2017-08-15 13:39:55 +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 <windows.h>
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#include <d3d11.h>
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#include <dxgi1_2.h>
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#include <pthread.h>
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#include "common/common.h"
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#include "common/msg.h"
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#include "osdep/io.h"
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#include "osdep/windows_utils.h"
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#include "d3d11_helpers.h"
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// Windows 8 enum value, not present in mingw-w64 headers
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#define DXGI_ADAPTER_FLAG_SOFTWARE (2)
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static pthread_once_t d3d11_once = PTHREAD_ONCE_INIT;
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static PFN_D3D11_CREATE_DEVICE pD3D11CreateDevice = NULL;
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static void d3d11_load(void)
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{
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HMODULE d3d11 = LoadLibraryW(L"d3d11.dll");
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if (!d3d11)
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return;
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pD3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)
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GetProcAddress(d3d11, "D3D11CreateDevice");
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}
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// Get a const array of D3D_FEATURE_LEVELs from max_fl to min_fl (inclusive)
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static int get_feature_levels(int max_fl, int min_fl,
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const D3D_FEATURE_LEVEL **out)
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{
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static const D3D_FEATURE_LEVEL levels[] = {
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vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
2017-09-07 10:18:06 +00:00
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D3D_FEATURE_LEVEL_12_1,
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D3D_FEATURE_LEVEL_12_0,
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2017-08-15 13:39:55 +00:00
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1,
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};
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static const int levels_len = MP_ARRAY_SIZE(levels);
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int start = 0;
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for (; start < levels_len; start++) {
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if (levels[start] <= max_fl)
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break;
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}
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int len = 0;
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for (; start + len < levels_len; len++) {
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if (levels[start + len] < min_fl)
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break;
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}
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*out = &levels[start];
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return len;
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}
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2017-11-19 10:37:08 +00:00
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static HRESULT create_device(struct mp_log *log, bool warp, bool debug,
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int max_fl, int min_fl, ID3D11Device **dev)
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2017-08-15 13:39:55 +00:00
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{
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const D3D_FEATURE_LEVEL *levels;
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int levels_len = get_feature_levels(max_fl, min_fl, &levels);
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if (!levels_len) {
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mp_fatal(log, "No suitable Direct3D feature level found\n");
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return E_FAIL;
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}
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D3D_DRIVER_TYPE type = warp ? D3D_DRIVER_TYPE_WARP
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: D3D_DRIVER_TYPE_HARDWARE;
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2017-11-19 10:37:08 +00:00
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UINT flags = debug ? D3D11_CREATE_DEVICE_DEBUG : 0;
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2017-08-15 13:39:55 +00:00
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return pD3D11CreateDevice(NULL, type, NULL, flags, levels, levels_len,
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D3D11_SDK_VERSION, dev, NULL, NULL);
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}
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// Create a Direct3D 11 device for rendering and presentation. This is meant to
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// reduce boilerplate in backends that D3D11, while also making sure they share
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// the same device creation logic and log the same information.
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bool mp_d3d11_create_present_device(struct mp_log *log,
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struct d3d11_device_opts *opts,
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ID3D11Device **dev_out)
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{
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bool warp = opts->force_warp;
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int max_fl = opts->max_feature_level;
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int min_fl = opts->min_feature_level;
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ID3D11Device *dev = NULL;
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IDXGIDevice1 *dxgi_dev = NULL;
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IDXGIAdapter1 *adapter = NULL;
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bool success = false;
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HRESULT hr;
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pthread_once(&d3d11_once, d3d11_load);
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if (!pD3D11CreateDevice) {
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mp_fatal(log, "Failed to load d3d11.dll\n");
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goto done;
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}
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// Return here to retry creating the device
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do {
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// Use these default feature levels if they are not set
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max_fl = max_fl ? max_fl : D3D_FEATURE_LEVEL_11_0;
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min_fl = min_fl ? min_fl : D3D_FEATURE_LEVEL_9_1;
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2017-11-19 10:37:08 +00:00
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hr = create_device(log, warp, opts->debug, max_fl, min_fl, &dev);
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2017-08-15 13:39:55 +00:00
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if (SUCCEEDED(hr))
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break;
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vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
2017-09-07 10:18:06 +00:00
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// Trying to create a D3D_FEATURE_LEVEL_12_0 device on Windows 8.1 or
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// below will not succeed. Try an 11_1 device.
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if (max_fl >= D3D_FEATURE_LEVEL_12_0 &&
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min_fl <= D3D_FEATURE_LEVEL_11_1)
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{
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mp_dbg(log, "Failed to create 12_0+ device, trying 11_1\n");
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max_fl = D3D_FEATURE_LEVEL_11_1;
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continue;
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}
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2017-08-15 13:39:55 +00:00
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// Trying to create a D3D_FEATURE_LEVEL_11_1 device on Windows 7
|
vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
2017-09-07 10:18:06 +00:00
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// without the platform update will not succeed. Try an 11_0 device.
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2017-08-15 13:39:55 +00:00
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if (max_fl >= D3D_FEATURE_LEVEL_11_1 &&
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min_fl <= D3D_FEATURE_LEVEL_11_0)
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{
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mp_dbg(log, "Failed to create 11_1+ device, trying 11_0\n");
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max_fl = D3D_FEATURE_LEVEL_11_0;
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continue;
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}
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// Retry with WARP if allowed
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if (!warp && opts->allow_warp) {
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mp_dbg(log, "Failed to create hardware device, trying WARP\n");
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warp = true;
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max_fl = opts->max_feature_level;
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min_fl = opts->min_feature_level;
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continue;
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}
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mp_fatal(log, "Failed to create Direct3D 11 device: %s\n",
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mp_HRESULT_to_str(hr));
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goto done;
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} while (true);
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hr = ID3D11Device_QueryInterface(dev, &IID_IDXGIDevice1, (void**)&dxgi_dev);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI device\n");
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goto done;
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}
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hr = IDXGIDevice1_GetParent(dxgi_dev, &IID_IDXGIAdapter1, (void**)&adapter);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get DXGI adapter\n");
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goto done;
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}
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IDXGIDevice1_SetMaximumFrameLatency(dxgi_dev, opts->max_frame_latency);
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DXGI_ADAPTER_DESC1 desc;
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hr = IDXGIAdapter1_GetDesc1(adapter, &desc);
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if (FAILED(hr)) {
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mp_fatal(log, "Failed to get adapter description\n");
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goto done;
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}
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D3D_FEATURE_LEVEL selected_level = ID3D11Device_GetFeatureLevel(dev);
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mp_verbose(log, "Using Direct3D 11 feature level %u_%u\n",
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((unsigned)selected_level) >> 12,
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(((unsigned)selected_level) >> 8) & 0xf);
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char *dev_name = mp_to_utf8(NULL, desc.Description);
|
2017-12-04 09:11:20 +00:00
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mp_verbose(log, "Device Name: %s\n"
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"Device ID: %04x:%04x (rev %02x)\n"
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"Subsystem ID: %04x:%04x\n"
|
2017-08-15 13:39:55 +00:00
|
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"LUID: %08lx%08lx\n",
|
2017-12-04 09:11:20 +00:00
|
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dev_name,
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desc.VendorId, desc.DeviceId, desc.Revision,
|
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LOWORD(desc.SubSysId), HIWORD(desc.SubSysId),
|
2017-08-15 13:39:55 +00:00
|
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desc.AdapterLuid.HighPart, desc.AdapterLuid.LowPart);
|
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talloc_free(dev_name);
|
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if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
|
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warp = true;
|
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|
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// If the primary display adapter is a software adapter, the
|
|
|
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// DXGI_ADAPTER_FLAG_SOFTWARE flag won't be set, but the device IDs should
|
|
|
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// still match the Microsoft Basic Render Driver
|
|
|
|
if (desc.VendorId == 0x1414 && desc.DeviceId == 0x8c)
|
|
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|
warp = true;
|
|
|
|
if (warp) {
|
|
|
|
mp_msg(log, opts->force_warp ? MSGL_V : MSGL_WARN,
|
|
|
|
"Using a software adapter\n");
|
|
|
|
}
|
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|
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*dev_out = dev;
|
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|
|
dev = NULL;
|
|
|
|
success = true;
|
|
|
|
|
|
|
|
done:
|
|
|
|
SAFE_RELEASE(adapter);
|
|
|
|
SAFE_RELEASE(dxgi_dev);
|
|
|
|
SAFE_RELEASE(dev);
|
|
|
|
return success;
|
|
|
|
}
|
|
|
|
|
|
|
|
static HRESULT create_swapchain_1_2(ID3D11Device *dev, IDXGIFactory2 *factory,
|
|
|
|
struct mp_log *log,
|
|
|
|
struct d3d11_swapchain_opts *opts,
|
|
|
|
bool flip, DXGI_FORMAT format,
|
|
|
|
IDXGISwapChain **swapchain_out)
|
|
|
|
{
|
|
|
|
IDXGISwapChain *swapchain = NULL;
|
|
|
|
IDXGISwapChain1 *swapchain1 = NULL;
|
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|
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HRESULT hr;
|
|
|
|
|
|
|
|
DXGI_SWAP_CHAIN_DESC1 desc = {
|
|
|
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.Width = opts->width ? opts->width : 1,
|
|
|
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.Height = opts->height ? opts->height : 1,
|
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|
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.Format = format,
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|
|
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.SampleDesc = { .Count = 1 },
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|
|
|
.BufferUsage = opts->usage,
|
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|
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};
|
|
|
|
|
|
|
|
if (flip) {
|
|
|
|
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
|
|
|
|
desc.BufferCount = opts->length;
|
|
|
|
} else {
|
|
|
|
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
|
|
|
desc.BufferCount = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown*)dev,
|
|
|
|
opts->window, &desc, NULL, NULL, &swapchain1);
|
|
|
|
if (FAILED(hr))
|
|
|
|
goto done;
|
|
|
|
hr = IDXGISwapChain1_QueryInterface(swapchain1, &IID_IDXGISwapChain,
|
|
|
|
(void**)&swapchain);
|
|
|
|
if (FAILED(hr))
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
*swapchain_out = swapchain;
|
|
|
|
swapchain = NULL;
|
|
|
|
|
|
|
|
done:
|
|
|
|
SAFE_RELEASE(swapchain1);
|
|
|
|
SAFE_RELEASE(swapchain);
|
|
|
|
return hr;
|
|
|
|
}
|
|
|
|
|
|
|
|
static HRESULT create_swapchain_1_1(ID3D11Device *dev, IDXGIFactory1 *factory,
|
|
|
|
struct mp_log *log,
|
|
|
|
struct d3d11_swapchain_opts *opts,
|
|
|
|
DXGI_FORMAT format,
|
|
|
|
IDXGISwapChain **swapchain_out)
|
|
|
|
{
|
|
|
|
DXGI_SWAP_CHAIN_DESC desc = {
|
|
|
|
.BufferDesc = {
|
|
|
|
.Width = opts->width ? opts->width : 1,
|
|
|
|
.Height = opts->height ? opts->height : 1,
|
|
|
|
.Format = format,
|
|
|
|
},
|
|
|
|
.SampleDesc = { .Count = 1 },
|
|
|
|
.BufferUsage = opts->usage,
|
|
|
|
.BufferCount = 1,
|
|
|
|
.OutputWindow = opts->window,
|
|
|
|
.Windowed = TRUE,
|
|
|
|
.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
|
|
|
|
};
|
|
|
|
|
|
|
|
return IDXGIFactory1_CreateSwapChain(factory, (IUnknown*)dev, &desc,
|
|
|
|
swapchain_out);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create a Direct3D 11 swapchain
|
|
|
|
bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log,
|
|
|
|
struct d3d11_swapchain_opts *opts,
|
|
|
|
IDXGISwapChain **swapchain_out)
|
|
|
|
{
|
|
|
|
IDXGIDevice1 *dxgi_dev = NULL;
|
|
|
|
IDXGIAdapter1 *adapter = NULL;
|
|
|
|
IDXGIFactory1 *factory = NULL;
|
|
|
|
IDXGIFactory2 *factory2 = NULL;
|
|
|
|
IDXGISwapChain *swapchain = NULL;
|
|
|
|
bool success = false;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
hr = ID3D11Device_QueryInterface(dev, &IID_IDXGIDevice1, (void**)&dxgi_dev);
|
|
|
|
if (FAILED(hr)) {
|
|
|
|
mp_fatal(log, "Failed to get DXGI device\n");
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
hr = IDXGIDevice1_GetParent(dxgi_dev, &IID_IDXGIAdapter1, (void**)&adapter);
|
|
|
|
if (FAILED(hr)) {
|
|
|
|
mp_fatal(log, "Failed to get DXGI adapter\n");
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
hr = IDXGIAdapter1_GetParent(adapter, &IID_IDXGIFactory1, (void**)&factory);
|
|
|
|
if (FAILED(hr)) {
|
|
|
|
mp_fatal(log, "Failed to get DXGI factory\n");
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
hr = IDXGIFactory1_QueryInterface(factory, &IID_IDXGIFactory2,
|
|
|
|
(void**)&factory2);
|
|
|
|
if (FAILED(hr))
|
|
|
|
factory2 = NULL;
|
|
|
|
|
|
|
|
// Try B8G8R8A8_UNORM first, since at least in Windows 8, it's always the
|
|
|
|
// format of the desktop image
|
|
|
|
static const DXGI_FORMAT formats[] = {
|
|
|
|
DXGI_FORMAT_B8G8R8A8_UNORM,
|
|
|
|
DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
|
|
};
|
|
|
|
static const int formats_len = MP_ARRAY_SIZE(formats);
|
|
|
|
bool flip = factory2 && opts->flip;
|
|
|
|
|
|
|
|
// Return here to retry creating the swapchain
|
|
|
|
do {
|
|
|
|
for (int i = 0; i < formats_len; i++) {
|
|
|
|
if (factory2) {
|
|
|
|
// Create a DXGI 1.2+ (Windows 8+) swap chain if possible
|
|
|
|
hr = create_swapchain_1_2(dev, factory2, log, opts, flip,
|
|
|
|
formats[i], &swapchain);
|
|
|
|
} else {
|
|
|
|
// Fall back to DXGI 1.1 (Windows 7)
|
|
|
|
hr = create_swapchain_1_1(dev, factory, log, opts, formats[i],
|
|
|
|
&swapchain);
|
|
|
|
}
|
|
|
|
if (SUCCEEDED(hr))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (SUCCEEDED(hr))
|
|
|
|
break;
|
|
|
|
|
|
|
|
if (flip) {
|
|
|
|
mp_dbg(log, "Failed to create flip-model swapchain, trying bitblt\n");
|
|
|
|
flip = false;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
mp_fatal(log, "Failed to create swapchain: %s\n", mp_HRESULT_to_str(hr));
|
|
|
|
goto done;
|
|
|
|
} while (true);
|
|
|
|
|
|
|
|
// Prevent DXGI from making changes to the VO window, otherwise it will
|
|
|
|
// hook the Alt+Enter keystroke and make it trigger an ugly transition to
|
|
|
|
// exclusive fullscreen mode instead of running the user-set command.
|
|
|
|
IDXGIFactory_MakeWindowAssociation(factory, opts->window,
|
|
|
|
DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER |
|
|
|
|
DXGI_MWA_NO_PRINT_SCREEN);
|
|
|
|
|
|
|
|
if (factory2) {
|
|
|
|
mp_verbose(log, "Using DXGI 1.2+\n");
|
|
|
|
} else {
|
|
|
|
mp_verbose(log, "Using DXGI 1.1\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
DXGI_SWAP_CHAIN_DESC scd = {0};
|
|
|
|
IDXGISwapChain_GetDesc(swapchain, &scd);
|
|
|
|
if (scd.SwapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
|
|
|
|
mp_verbose(log, "Using flip-model presentation\n");
|
|
|
|
} else {
|
|
|
|
mp_verbose(log, "Using bitblt-model presentation\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
*swapchain_out = swapchain;
|
|
|
|
swapchain = NULL;
|
|
|
|
success = true;
|
|
|
|
|
|
|
|
done:
|
|
|
|
SAFE_RELEASE(swapchain);
|
|
|
|
SAFE_RELEASE(factory2);
|
|
|
|
SAFE_RELEASE(factory);
|
|
|
|
SAFE_RELEASE(adapter);
|
|
|
|
SAFE_RELEASE(dxgi_dev);
|
|
|
|
return success;
|
|
|
|
}
|
2017-10-11 07:10:39 +00:00
|
|
|
|
|
|
|
struct mp_image *mp_d3d11_screenshot(IDXGISwapChain *swapchain)
|
|
|
|
{
|
|
|
|
ID3D11Device *dev = NULL;
|
|
|
|
ID3D11DeviceContext *ctx = NULL;
|
|
|
|
ID3D11Texture2D *frontbuffer = NULL;
|
|
|
|
ID3D11Texture2D *staging = NULL;
|
|
|
|
struct mp_image *img = NULL;
|
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
// Validate the swap chain. This screenshot method will only work on DXGI
|
|
|
|
// 1.2+ flip/sequential swap chains. It's probably not possible at all with
|
|
|
|
// discard swap chains, since by definition, the backbuffer contents is
|
|
|
|
// discarded on Present().
|
|
|
|
DXGI_SWAP_CHAIN_DESC scd;
|
|
|
|
hr = IDXGISwapChain_GetDesc(swapchain, &scd);
|
|
|
|
if (FAILED(hr))
|
|
|
|
goto done;
|
|
|
|
if (scd.SwapEffect != DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
// Get the last buffer that was presented with Present(). This should be
|
|
|
|
// the n-1th buffer for a swap chain of length n.
|
|
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, scd.BufferCount - 1,
|
|
|
|
&IID_ID3D11Texture2D, (void**)&frontbuffer);
|
|
|
|
if (FAILED(hr))
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
ID3D11Texture2D_GetDevice(frontbuffer, &dev);
|
|
|
|
ID3D11Device_GetImmediateContext(dev, &ctx);
|
|
|
|
|
|
|
|
D3D11_TEXTURE2D_DESC td;
|
|
|
|
ID3D11Texture2D_GetDesc(frontbuffer, &td);
|
|
|
|
if (td.SampleDesc.Count > 1)
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
// Validate the backbuffer format and convert to an mpv IMGFMT
|
|
|
|
enum mp_imgfmt fmt;
|
|
|
|
switch (td.Format) {
|
|
|
|
case DXGI_FORMAT_B8G8R8A8_UNORM: fmt = IMGFMT_BGR0; break;
|
|
|
|
case DXGI_FORMAT_R8G8B8A8_UNORM: fmt = IMGFMT_RGB0; break;
|
|
|
|
default:
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create a staging texture based on the frontbuffer with CPU access
|
|
|
|
td.BindFlags = 0;
|
|
|
|
td.MiscFlags = 0;
|
|
|
|
td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
|
|
|
td.Usage = D3D11_USAGE_STAGING;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(dev, &td, 0, &staging);
|
|
|
|
if (FAILED(hr))
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
ID3D11DeviceContext_CopyResource(ctx, (ID3D11Resource*)staging,
|
|
|
|
(ID3D11Resource*)frontbuffer);
|
|
|
|
|
|
|
|
// Attempt to map the staging texture to CPU-accessible memory
|
|
|
|
D3D11_MAPPED_SUBRESOURCE lock;
|
|
|
|
hr = ID3D11DeviceContext_Map(ctx, (ID3D11Resource*)staging, 0,
|
|
|
|
D3D11_MAP_READ, 0, &lock);
|
|
|
|
if (FAILED(hr))
|
|
|
|
goto done;
|
|
|
|
|
|
|
|
img = mp_image_alloc(fmt, td.Width, td.Height);
|
|
|
|
if (!img)
|
|
|
|
return NULL;
|
|
|
|
for (int i = 0; i < td.Height; i++) {
|
|
|
|
memcpy(img->planes[0] + img->stride[0] * i,
|
|
|
|
(char*)lock.pData + lock.RowPitch * i, td.Width * 4);
|
|
|
|
}
|
|
|
|
|
|
|
|
ID3D11DeviceContext_Unmap(ctx, (ID3D11Resource*)staging, 0);
|
|
|
|
|
|
|
|
done:
|
|
|
|
SAFE_RELEASE(frontbuffer);
|
|
|
|
SAFE_RELEASE(staging);
|
|
|
|
SAFE_RELEASE(ctx);
|
|
|
|
SAFE_RELEASE(dev);
|
|
|
|
return img;
|
|
|
|
}
|