2016-04-27 11:49:47 +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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2016-04-27 12:03:30 +00:00
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#include <d3d11.h>
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2016-04-27 11:49:47 +00:00
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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2016-05-11 10:33:49 +00:00
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#include "angle_dynamic.h"
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2016-04-27 11:49:47 +00:00
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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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2016-04-27 11:49:47 +00:00
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2016-05-10 18:37:03 +00:00
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#ifndef EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE
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2016-11-23 00:09:19 +00:00
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#define EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE 0x33AB
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2016-05-10 18:37:03 +00:00
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#endif
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2016-04-27 11:49:47 +00:00
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struct priv {
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2016-05-09 17:42:03 +00:00
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struct mp_hwdec_ctx hwctx;
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2016-04-27 11:49:47 +00:00
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ID3D11Device *d3d11_device;
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EGLDisplay egl_display;
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2016-05-10 18:37:03 +00:00
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EGLStreamKHR egl_stream;
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GLuint gl_textures[3];
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// EGL_KHR_stream
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EGLStreamKHR (EGLAPIENTRY *CreateStreamKHR)(EGLDisplay dpy,
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const EGLint *attrib_list);
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EGLBoolean (EGLAPIENTRY *DestroyStreamKHR)(EGLDisplay dpy,
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EGLStreamKHR stream);
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// EGL_KHR_stream_consumer_gltexture
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EGLBoolean (EGLAPIENTRY *StreamConsumerAcquireKHR)
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(EGLDisplay dpy, EGLStreamKHR stream);
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EGLBoolean (EGLAPIENTRY *StreamConsumerReleaseKHR)
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(EGLDisplay dpy, EGLStreamKHR stream);
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// EGL_NV_stream_consumer_gltexture_yuv
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EGLBoolean (EGLAPIENTRY *StreamConsumerGLTextureExternalAttribsNV)
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(EGLDisplay dpy, EGLStreamKHR stream, EGLAttrib *attrib_list);
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// EGL_ANGLE_stream_producer_d3d_texture_nv12
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EGLBoolean (EGLAPIENTRY *CreateStreamProducerD3DTextureNV12ANGLE)
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(EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
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EGLBoolean (EGLAPIENTRY *StreamPostD3DTextureNV12ANGLE)
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(EGLDisplay dpy, EGLStreamKHR stream, void *texture,
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const EGLAttrib *attrib_list);
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2016-04-27 11:49:47 +00:00
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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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2016-05-10 18:37:03 +00:00
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if (p->egl_stream)
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p->DestroyStreamKHR(p->egl_display, p->egl_stream);
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p->egl_stream = 0;
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for (int n = 0; n < 3; n++) {
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gl->DeleteTextures(1, &p->gl_textures[n]);
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p->gl_textures[n] = 0;
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}
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2016-04-27 11:49:47 +00:00
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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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2016-05-09 17:42:03 +00:00
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hwdec_devices_remove(hw->devs, &p->hwctx);
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2016-04-27 11:49:47 +00:00
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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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2016-05-11 10:33:49 +00:00
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if (!angle_load())
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return -1;
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2016-04-27 11:49:47 +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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2016-05-05 11:38:08 +00:00
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if (!eglGetCurrentContext())
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return -1;
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2016-04-27 11:49:47 +00:00
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const char *exts = eglQueryString(egl_display, EGL_EXTENSIONS);
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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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if (!exts || !strstr(exts, "EGL_ANGLE_d3d_share_handle_client_buffer") ||
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!strstr(exts, "EGL_ANGLE_stream_producer_d3d_texture_nv12") ||
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!(strstr(hw->gl->extensions, "GL_OES_EGL_image_external_essl3") ||
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hw->gl->es == 200) ||
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2016-06-13 14:14:18 +00:00
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!strstr(exts, "EGL_EXT_device_query") ||
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!(hw->gl->mpgl_caps & MPGL_CAP_TEX_RG))
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2016-04-27 11:49:47 +00:00
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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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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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p->CreateStreamKHR = (void *)eglGetProcAddress("eglCreateStreamKHR");
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p->DestroyStreamKHR = (void *)eglGetProcAddress("eglDestroyStreamKHR");
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p->StreamConsumerAcquireKHR =
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(void *)eglGetProcAddress("eglStreamConsumerAcquireKHR");
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p->StreamConsumerReleaseKHR =
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(void *)eglGetProcAddress("eglStreamConsumerReleaseKHR");
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p->StreamConsumerGLTextureExternalAttribsNV =
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(void *)eglGetProcAddress("eglStreamConsumerGLTextureExternalAttribsNV");
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p->CreateStreamProducerD3DTextureNV12ANGLE =
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(void *)eglGetProcAddress("eglCreateStreamProducerD3DTextureNV12ANGLE");
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p->StreamPostD3DTextureNV12ANGLE =
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(void *)eglGetProcAddress("eglStreamPostD3DTextureNV12ANGLE");
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if (!p->CreateStreamKHR || !p->DestroyStreamKHR ||
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!p->StreamConsumerAcquireKHR || !p->StreamConsumerReleaseKHR ||
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!p->StreamConsumerGLTextureExternalAttribsNV ||
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!p->CreateStreamProducerD3DTextureNV12ANGLE ||
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!p->StreamPostD3DTextureNV12ANGLE)
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2016-05-10 18:37:03 +00:00
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{
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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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MP_ERR(hw, "Failed to load some EGLStream functions.\n");
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goto fail;
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2016-05-10 18:37:03 +00:00
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}
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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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static const char *es2_exts[] = {"GL_NV_EGL_stream_consumer_external", 0};
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static const char *es3_exts[] = {"GL_NV_EGL_stream_consumer_external",
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"GL_OES_EGL_image_external_essl3", 0};
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hw->glsl_extensions = hw->gl->es == 200 ? es2_exts : es3_exts;
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PFNEGLQUERYDISPLAYATTRIBEXTPROC p_eglQueryDisplayAttribEXT =
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(void *)eglGetProcAddress("eglQueryDisplayAttribEXT");
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PFNEGLQUERYDEVICEATTRIBEXTPROC p_eglQueryDeviceAttribEXT =
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(void *)eglGetProcAddress("eglQueryDeviceAttribEXT");
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if (!p_eglQueryDisplayAttribEXT || !p_eglQueryDeviceAttribEXT)
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goto fail;
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EGLAttrib device = 0;
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if (!p_eglQueryDisplayAttribEXT(egl_display, EGL_DEVICE_EXT, &device))
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goto fail;
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EGLAttrib d3d_device = 0;
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if (!p_eglQueryDeviceAttribEXT((EGLDeviceEXT)device,
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EGL_D3D11_DEVICE_ANGLE, &d3d_device))
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{
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MP_ERR(hw, "Could not get EGL_D3D11_DEVICE_ANGLE from ANGLE.\n");
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goto fail;
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2016-05-11 13:08:11 +00:00
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}
|
2016-04-27 11:49:47 +00:00
|
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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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p->d3d11_device = (ID3D11Device *)d3d_device;
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if (!p->d3d11_device)
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goto fail;
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ID3D11Device_AddRef(p->d3d11_device);
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2016-06-09 09:17:06 +00:00
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if (!d3d11_check_decoding(p->d3d11_device)) {
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MP_VERBOSE(hw, "D3D11 video decoding not supported on this system.\n");
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goto fail;
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}
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2016-04-27 11:49:47 +00:00
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ID3D10Multithread *multithread;
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hr = ID3D11Device_QueryInterface(p->d3d11_device, &IID_ID3D10Multithread,
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(void **)&multithread);
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if (FAILED(hr)) {
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MP_ERR(hw, "Failed to get Multithread interface: %s\n",
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mp_HRESULT_to_str(hr));
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goto fail;
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}
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ID3D10Multithread_SetMultithreadProtected(multithread, TRUE);
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ID3D10Multithread_Release(multithread);
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|
2016-05-09 17:42:03 +00:00
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p->hwctx = (struct mp_hwdec_ctx){
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.type = HWDEC_D3D11VA,
|
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.driver_name = hw->driver->name,
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.ctx = p->d3d11_device,
|
2016-06-28 18:36:00 +00:00
|
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.download_image = d3d11_download_image,
|
2017-06-08 19:16:11 +00:00
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.av_device_ref = d3d11_wrap_device_ref(p->d3d11_device),
|
2016-05-09 17:42:03 +00:00
|
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};
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hwdec_devices_add(hw->devs, &p->hwctx);
|
2016-04-27 11:49:47 +00:00
|
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|
return 0;
|
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|
fail:
|
|
|
|
destroy(hw);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
static int reinit(struct gl_hwdec *hw, struct mp_image_params *params)
|
2016-05-10 18:37:03 +00:00
|
|
|
{
|
|
|
|
struct priv *p = hw->priv;
|
|
|
|
GL *gl = hw->gl;
|
|
|
|
|
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
|
|
|
destroy_objects(hw);
|
2016-05-10 18:37:03 +00:00
|
|
|
|
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 (params->hw_subfmt != IMGFMT_NV12) {
|
|
|
|
MP_FATAL(hw, "Format not supported.\n");
|
|
|
|
return -1;
|
|
|
|
}
|
2016-05-10 18:37:03 +00:00
|
|
|
|
|
|
|
// Hope that the given texture unit range is not "in use" by anything.
|
|
|
|
// The texture units need to be bound during init only, and are free for
|
|
|
|
// use again after the initialization here is done.
|
|
|
|
int texunits = 0; // [texunits, texunits + num_planes)
|
|
|
|
int num_planes = 2;
|
|
|
|
int gl_target = GL_TEXTURE_EXTERNAL_OES;
|
|
|
|
|
|
|
|
p->egl_stream = p->CreateStreamKHR(p->egl_display, (EGLint[]){EGL_NONE});
|
|
|
|
if (!p->egl_stream)
|
|
|
|
goto fail;
|
|
|
|
|
|
|
|
for (int n = 0; n < num_planes; n++) {
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + texunits + n);
|
|
|
|
gl->GenTextures(1, &p->gl_textures[n]);
|
|
|
|
gl->BindTexture(gl_target, p->gl_textures[n]);
|
|
|
|
gl->TexParameteri(gl_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(gl_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
}
|
|
|
|
|
|
|
|
EGLAttrib attrs[] = {
|
|
|
|
EGL_COLOR_BUFFER_TYPE, EGL_YUV_BUFFER_EXT,
|
|
|
|
EGL_YUV_NUMBER_OF_PLANES_EXT, num_planes,
|
|
|
|
EGL_YUV_PLANE0_TEXTURE_UNIT_NV, texunits + 0,
|
|
|
|
EGL_YUV_PLANE1_TEXTURE_UNIT_NV, texunits + 1,
|
|
|
|
EGL_NONE,
|
|
|
|
};
|
|
|
|
|
|
|
|
if (!p->StreamConsumerGLTextureExternalAttribsNV(p->egl_display, p->egl_stream,
|
|
|
|
attrs))
|
|
|
|
goto fail;
|
|
|
|
|
|
|
|
if (!p->CreateStreamProducerD3DTextureNV12ANGLE(p->egl_display, p->egl_stream,
|
|
|
|
(EGLAttrib[]){EGL_NONE}))
|
|
|
|
goto fail;
|
|
|
|
|
|
|
|
params->imgfmt = params->hw_subfmt;
|
2016-07-15 10:01:30 +00:00
|
|
|
params->hw_subfmt = 0;
|
2016-05-10 18:37:03 +00:00
|
|
|
|
|
|
|
for (int n = 0; n < num_planes; n++) {
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + texunits + n);
|
|
|
|
gl->BindTexture(gl_target, 0);
|
|
|
|
}
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
return 0;
|
|
|
|
fail:
|
|
|
|
MP_ERR(hw, "Failed to create EGLStream\n");
|
|
|
|
if (p->egl_stream)
|
|
|
|
p->DestroyStreamKHR(p->egl_display, p->egl_stream);
|
|
|
|
p->egl_stream = 0;
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
static int map_frame(struct gl_hwdec *hw, struct mp_image *hw_image,
|
|
|
|
struct gl_hwdec_frame *out_frame)
|
2016-04-27 11:49:47 +00:00
|
|
|
{
|
|
|
|
struct priv *p = hw->priv;
|
|
|
|
|
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 (!p->gl_textures[0])
|
2016-04-27 11:49:47 +00:00
|
|
|
return -1;
|
|
|
|
|
2017-05-03 23:13:03 +00:00
|
|
|
ID3D11Texture2D *d3d_tex = (void *)hw_image->planes[0];
|
|
|
|
int d3d_subindex = (intptr_t)hw_image->planes[1];
|
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)
|
2016-04-27 11:49:47 +00:00
|
|
|
return -1;
|
2016-05-10 18:37:03 +00:00
|
|
|
|
|
|
|
EGLAttrib attrs[] = {
|
|
|
|
EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE, d3d_subindex,
|
|
|
|
EGL_NONE,
|
|
|
|
};
|
|
|
|
if (!p->StreamPostD3DTextureNV12ANGLE(p->egl_display, p->egl_stream,
|
|
|
|
(void *)d3d_tex, attrs))
|
2017-02-27 14:39:14 +00:00
|
|
|
{
|
|
|
|
// ANGLE changed the enum ID of this without warning at one point.
|
|
|
|
attrs[0] = attrs[0] == 0x33AB ? 0x3AAB : 0x33AB;
|
|
|
|
if (!p->StreamPostD3DTextureNV12ANGLE(p->egl_display, p->egl_stream,
|
|
|
|
(void *)d3d_tex, attrs))
|
|
|
|
return -1;
|
|
|
|
}
|
2016-05-10 18:37:03 +00:00
|
|
|
|
|
|
|
if (!p->StreamConsumerAcquireKHR(p->egl_display, p->egl_stream))
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
D3D11_TEXTURE2D_DESC texdesc;
|
|
|
|
ID3D11Texture2D_GetDesc(d3d_tex, &texdesc);
|
|
|
|
|
|
|
|
*out_frame = (struct gl_hwdec_frame){
|
|
|
|
.planes = {
|
|
|
|
{
|
|
|
|
.gl_texture = p->gl_textures[0],
|
|
|
|
.gl_target = GL_TEXTURE_EXTERNAL_OES,
|
|
|
|
.tex_w = texdesc.Width,
|
|
|
|
.tex_h = texdesc.Height,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
.gl_texture = p->gl_textures[1],
|
|
|
|
.gl_target = GL_TEXTURE_EXTERNAL_OES,
|
|
|
|
.tex_w = texdesc.Width / 2,
|
|
|
|
.tex_h = texdesc.Height / 2,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
};
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void unmap(struct gl_hwdec *hw)
|
|
|
|
{
|
|
|
|
struct priv *p = hw->priv;
|
|
|
|
if (p->egl_stream)
|
|
|
|
p->StreamConsumerReleaseKHR(p->egl_display, p->egl_stream);
|
|
|
|
}
|
|
|
|
|
2016-04-27 11:49:47 +00:00
|
|
|
const struct gl_hwdec_driver gl_hwdec_d3d11egl = {
|
|
|
|
.name = "d3d11-egl",
|
|
|
|
.api = HWDEC_D3D11VA,
|
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
|
|
|
.imgfmt = IMGFMT_D3D11NV12,
|
2016-04-27 11:49:47 +00:00
|
|
|
.create = create,
|
|
|
|
.reinit = reinit,
|
vo_opengl: refactor how hwdec interop exports textures
Rename gl_hwdec_driver.map_image to map_frame, and let it fill out a
struct gl_hwdec_frame describing the exact texture layout. This gives
more flexibility to what the hwdec interop can export. In particular, it
can export strange component orders/permutations and textures with
padded size. (The latter originating from cropped video.)
The way gl_hwdec_frame works is in the spirit of the rest of the
vo_opengl video processing code, which tends to put as much information
in immediate state (as part of the dataflow), instead of declaring it
globally. To some degree this duplicates the texplane and img_tex
structs, but until we somehow unify those, it's better to give the hwdec
state its own struct. The fact that changing the hwdec struct would
require changes and testing on at least 4 platform/GPU combinations
makes duplicating it almost a requirement to avoid pain later.
Make gl_hwdec_driver.reinit set the new image format and remove the
gl_hwdec.converted_imgfmt field.
Likewise, gl_hwdec.gl_texture_target is replaced with
gl_hwdec_plane.gl_target.
Split out a init_image_desc function from init_format. The latter is not
called in the hwdec case at all anymore. Setting up most of struct
texplane is also completely separate in the hwdec and normal cases.
video.c does not check whether the hwdec "mapped" image format is
supported. This should not really happen anyway, and if it does, the
hwdec interop backend must fail at creation time, so this is not an
issue.
2016-05-10 16:29:10 +00:00
|
|
|
.map_frame = map_frame,
|
2016-05-10 18:37:03 +00:00
|
|
|
.unmap = unmap,
|
2016-04-27 11:49:47 +00:00
|
|
|
.destroy = destroy,
|
|
|
|
};
|