp_HRESULT_to_str(hr));
return;
}
if (!gl->DXLockObjectsNV(p->device_h, 1, &p->rtarget_h)) {
MP_ERR(ctx->vo, "Couldn't lock rendertarget after stretchrect: %s\n",
mp_LastError_to_str());
return;
}
hr = IDirect3DDevice9Ex_PresentEx(p->device, NULL, NULL, NULL, NULL, 0);
switch (hr) {
case D3DERR_DEVICELOST:
case D3DERR_DEVICEHUNG:
MP_VERBOSE(ctx->vo, "Direct3D device lost! Resetting.\n");
p->lost_device = true;
dxinterop_reset(ctx);
break;
default:
if (FAILED(hr))
MP_ERR(ctx->vo, "Failed to present: %s\n", mp_HRESULT_to_str(hr));
}
}
static int dxinterop_control(MPGLContext *ctx, int *events, int request,
void *arg)
{
int r = vo_w32_control(ctx->vo, events, request, arg);
if (*events & VO_EVENT_RESIZE)
dxinterop_reset(ctx);
return r;
}
const struct mpgl_driver mpgl_driver_dxinterop = {
.name = "dxinterop",
.priv_size = sizeof(struct priv),
.init = dxinterop_init,
.reconfig = dxinterop_reconfig,
.swap_buffers = dxinterop_swap_buffers,
.control = dxinterop_control,
.uninit = dxinterop_uninit,
};