video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
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/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <assert.h>
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#include <windows.h>
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#include <d3d11.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include "angle_dynamic.h"
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#include "common/common.h"
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#include "osdep/timer.h"
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#include "osdep/windows_utils.h"
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#include "hwdec.h"
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#include "video/hwdec.h"
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2016-06-28 18:04:16 +00:00
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#include "video/decode/d3d.h"
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video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
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#ifndef EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE
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#define EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE 0x3AAB
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#endif
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struct priv {
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struct mp_hwdec_ctx hwctx;
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ID3D11Device *d3d11_device;
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EGLDisplay egl_display;
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EGLConfig egl_config;
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EGLSurface egl_surface;
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GLuint gl_texture;
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};
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static void unmap(struct gl_hwdec *hw)
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{
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struct priv *p = hw->priv;
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if (p->egl_surface) {
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eglReleaseTexImage(p->egl_display, p->egl_surface, EGL_BACK_BUFFER);
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eglDestroySurface(p->egl_display, p->egl_surface);
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}
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p->egl_surface = NULL;
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}
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static void destroy_objects(struct gl_hwdec *hw)
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{
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struct priv *p = hw->priv;
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GL *gl = hw->gl;
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unmap(hw);
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gl->DeleteTextures(1, &p->gl_texture);
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p->gl_texture = 0;
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}
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static void destroy(struct gl_hwdec *hw)
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{
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struct priv *p = hw->priv;
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destroy_objects(hw);
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hwdec_devices_remove(hw->devs, &p->hwctx);
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if (p->d3d11_device)
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ID3D11Device_Release(p->d3d11_device);
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p->d3d11_device = NULL;
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}
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static int create(struct gl_hwdec *hw)
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{
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if (!angle_load())
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return -1;
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|
2016-06-28 18:04:16 +00:00
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d3d_load_dlls();
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|
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
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|
EGLDisplay egl_display = eglGetCurrentDisplay();
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if (!egl_display)
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return -1;
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if (!eglGetCurrentContext())
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return -1;
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const char *exts = eglQueryString(egl_display, EGL_EXTENSIONS);
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if (!exts || !strstr(exts, "EGL_ANGLE_d3d_share_handle_client_buffer"))
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return -1;
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HRESULT hr;
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struct priv *p = talloc_zero(hw, struct priv);
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hw->priv = p;
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p->egl_display = egl_display;
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if (!d3d11_dll) {
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2016-06-08 14:01:58 +00:00
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if (!hw->probing)
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MP_ERR(hw, "Failed to load D3D11 library\n");
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
|
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|
goto fail;
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|
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|
}
|
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|
PFN_D3D11_CREATE_DEVICE CreateDevice =
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(void *)GetProcAddress(d3d11_dll, "D3D11CreateDevice");
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|
|
if (!CreateDevice)
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goto fail;
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|
hr = CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,
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D3D11_CREATE_DEVICE_VIDEO_SUPPORT, NULL, 0,
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D3D11_SDK_VERSION, &p->d3d11_device, NULL, NULL);
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|
if (FAILED(hr)) {
|
2016-06-08 14:01:58 +00:00
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|
int lev = hw->probing ? MSGL_V : MSGL_ERR;
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|
mp_msg(hw->log, lev, "Failed to create D3D11 Device: %s\n",
|
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|
|
mp_HRESULT_to_str(hr));
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
|
|
|
goto fail;
|
|
|
|
}
|
|
|
|
|
|
|
|
ID3D10Multithread *multithread;
|
|
|
|
hr = ID3D11Device_QueryInterface(p->d3d11_device, &IID_ID3D10Multithread,
|
|
|
|
(void **)&multithread);
|
|
|
|
if (FAILED(hr)) {
|
|
|
|
ID3D10Multithread_Release(multithread);
|
|
|
|
MP_ERR(hw, "Failed to get Multithread interface: %s\n",
|
|
|
|
mp_HRESULT_to_str(hr));
|
|
|
|
goto fail;
|
|
|
|
}
|
|
|
|
ID3D10Multithread_SetMultithreadProtected(multithread, TRUE);
|
|
|
|
ID3D10Multithread_Release(multithread);
|
|
|
|
|
2016-06-09 09:17:06 +00:00
|
|
|
if (!d3d11_check_decoding(p->d3d11_device)) {
|
|
|
|
MP_VERBOSE(hw, "D3D11 video decoding not supported on this system.\n");
|
|
|
|
goto fail;
|
|
|
|
}
|
|
|
|
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
|
|
|
EGLint attrs[] = {
|
|
|
|
EGL_BUFFER_SIZE, 32,
|
|
|
|
EGL_RED_SIZE, 8,
|
|
|
|
EGL_GREEN_SIZE, 8,
|
|
|
|
EGL_BLUE_SIZE, 8,
|
|
|
|
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
|
|
|
|
EGL_ALPHA_SIZE, 8,
|
|
|
|
EGL_BIND_TO_TEXTURE_RGBA, EGL_TRUE,
|
|
|
|
EGL_NONE
|
|
|
|
};
|
|
|
|
EGLint count;
|
|
|
|
if (!eglChooseConfig(p->egl_display, attrs, &p->egl_config, 1, &count) ||
|
|
|
|
!count) {
|
|
|
|
MP_ERR(hw, "Failed to get EGL surface configuration\n");
|
|
|
|
goto fail;
|
|
|
|
}
|
|
|
|
|
|
|
|
p->hwctx = (struct mp_hwdec_ctx){
|
|
|
|
.type = HWDEC_D3D11VA,
|
|
|
|
.driver_name = hw->driver->name,
|
|
|
|
.ctx = p->d3d11_device,
|
2017-06-08 19:16:11 +00:00
|
|
|
.av_device_ref = d3d11_wrap_device_ref(p->d3d11_device),
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
|
|
|
};
|
|
|
|
hwdec_devices_add(hw->devs, &p->hwctx);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
fail:
|
|
|
|
destroy(hw);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int reinit(struct gl_hwdec *hw, struct mp_image_params *params)
|
|
|
|
{
|
|
|
|
struct priv *p = hw->priv;
|
|
|
|
GL *gl = hw->gl;
|
|
|
|
|
|
|
|
destroy_objects(hw);
|
|
|
|
|
|
|
|
gl->GenTextures(1, &p->gl_texture);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, p->gl_texture);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
params->imgfmt = IMGFMT_RGB0;
|
2016-07-15 10:01:30 +00:00
|
|
|
params->hw_subfmt = 0;
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int map_frame(struct gl_hwdec *hw, struct mp_image *hw_image,
|
|
|
|
struct gl_hwdec_frame *out_frame)
|
|
|
|
{
|
|
|
|
struct priv *p = hw->priv;
|
|
|
|
GL *gl = hw->gl;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
if (!p->gl_texture)
|
|
|
|
return -1;
|
|
|
|
|
2017-05-03 23:13:03 +00:00
|
|
|
ID3D11Texture2D *d3d_tex = (void *)hw_image->planes[0];
|
video: remove d3d11 video processor use from OpenGL interop
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.
2016-05-29 15:13:22 +00:00
|
|
|
if (!d3d_tex)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
IDXGIResource *res;
|
|
|
|
hr = IUnknown_QueryInterface(d3d_tex, &IID_IDXGIResource, (void **)&res);
|
|
|
|
if (FAILED(hr))
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
HANDLE share_handle = NULL;
|
|
|
|
hr = IDXGIResource_GetSharedHandle(res, &share_handle);
|
|
|
|
if (FAILED(hr))
|
|
|
|
share_handle = NULL;
|
|
|
|
|
|
|
|
IDXGIResource_Release(res);
|
|
|
|
|
|
|
|
if (!share_handle)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
D3D11_TEXTURE2D_DESC texdesc;
|
|
|
|
ID3D11Texture2D_GetDesc(d3d_tex, &texdesc);
|
|
|
|
|
|
|
|
EGLint attrib_list[] = {
|
|
|
|
EGL_WIDTH, texdesc.Width,
|
|
|
|
EGL_HEIGHT, texdesc.Height,
|
|
|
|
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
|
|
|
|
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
|
|
|
|
EGL_NONE
|
|
|
|
};
|
|
|
|
p->egl_surface = eglCreatePbufferFromClientBuffer(
|
|
|
|
p->egl_display, EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE,
|
|
|
|
share_handle, p->egl_config, attrib_list);
|
|
|
|
if (p->egl_surface == EGL_NO_SURFACE) {
|
|
|
|
MP_ERR(hw, "Failed to create EGL surface\n");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, p->gl_texture);
|
|
|
|
eglBindTexImage(p->egl_display, p->egl_surface, EGL_BACK_BUFFER);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
*out_frame = (struct gl_hwdec_frame){
|
|
|
|
.planes = {
|
|
|
|
{
|
|
|
|
.gl_texture = p->gl_texture,
|
|
|
|
.gl_target = GL_TEXTURE_2D,
|
|
|
|
.tex_w = texdesc.Width,
|
|
|
|
.tex_h = texdesc.Height,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
};
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
const struct gl_hwdec_driver gl_hwdec_d3d11eglrgb = {
|
|
|
|
.name = "d3d11-egl-rgb",
|
|
|
|
.api = HWDEC_D3D11VA,
|
|
|
|
.imgfmt = IMGFMT_D3D11RGB,
|
|
|
|
.create = create,
|
|
|
|
.reinit = reinit,
|
|
|
|
.map_frame = map_frame,
|
|
|
|
.unmap = unmap,
|
|
|
|
.destroy = destroy,
|
|
|
|
};
|