mpv/video/out/d3d11/ra_d3d11.c

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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
#include <windows.h>
#include <versionhelpers.h>
#include <d3d11_1.h>
#include <d3d11sdklayers.h>
#include <dxgi1_2.h>
#include <d3dcompiler.h>
#include <crossc.h>
#include "common/msg.h"
#include "osdep/io.h"
#include "osdep/subprocess.h"
#include "osdep/timer.h"
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
#include "osdep/windows_utils.h"
#include "video/out/gpu/spirv.h"
#include "video/out/gpu/utils.h"
#include "ra_d3d11.h"
#ifndef D3D11_1_UAV_SLOT_COUNT
#define D3D11_1_UAV_SLOT_COUNT (64)
#endif
struct dll_version {
uint16_t major;
uint16_t minor;
uint16_t build;
uint16_t revision;
};
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
struct ra_d3d11 {
struct spirv_compiler *spirv;
ID3D11Device *dev;
ID3D11Device1 *dev1;
ID3D11DeviceContext *ctx;
ID3D11DeviceContext1 *ctx1;
pD3DCompile D3DCompile;
struct dll_version d3d_compiler_ver;
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
// Debug interfaces (--gpu-debug)
ID3D11Debug *debug;
ID3D11InfoQueue *iqueue;
// Device capabilities
D3D_FEATURE_LEVEL fl;
bool has_clear_view;
bool has_timestamp_queries;
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
int max_uavs;
// Streaming dynamic vertex buffer, which is used for all renderpasses
ID3D11Buffer *vbuf;
size_t vbuf_size;
size_t vbuf_used;
// clear() renderpass resources (only used when has_clear_view is false)
ID3D11PixelShader *clear_ps;
ID3D11VertexShader *clear_vs;
ID3D11InputLayout *clear_layout;
ID3D11Buffer *clear_vbuf;
ID3D11Buffer *clear_cbuf;
// blit() renderpass resources
ID3D11PixelShader *blit_float_ps;
ID3D11VertexShader *blit_vs;
ID3D11InputLayout *blit_layout;
ID3D11Buffer *blit_vbuf;
ID3D11SamplerState *blit_sampler;
};
struct d3d_tex {
// res mirrors one of tex1d, tex2d or tex3d for convenience. It does not
// hold an additional reference to the texture object.
ID3D11Resource *res;
ID3D11Texture1D *tex1d;
ID3D11Texture2D *tex2d;
ID3D11Texture3D *tex3d;
int array_slice;
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
ID3D11ShaderResourceView *srv;
ID3D11RenderTargetView *rtv;
ID3D11UnorderedAccessView *uav;
ID3D11SamplerState *sampler;
};
struct d3d_buf {
ID3D11Buffer *buf;
ID3D11Buffer *staging;
ID3D11UnorderedAccessView *uav;
void *data; // Data for mapped staging texture
};
struct d3d_rpass {
ID3D11PixelShader *ps;
ID3D11VertexShader *vs;
ID3D11ComputeShader *cs;
ID3D11InputLayout *layout;
ID3D11BlendState *bstate;
};
struct d3d_timer {
ID3D11Query *ts_start;
ID3D11Query *ts_end;
ID3D11Query *disjoint;
uint64_t result; // Latches the result from the previous use of the timer
};
struct d3d_fmt {
const char *name;
int components;
int bytes;
int bits[4];
DXGI_FORMAT fmt;
enum ra_ctype ctype;
bool unordered;
};
static const char clear_vs[] = "\
float4 main(float2 pos : POSITION) : SV_Position\n\
{\n\
return float4(pos, 0.0, 1.0);\n\
}\n\
";
static const char clear_ps[] = "\
cbuffer ps_cbuf : register(b0) {\n\
float4 color : packoffset(c0);\n\
}\n\
\n\
float4 main(float4 pos : SV_Position) : SV_Target\n\
{\n\
return color;\n\
}\n\
";
struct blit_vert {
float x, y, u, v;
};
static const char blit_vs[] = "\
void main(float2 pos : POSITION, float2 coord : TEXCOORD0,\n\
out float4 out_pos : SV_Position, out float2 out_coord : TEXCOORD0)\n\
{\n\
out_pos = float4(pos, 0.0, 1.0);\n\
out_coord = coord;\n\
}\n\
";
static const char blit_float_ps[] = "\
Texture2D<float4> tex : register(t0);\n\
SamplerState samp : register(s0);\n\
\n\
float4 main(float4 pos : SV_Position, float2 coord : TEXCOORD0) : SV_Target\n\
{\n\
return tex.Sample(samp, coord);\n\
}\n\
";
#define DXFMT(f, t) .fmt = DXGI_FORMAT_##f##_##t, .ctype = RA_CTYPE_##t
static struct d3d_fmt formats[] = {
{ "r8", 1, 1, { 8}, DXFMT(R8, UNORM) },
{ "rg8", 2, 2, { 8, 8}, DXFMT(R8G8, UNORM) },
{ "rgba8", 4, 4, { 8, 8, 8, 8}, DXFMT(R8G8B8A8, UNORM) },
{ "r16", 1, 2, {16}, DXFMT(R16, UNORM) },
{ "rg16", 2, 4, {16, 16}, DXFMT(R16G16, UNORM) },
{ "rgba16", 4, 8, {16, 16, 16, 16}, DXFMT(R16G16B16A16, UNORM) },
{ "r32ui", 1, 4, {32}, DXFMT(R32, UINT) },
{ "rg32ui", 2, 8, {32, 32}, DXFMT(R32G32, UINT) },
{ "rgb32ui", 3, 12, {32, 32, 32}, DXFMT(R32G32B32, UINT) },
{ "rgba32ui", 4, 16, {32, 32, 32, 32}, DXFMT(R32G32B32A32, UINT) },
{ "r16hf", 1, 2, {16}, DXFMT(R16, FLOAT) },
{ "rg16hf", 2, 4, {16, 16}, DXFMT(R16G16, FLOAT) },
{ "rgba16hf", 4, 8, {16, 16, 16, 16}, DXFMT(R16G16B16A16, FLOAT) },
{ "r32f", 1, 4, {32}, DXFMT(R32, FLOAT) },
{ "rg32f", 2, 8, {32, 32}, DXFMT(R32G32, FLOAT) },
{ "rgb32f", 3, 12, {32, 32, 32}, DXFMT(R32G32B32, FLOAT) },
{ "rgba32f", 4, 16, {32, 32, 32, 32}, DXFMT(R32G32B32A32, FLOAT) },
{ "rgb10_a2", 4, 4, {10, 10, 10, 2}, DXFMT(R10G10B10A2, UNORM) },
{ "bgra8", 4, 4, { 8, 8, 8, 8}, DXFMT(B8G8R8A8, UNORM), .unordered = true },
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
};
static bool dll_version_equal(struct dll_version a, struct dll_version b)
{
return a.major == b.major &&
a.minor == b.minor &&
a.build == b.build &&
a.revision == b.revision;
}
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
static DXGI_FORMAT fmt_to_dxgi(const struct ra_format *fmt)
{
struct d3d_fmt *d3d = fmt->priv;
return d3d->fmt;
}
static void setup_formats(struct ra *ra)
{
// All formats must be usable as a 2D texture
static const UINT sup_basic = D3D11_FORMAT_SUPPORT_TEXTURE2D;
// SHADER_SAMPLE indicates support for linear sampling, point always works
static const UINT sup_filter = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
// RA requires renderable surfaces to be blendable as well
static const UINT sup_render = D3D11_FORMAT_SUPPORT_RENDER_TARGET |
D3D11_FORMAT_SUPPORT_BLENDABLE;
struct ra_d3d11 *p = ra->priv;
HRESULT hr;
for (int i = 0; i < MP_ARRAY_SIZE(formats); i++) {
struct d3d_fmt *d3dfmt = &formats[i];
UINT support = 0;
hr = ID3D11Device_CheckFormatSupport(p->dev, d3dfmt->fmt, &support);
if (FAILED(hr))
continue;
if ((support & sup_basic) != sup_basic)
continue;
struct ra_format *fmt = talloc_zero(ra, struct ra_format);
*fmt = (struct ra_format) {
.name = d3dfmt->name,
.priv = d3dfmt,
.ctype = d3dfmt->ctype,
.ordered = !d3dfmt->unordered,
.num_components = d3dfmt->components,
.pixel_size = d3dfmt->bytes,
.linear_filter = (support & sup_filter) == sup_filter,
.renderable = (support & sup_render) == sup_render,
};
if (support & D3D11_FORMAT_SUPPORT_TEXTURE1D)
ra->caps |= RA_CAP_TEX_1D;
for (int j = 0; j < d3dfmt->components; j++)
fmt->component_size[j] = fmt->component_depth[j] = d3dfmt->bits[j];
fmt->glsl_format = ra_fmt_glsl_format(fmt);
MP_TARRAY_APPEND(ra, ra->formats, ra->num_formats, fmt);
}
}
static bool tex_init(struct ra *ra, struct ra_tex *tex)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_tex *tex_p = tex->priv;
struct ra_tex_params *params = &tex->params;
HRESULT hr;
// A SRV is required for renderpasses and blitting, since blitting can use
// a renderpass internally
if (params->render_src || params->blit_src) {
// Always specify the SRV format for simplicity. This will match the
// texture format for textures created with tex_create, but it can be
// different for wrapped planar video textures.
D3D11_SHADER_RESOURCE_VIEW_DESC srvdesc = {
.Format = fmt_to_dxgi(params->format),
};
switch (params->dimensions) {
case 1:
if (tex_p->array_slice >= 0) {
srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1DARRAY;
srvdesc.Texture1DArray.MipLevels = 1;
srvdesc.Texture1DArray.FirstArraySlice = tex_p->array_slice;
srvdesc.Texture1DArray.ArraySize = 1;
} else {
srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
srvdesc.Texture1D.MipLevels = 1;
}
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
break;
case 2:
if (tex_p->array_slice >= 0) {
srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvdesc.Texture2DArray.MipLevels = 1;
srvdesc.Texture2DArray.FirstArraySlice = tex_p->array_slice;
srvdesc.Texture2DArray.ArraySize = 1;
} else {
srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvdesc.Texture2D.MipLevels = 1;
}
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
break;
case 3:
// D3D11 does not have Texture3D arrays
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
srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvdesc.Texture3D.MipLevels = 1;
break;
}
hr = ID3D11Device_CreateShaderResourceView(p->dev, tex_p->res, &srvdesc,
&tex_p->srv);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create SRV: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
}
// Samplers are required for renderpasses, but not blitting, since the blit
// code uses its own point sampler
if (params->render_src) {
D3D11_SAMPLER_DESC sdesc = {
.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
.ComparisonFunc = D3D11_COMPARISON_NEVER,
.MinLOD = 0,
.MaxLOD = D3D11_FLOAT32_MAX,
.MaxAnisotropy = 1,
};
if (params->src_linear)
sdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
if (params->src_repeat) {
sdesc.AddressU = sdesc.AddressV = sdesc.AddressW =
D3D11_TEXTURE_ADDRESS_WRAP;
}
// The runtime pools sampler state objects internally, so we don't have
// to worry about resource usage when creating one for every ra_tex
hr = ID3D11Device_CreateSamplerState(p->dev, &sdesc, &tex_p->sampler);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create sampler: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
}
// Like SRVs, an RTV is required for renderpass output and blitting
if (params->render_dst || params->blit_dst) {
hr = ID3D11Device_CreateRenderTargetView(p->dev, tex_p->res, NULL,
&tex_p->rtv);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create RTV: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
}
if (p->fl >= D3D_FEATURE_LEVEL_11_0 && params->storage_dst) {
hr = ID3D11Device_CreateUnorderedAccessView(p->dev, tex_p->res, NULL,
&tex_p->uav);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create UAV: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
}
return true;
error:
return false;
}
static void tex_destroy(struct ra *ra, struct ra_tex *tex)
{
if (!tex)
return;
struct d3d_tex *tex_p = tex->priv;
SAFE_RELEASE(tex_p->srv);
SAFE_RELEASE(tex_p->rtv);
SAFE_RELEASE(tex_p->uav);
SAFE_RELEASE(tex_p->sampler);
SAFE_RELEASE(tex_p->res);
talloc_free(tex);
}
static struct ra_tex *tex_create(struct ra *ra,
const struct ra_tex_params *params)
{
struct ra_d3d11 *p = ra->priv;
HRESULT hr;
struct ra_tex *tex = talloc_zero(NULL, struct ra_tex);
tex->params = *params;
tex->params.initial_data = NULL;
struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex);
DXGI_FORMAT fmt = fmt_to_dxgi(params->format);
D3D11_SUBRESOURCE_DATA *pdata = NULL;
if (params->initial_data) {
pdata = &(D3D11_SUBRESOURCE_DATA) {
.pSysMem = params->initial_data,
.SysMemPitch = params->w * params->format->pixel_size,
};
if (params->dimensions >= 3)
pdata->SysMemSlicePitch = pdata->SysMemPitch * params->h;
}
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
D3D11_BIND_FLAG bind_flags = 0;
if (params->render_src || params->blit_src)
bind_flags |= D3D11_BIND_SHADER_RESOURCE;
if (params->render_dst || params->blit_dst)
bind_flags |= D3D11_BIND_RENDER_TARGET;
if (p->fl >= D3D_FEATURE_LEVEL_11_0 && params->storage_dst)
bind_flags |= D3D11_BIND_UNORDERED_ACCESS;
// Apparently IMMUTABLE textures are efficient, so try to infer whether we
// can use one
if (params->initial_data && !params->render_dst && !params->storage_dst &&
!params->blit_dst && !params->host_mutable)
usage = D3D11_USAGE_IMMUTABLE;
switch (params->dimensions) {
case 1:;
D3D11_TEXTURE1D_DESC desc1d = {
.Width = params->w,
.MipLevels = 1,
.ArraySize = 1,
.Format = fmt,
.Usage = usage,
.BindFlags = bind_flags,
};
hr = ID3D11Device_CreateTexture1D(p->dev, &desc1d, pdata, &tex_p->tex1d);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create Texture1D: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
tex_p->res = (ID3D11Resource *)tex_p->tex1d;
break;
case 2:;
D3D11_TEXTURE2D_DESC desc2d = {
.Width = params->w,
.Height = params->h,
.MipLevels = 1,
.ArraySize = 1,
.SampleDesc.Count = 1,
.Format = fmt,
.Usage = usage,
.BindFlags = bind_flags,
};
hr = ID3D11Device_CreateTexture2D(p->dev, &desc2d, pdata, &tex_p->tex2d);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create Texture2D: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
tex_p->res = (ID3D11Resource *)tex_p->tex2d;
break;
case 3:;
D3D11_TEXTURE3D_DESC desc3d = {
.Width = params->w,
.Height = params->h,
.Depth = params->d,
.MipLevels = 1,
.Format = fmt,
.Usage = usage,
.BindFlags = bind_flags,
};
hr = ID3D11Device_CreateTexture3D(p->dev, &desc3d, pdata, &tex_p->tex3d);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create Texture3D: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
tex_p->res = (ID3D11Resource *)tex_p->tex3d;
break;
default:
abort();
}
tex_p->array_slice = -1;
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
if (!tex_init(ra, tex))
goto error;
return tex;
error:
tex_destroy(ra, tex);
return NULL;
}
struct ra_tex *ra_d3d11_wrap_tex(struct ra *ra, ID3D11Resource *res)
{
HRESULT hr;
struct ra_tex *tex = talloc_zero(NULL, struct ra_tex);
struct ra_tex_params *params = &tex->params;
struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex);
DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN;
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
D3D11_BIND_FLAG bind_flags = 0;
D3D11_RESOURCE_DIMENSION type;
ID3D11Resource_GetType(res, &type);
switch (type) {
case D3D11_RESOURCE_DIMENSION_TEXTURE2D:
hr = ID3D11Resource_QueryInterface(res, &IID_ID3D11Texture2D,
(void**)&tex_p->tex2d);
if (FAILED(hr)) {
MP_ERR(ra, "Resource is not a ID3D11Texture2D\n");
goto error;
}
tex_p->res = (ID3D11Resource *)tex_p->tex2d;
D3D11_TEXTURE2D_DESC desc2d;
ID3D11Texture2D_GetDesc(tex_p->tex2d, &desc2d);
if (desc2d.MipLevels != 1) {
MP_ERR(ra, "Mipmapped textures not supported for wrapping\n");
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
goto error;
}
if (desc2d.ArraySize != 1) {
MP_ERR(ra, "Texture arrays not supported for wrapping\n");
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
goto error;
}
if (desc2d.SampleDesc.Count != 1) {
MP_ERR(ra, "Multisampled textures not supported for wrapping\n");
goto error;
}
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
params->dimensions = 2;
params->w = desc2d.Width;
params->h = desc2d.Height;
params->d = 1;
usage = desc2d.Usage;
bind_flags = desc2d.BindFlags;
fmt = desc2d.Format;
break;
default:
// We could wrap Texture1D/3D as well, but keep it simple, since this
// function is only used for swapchain backbuffers at the moment
MP_ERR(ra, "Resource is not suitable to wrap\n");
goto error;
}
for (int i = 0; i < ra->num_formats; i++) {
DXGI_FORMAT target_fmt = fmt_to_dxgi(ra->formats[i]);
if (fmt == target_fmt) {
params->format = ra->formats[i];
break;
}
}
if (!params->format) {
MP_ERR(ra, "Could not find a suitable RA format for wrapped resource\n");
goto error;
}
if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
params->render_src = params->blit_src = true;
if (bind_flags & D3D11_BIND_RENDER_TARGET)
params->render_dst = params->blit_dst = true;
if (bind_flags & D3D11_BIND_UNORDERED_ACCESS)
params->storage_dst = true;
if (usage != D3D11_USAGE_DEFAULT) {
MP_ERR(ra, "Resource is not D3D11_USAGE_DEFAULT\n");
goto error;
}
tex_p->array_slice = -1;
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
if (!tex_init(ra, tex))
goto error;
return tex;
error:
tex_destroy(ra, tex);
return NULL;
}
struct ra_tex *ra_d3d11_wrap_tex_video(struct ra *ra, ID3D11Texture2D *res,
int w, int h, int array_slice,
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
const struct ra_format *fmt)
{
struct ra_tex *tex = talloc_zero(NULL, struct ra_tex);
struct ra_tex_params *params = &tex->params;
struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex);
tex_p->tex2d = res;
tex_p->res = (ID3D11Resource *)tex_p->tex2d;
ID3D11Texture2D_AddRef(res);
D3D11_TEXTURE2D_DESC desc2d;
ID3D11Texture2D_GetDesc(tex_p->tex2d, &desc2d);
if (!(desc2d.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
MP_ERR(ra, "Video resource is not bindable\n");
goto error;
}
params->dimensions = 2;
params->w = w;
params->h = h;
params->d = 1;
params->render_src = true;
params->src_linear = true;
// fmt can be different to the texture format for planar video textures
params->format = fmt;
if (desc2d.ArraySize > 1) {
tex_p->array_slice = array_slice;
} else {
tex_p->array_slice = -1;
}
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
if (!tex_init(ra, tex))
goto error;
return tex;
error:
tex_destroy(ra, tex);
return NULL;
}
static bool tex_upload(struct ra *ra, const struct ra_tex_upload_params *params)
{
struct ra_d3d11 *p = ra->priv;
struct ra_tex *tex = params->tex;
struct d3d_tex *tex_p = tex->priv;
if (!params->src) {
MP_ERR(ra, "Pixel buffers are not supported\n");
return false;
}
const char *src = params->src;
ptrdiff_t stride = tex->params.dimensions >= 2 ? tex->params.w : 0;
ptrdiff_t pitch = tex->params.dimensions >= 3 ? stride * tex->params.h : 0;
bool invalidate = true;
D3D11_BOX *rc = NULL;
if (tex->params.dimensions == 2) {
stride = params->stride;
if (params->rc && (params->rc->x0 != 0 || params->rc->y0 != 0 ||
params->rc->x1 != tex->params.w || params->rc->y1 != tex->params.h))
{
rc = &(D3D11_BOX) {
.left = params->rc->x0,
.top = params->rc->y0,
.front = 0,
.right = params->rc->x1,
.bottom = params->rc->y1,
.back = 1,
};
invalidate = params->invalidate;
}
}
int subresource = tex_p->array_slice >= 0 ? tex_p->array_slice : 0;
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
if (p->ctx1) {
ID3D11DeviceContext1_UpdateSubresource1(p->ctx1, tex_p->res,
subresource, rc, src, stride, pitch,
invalidate ? D3D11_COPY_DISCARD : 0);
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
} else {
ID3D11DeviceContext_UpdateSubresource(p->ctx, tex_p->res, subresource,
rc, src, stride, pitch);
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
}
return true;
}
static void buf_destroy(struct ra *ra, struct ra_buf *buf)
{
if (!buf)
return;
struct ra_d3d11 *p = ra->priv;
struct d3d_buf *buf_p = buf->priv;
if (buf_p->data)
ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)buf_p->staging, 0);
SAFE_RELEASE(buf_p->buf);
SAFE_RELEASE(buf_p->staging);
SAFE_RELEASE(buf_p->uav);
talloc_free(buf);
}
static struct ra_buf *buf_create(struct ra *ra,
const struct ra_buf_params *params)
{
// D3D11 does not support permanent mapping or pixel buffers
if (params->host_mapped || params->type == RA_BUF_TYPE_TEX_UPLOAD)
return NULL;
struct ra_d3d11 *p = ra->priv;
HRESULT hr;
struct ra_buf *buf = talloc_zero(NULL, struct ra_buf);
buf->params = *params;
buf->params.initial_data = NULL;
struct d3d_buf *buf_p = buf->priv = talloc_zero(buf, struct d3d_buf);
D3D11_SUBRESOURCE_DATA *pdata = NULL;
if (params->initial_data)
pdata = &(D3D11_SUBRESOURCE_DATA) { .pSysMem = params->initial_data };
D3D11_BUFFER_DESC desc = { .ByteWidth = params->size };
switch (params->type) {
case RA_BUF_TYPE_SHADER_STORAGE:
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
desc.ByteWidth = MP_ALIGN_UP(desc.ByteWidth, sizeof(float));
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
break;
case RA_BUF_TYPE_UNIFORM:
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.ByteWidth = MP_ALIGN_UP(desc.ByteWidth, sizeof(float[4]));
break;
}
hr = ID3D11Device_CreateBuffer(p->dev, &desc, pdata, &buf_p->buf);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create buffer: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
if (params->host_mutable) {
// D3D11 doesn't allow constant buffer updates that aren't aligned to a
// full constant boundary (vec4,) and some drivers don't allow partial
// constant buffer updates at all, but the RA consumer is allowed to
// partially update an ra_buf. The best way to handle partial updates
// without causing a pipeline stall is probably to keep a copy of the
// data in a staging buffer.
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = 0;
hr = ID3D11Device_CreateBuffer(p->dev, &desc, NULL, &buf_p->staging);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create staging buffer: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
}
if (params->type == RA_BUF_TYPE_SHADER_STORAGE) {
D3D11_UNORDERED_ACCESS_VIEW_DESC udesc = {
.Format = DXGI_FORMAT_R32_TYPELESS,
.ViewDimension = D3D11_UAV_DIMENSION_BUFFER,
.Buffer = {
.NumElements = desc.ByteWidth / sizeof(float),
.Flags = D3D11_BUFFER_UAV_FLAG_RAW,
},
};
hr = ID3D11Device_CreateUnorderedAccessView(p->dev,
(ID3D11Resource *)buf_p->buf, &udesc, &buf_p->uav);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create UAV: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
}
return buf;
error:
buf_destroy(ra, buf);
return NULL;
}
static void buf_resolve(struct ra *ra, struct ra_buf *buf)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_buf *buf_p = buf->priv;
assert(buf->params.host_mutable);
if (!buf_p->data)
return;
ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)buf_p->staging, 0);
buf_p->data = NULL;
// Synchronize the GPU buffer with the staging buffer
ID3D11DeviceContext_CopyResource(p->ctx, (ID3D11Resource *)buf_p->buf,
(ID3D11Resource *)buf_p->staging);
}
static void buf_update(struct ra *ra, struct ra_buf *buf, ptrdiff_t offset,
const void *data, size_t size)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_buf *buf_p = buf->priv;
HRESULT hr;
if (!buf_p->data) {
// If this is the first update after the buffer was created or after it
// has been used in a renderpass, it will be unmapped, so map it
D3D11_MAPPED_SUBRESOURCE map = {0};
hr = ID3D11DeviceContext_Map(p->ctx, (ID3D11Resource *)buf_p->staging,
0, D3D11_MAP_WRITE, 0, &map);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to map resource\n");
return;
}
buf_p->data = map.pData;
}
char *cdata = buf_p->data;
memcpy(cdata + offset, data, size);
}
static const char *get_shader_target(struct ra *ra, enum glsl_shader type)
{
struct ra_d3d11 *p = ra->priv;
switch (p->fl) {
default:
switch (type) {
case GLSL_SHADER_VERTEX: return "vs_5_0";
case GLSL_SHADER_FRAGMENT: return "ps_5_0";
case GLSL_SHADER_COMPUTE: return "cs_5_0";
}
break;
case D3D_FEATURE_LEVEL_10_1:
switch (type) {
case GLSL_SHADER_VERTEX: return "vs_4_1";
case GLSL_SHADER_FRAGMENT: return "ps_4_1";
case GLSL_SHADER_COMPUTE: return "cs_4_1";
}
break;
case D3D_FEATURE_LEVEL_10_0:
switch (type) {
case GLSL_SHADER_VERTEX: return "vs_4_0";
case GLSL_SHADER_FRAGMENT: return "ps_4_0";
case GLSL_SHADER_COMPUTE: return "cs_4_0";
}
break;
case D3D_FEATURE_LEVEL_9_3:
switch (type) {
case GLSL_SHADER_VERTEX: return "vs_4_0_level_9_3";
case GLSL_SHADER_FRAGMENT: return "ps_4_0_level_9_3";
}
break;
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
switch (type) {
case GLSL_SHADER_VERTEX: return "vs_4_0_level_9_1";
case GLSL_SHADER_FRAGMENT: return "ps_4_0_level_9_1";
}
break;
}
return NULL;
}
static const char *shader_type_name(enum glsl_shader type)
{
switch (type) {
case GLSL_SHADER_VERTEX: return "vertex";
case GLSL_SHADER_FRAGMENT: return "fragment";
case GLSL_SHADER_COMPUTE: return "compute";
default: return "unknown";
}
}
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
static bool setup_clear_rpass(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
ID3DBlob *vs_blob = NULL;
ID3DBlob *ps_blob = NULL;
HRESULT hr;
hr = p->D3DCompile(clear_vs, sizeof(clear_vs), NULL, NULL, NULL, "main",
get_shader_target(ra, GLSL_SHADER_VERTEX),
D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vs_blob, NULL);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to compile clear() vertex shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
hr = ID3D11Device_CreateVertexShader(p->dev,
ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob),
NULL, &p->clear_vs);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create clear() vertex shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
hr = p->D3DCompile(clear_ps, sizeof(clear_ps), NULL, NULL, NULL, "main",
get_shader_target(ra, GLSL_SHADER_FRAGMENT),
D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &ps_blob, NULL);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to compile clear() pixel shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
hr = ID3D11Device_CreatePixelShader(p->dev,
ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob),
NULL, &p->clear_ps);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create clear() pixel shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
D3D11_INPUT_ELEMENT_DESC in_descs[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 },
};
hr = ID3D11Device_CreateInputLayout(p->dev, in_descs,
MP_ARRAY_SIZE(in_descs), ID3D10Blob_GetBufferPointer(vs_blob),
ID3D10Blob_GetBufferSize(vs_blob), &p->clear_layout);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create clear() IA layout: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
// clear() always draws to a quad covering the whole viewport
static const float verts[] = {
-1, -1,
1, -1,
1, 1,
-1, 1,
-1, -1,
1, 1,
};
D3D11_BUFFER_DESC vdesc = {
.ByteWidth = sizeof(verts),
.Usage = D3D11_USAGE_IMMUTABLE,
.BindFlags = D3D11_BIND_VERTEX_BUFFER,
};
D3D11_SUBRESOURCE_DATA vdata = {
.pSysMem = verts,
};
hr = ID3D11Device_CreateBuffer(p->dev, &vdesc, &vdata, &p->clear_vbuf);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create clear() vertex buffer: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
D3D11_BUFFER_DESC cdesc = {
.ByteWidth = sizeof(float[4]),
.BindFlags = D3D11_BIND_CONSTANT_BUFFER,
};
hr = ID3D11Device_CreateBuffer(p->dev, &cdesc, NULL, &p->clear_cbuf);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create clear() constant buffer: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
SAFE_RELEASE(vs_blob);
SAFE_RELEASE(ps_blob);
return true;
error:
SAFE_RELEASE(vs_blob);
SAFE_RELEASE(ps_blob);
return false;
}
static void clear_rpass(struct ra *ra, struct ra_tex *tex, float color[4],
struct mp_rect *rc)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_tex *tex_p = tex->priv;
struct ra_tex_params *params = &tex->params;
ID3D11DeviceContext_UpdateSubresource(p->ctx,
(ID3D11Resource *)p->clear_cbuf, 0, NULL, color, 0, 0);
ID3D11DeviceContext_IASetInputLayout(p->ctx, p->clear_layout);
ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->clear_vbuf,
&(UINT) { sizeof(float[2]) }, &(UINT) { 0 });
ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_VSSetShader(p->ctx, p->clear_vs, NULL, 0);
ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) {
.Width = params->w,
.Height = params->h,
.MinDepth = 0,
.MaxDepth = 1,
}));
ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) {
.left = rc->x0,
.top = rc->y0,
.right = rc->x1,
.bottom = rc->y1,
}));
ID3D11DeviceContext_PSSetShader(p->ctx, p->clear_ps, NULL, 0);
ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, 1, &p->clear_cbuf);
ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 1, &tex_p->rtv, NULL);
ID3D11DeviceContext_OMSetBlendState(p->ctx, NULL, NULL,
D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(p->ctx, 6, 0);
ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, 1,
&(ID3D11Buffer *){ NULL });
ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 0, NULL, NULL);
}
static void clear(struct ra *ra, struct ra_tex *tex, float color[4],
struct mp_rect *rc)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_tex *tex_p = tex->priv;
struct ra_tex_params *params = &tex->params;
if (!tex_p->rtv)
return;
if (rc->x0 || rc->y0 || rc->x1 != params->w || rc->y1 != params->h) {
if (p->has_clear_view) {
ID3D11DeviceContext1_ClearView(p->ctx1, (ID3D11View *)tex_p->rtv,
color, (&(D3D11_RECT) {
.left = rc->x0,
.top = rc->y0,
.right = rc->x1,
.bottom = rc->y1,
}), 1);
} else {
clear_rpass(ra, tex, color, rc);
}
} else {
ID3D11DeviceContext_ClearRenderTargetView(p->ctx, tex_p->rtv, color);
}
}
static bool setup_blit_rpass(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
ID3DBlob *vs_blob = NULL;
ID3DBlob *float_ps_blob = NULL;
HRESULT hr;
hr = p->D3DCompile(blit_vs, sizeof(blit_vs), NULL, NULL, NULL, "main",
get_shader_target(ra, GLSL_SHADER_VERTEX),
D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vs_blob, NULL);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to compile blit() vertex shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
hr = ID3D11Device_CreateVertexShader(p->dev,
ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob),
NULL, &p->blit_vs);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create blit() vertex shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
hr = p->D3DCompile(blit_float_ps, sizeof(blit_float_ps), NULL, NULL, NULL,
"main", get_shader_target(ra, GLSL_SHADER_FRAGMENT),
D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &float_ps_blob, NULL);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to compile blit() pixel shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
hr = ID3D11Device_CreatePixelShader(p->dev,
ID3D10Blob_GetBufferPointer(float_ps_blob),
ID3D10Blob_GetBufferSize(float_ps_blob),
NULL, &p->blit_float_ps);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create blit() pixel shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
D3D11_INPUT_ELEMENT_DESC in_descs[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8 },
};
hr = ID3D11Device_CreateInputLayout(p->dev, in_descs,
MP_ARRAY_SIZE(in_descs), ID3D10Blob_GetBufferPointer(vs_blob),
ID3D10Blob_GetBufferSize(vs_blob), &p->blit_layout);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create blit() IA layout: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
D3D11_BUFFER_DESC vdesc = {
.ByteWidth = sizeof(struct blit_vert[6]),
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_VERTEX_BUFFER,
};
hr = ID3D11Device_CreateBuffer(p->dev, &vdesc, NULL, &p->blit_vbuf);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create blit() vertex buffer: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
// Blit always uses point sampling, regardless of the source texture
D3D11_SAMPLER_DESC sdesc = {
.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
.ComparisonFunc = D3D11_COMPARISON_NEVER,
.MinLOD = 0,
.MaxLOD = D3D11_FLOAT32_MAX,
.MaxAnisotropy = 1,
};
hr = ID3D11Device_CreateSamplerState(p->dev, &sdesc, &p->blit_sampler);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create blit() sampler: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
SAFE_RELEASE(vs_blob);
SAFE_RELEASE(float_ps_blob);
return true;
error:
SAFE_RELEASE(vs_blob);
SAFE_RELEASE(float_ps_blob);
return false;
}
static void blit_rpass(struct ra *ra, struct ra_tex *dst, struct ra_tex *src,
struct mp_rect *dst_rc, struct mp_rect *src_rc)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_tex *dst_p = dst->priv;
struct d3d_tex *src_p = src->priv;
float u_min = (double)src_rc->x0 / src->params.w;
float u_max = (double)src_rc->x1 / src->params.w;
float v_min = (double)src_rc->y0 / src->params.h;
float v_max = (double)src_rc->y1 / src->params.h;
struct blit_vert verts[6] = {
{ .x = -1, .y = -1, .u = u_min, .v = v_max },
{ .x = 1, .y = -1, .u = u_max, .v = v_max },
{ .x = 1, .y = 1, .u = u_max, .v = v_min },
{ .x = -1, .y = 1, .u = u_min, .v = v_min },
};
verts[4] = verts[0];
verts[5] = verts[2];
ID3D11DeviceContext_UpdateSubresource(p->ctx,
(ID3D11Resource *)p->blit_vbuf, 0, NULL, verts, 0, 0);
ID3D11DeviceContext_IASetInputLayout(p->ctx, p->blit_layout);
ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->blit_vbuf,
&(UINT) { sizeof(verts[0]) }, &(UINT) { 0 });
ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_VSSetShader(p->ctx, p->blit_vs, NULL, 0);
ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) {
.TopLeftX = dst_rc->x0,
.TopLeftY = dst_rc->y0,
.Width = mp_rect_w(*dst_rc),
.Height = mp_rect_h(*dst_rc),
.MinDepth = 0,
.MaxDepth = 1,
}));
ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) {
.left = dst_rc->x0,
.top = dst_rc->y0,
.right = dst_rc->x1,
.bottom = dst_rc->y1,
}));
ID3D11DeviceContext_PSSetShader(p->ctx, p->blit_float_ps, NULL, 0);
ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, 1, &src_p->srv);
ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, 1, &p->blit_sampler);
ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 1, &dst_p->rtv, NULL);
ID3D11DeviceContext_OMSetBlendState(p->ctx, NULL, NULL,
D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(p->ctx, 6, 0);
ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, 1,
&(ID3D11ShaderResourceView *) { NULL });
ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, 1,
&(ID3D11SamplerState *) { NULL });
ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 0, NULL, NULL);
}
static void blit(struct ra *ra, struct ra_tex *dst, struct ra_tex *src,
struct mp_rect *dst_rc_ptr, struct mp_rect *src_rc_ptr)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_tex *dst_p = dst->priv;
struct d3d_tex *src_p = src->priv;
struct mp_rect dst_rc = *dst_rc_ptr;
struct mp_rect src_rc = *src_rc_ptr;
assert(dst->params.dimensions == 2);
assert(src->params.dimensions == 2);
// A zero-sized target rectangle is a no-op
if (!mp_rect_w(dst_rc) || !mp_rect_h(dst_rc))
return;
// ra.h seems to imply that both dst_rc and src_rc can be flipped, but it's
// easier for blit_rpass() if only src_rc can be flipped, so unflip dst_rc.
if (dst_rc.x0 > dst_rc.x1) {
MPSWAP(int, dst_rc.x0, dst_rc.x1);
MPSWAP(int, src_rc.x0, src_rc.x1);
}
if (dst_rc.y0 > dst_rc.y1) {
MPSWAP(int, dst_rc.y0, dst_rc.y1);
MPSWAP(int, src_rc.y0, src_rc.y1);
}
// If format conversion, stretching or flipping is required, a renderpass
// must be used
if (dst->params.format != src->params.format ||
mp_rect_w(dst_rc) != mp_rect_w(src_rc) ||
mp_rect_h(dst_rc) != mp_rect_h(src_rc))
{
blit_rpass(ra, dst, src, &dst_rc, &src_rc);
} else {
int dst_sr = dst_p->array_slice >= 0 ? dst_p->array_slice : 0;
int src_sr = src_p->array_slice >= 0 ? src_p->array_slice : 0;
ID3D11DeviceContext_CopySubresourceRegion(p->ctx, dst_p->res, dst_sr,
dst_rc.x0, dst_rc.y0, 0, src_p->res, src_sr, (&(D3D11_BOX) {
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
.left = src_rc.x0,
.top = src_rc.y0,
.front = 0,
.right = src_rc.x1,
.bottom = src_rc.y1,
.back = 1,
}));
}
}
static int desc_namespace(enum ra_vartype type)
{
// Images and SSBOs both use UAV bindings
if (type == RA_VARTYPE_IMG_W)
type = RA_VARTYPE_BUF_RW;
return type;
}
static bool compile_glsl(struct ra *ra, enum glsl_shader type,
const char *glsl, ID3DBlob **out)
{
struct ra_d3d11 *p = ra->priv;
struct spirv_compiler *spirv = p->spirv;
void *ta_ctx = talloc_new(NULL);
crossc_compiler *cross = NULL;
const char *hlsl = NULL;
ID3DBlob *errors = NULL;
bool success = false;
HRESULT hr;
int cross_shader_model;
if (p->fl >= D3D_FEATURE_LEVEL_11_0) {
cross_shader_model = 50;
} else if (p->fl >= D3D_FEATURE_LEVEL_10_1) {
cross_shader_model = 41;
} else {
cross_shader_model = 40;
}
int64_t start_us = mp_time_us();
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
bstr spv_module;
if (!spirv->fns->compile_glsl(spirv, ta_ctx, type, glsl, &spv_module))
goto done;
int64_t shaderc_us = mp_time_us();
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
cross = crossc_hlsl_create((uint32_t*)spv_module.start,
spv_module.len / sizeof(uint32_t));
crossc_hlsl_set_shader_model(cross, cross_shader_model);
crossc_set_flip_vert_y(cross, type == GLSL_SHADER_VERTEX);
hlsl = crossc_compile(cross);
if (!hlsl) {
MP_ERR(ra, "SPIRV-Cross failed: %s\n", crossc_strerror(cross));
goto done;
}
int64_t cross_us = mp_time_us();
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
hr = p->D3DCompile(hlsl, strlen(hlsl), NULL, NULL, NULL, "main",
get_shader_target(ra, type), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, out,
&errors);
if (FAILED(hr)) {
MP_ERR(ra, "D3DCompile failed: %s\n%.*s", mp_HRESULT_to_str(hr),
(int)ID3D10Blob_GetBufferSize(errors),
(char*)ID3D10Blob_GetBufferPointer(errors));
goto done;
}
int64_t d3dcompile_us = mp_time_us();
MP_VERBOSE(ra, "Compiled a %s shader in %lldus\n", shader_type_name(type),
d3dcompile_us - start_us);
MP_VERBOSE(ra, "shaderc: %lldus, SPIRV-Cross: %lldus, D3DCompile: %lldus\n",
shaderc_us - start_us,
cross_us - shaderc_us,
d3dcompile_us - cross_us);
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
success = true;
done:;
int level = success ? MSGL_DEBUG : MSGL_ERR;
MP_MSG(ra, level, "GLSL source:\n");
mp_log_source(ra->log, level, glsl);
if (hlsl) {
MP_MSG(ra, level, "HLSL source:\n");
mp_log_source(ra->log, level, hlsl);
}
SAFE_RELEASE(errors);
crossc_destroy(cross);
talloc_free(ta_ctx);
return success;
}
static void renderpass_destroy(struct ra *ra, struct ra_renderpass *pass)
{
if (!pass)
return;
struct d3d_rpass *pass_p = pass->priv;
SAFE_RELEASE(pass_p->vs);
SAFE_RELEASE(pass_p->ps);
SAFE_RELEASE(pass_p->cs);
SAFE_RELEASE(pass_p->layout);
SAFE_RELEASE(pass_p->bstate);
talloc_free(pass);
}
static D3D11_BLEND map_ra_blend(enum ra_blend blend)
{
switch (blend) {
default:
case RA_BLEND_ZERO: return D3D11_BLEND_ZERO;
case RA_BLEND_ONE: return D3D11_BLEND_ONE;
case RA_BLEND_SRC_ALPHA: return D3D11_BLEND_SRC_ALPHA;
case RA_BLEND_ONE_MINUS_SRC_ALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
};
}
static size_t vbuf_upload(struct ra *ra, void *data, size_t size)
{
struct ra_d3d11 *p = ra->priv;
HRESULT hr;
// Arbitrary size limit in case there is an insane number of vertices
if (size > 1e9) {
MP_ERR(ra, "Vertex buffer is too large\n");
return -1;
}
// If the vertex data doesn't fit, realloc the vertex buffer
if (size > p->vbuf_size) {
size_t new_size = p->vbuf_size;
// Arbitrary base size
if (!new_size)
new_size = 64 * 1024;
while (new_size < size)
new_size *= 2;
ID3D11Buffer *new_buf;
D3D11_BUFFER_DESC vbuf_desc = {
.ByteWidth = new_size,
.Usage = D3D11_USAGE_DYNAMIC,
.BindFlags = D3D11_BIND_VERTEX_BUFFER,
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
};
hr = ID3D11Device_CreateBuffer(p->dev, &vbuf_desc, NULL, &new_buf);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create vertex buffer: %s\n",
mp_HRESULT_to_str(hr));
return -1;
}
SAFE_RELEASE(p->vbuf);
p->vbuf = new_buf;
p->vbuf_size = new_size;
p->vbuf_used = 0;
}
bool discard = false;
size_t offset = p->vbuf_used;
if (offset + size > p->vbuf_size) {
// We reached the end of the buffer, so discard and wrap around
discard = true;
offset = 0;
}
D3D11_MAPPED_SUBRESOURCE map = { 0 };
hr = ID3D11DeviceContext_Map(p->ctx, (ID3D11Resource *)p->vbuf, 0,
discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE,
0, &map);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to map vertex buffer: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
char *cdata = map.pData;
memcpy(cdata + offset, data, size);
ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)p->vbuf, 0);
p->vbuf_used = offset + size;
return offset;
}
static const char cache_magic[4] = "RD11";
static const int cache_version = 2;
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
struct cache_header {
char magic[sizeof(cache_magic)];
int cache_version;
char compiler[SPIRV_NAME_MAX_LEN];
int spv_compiler_version;
uint32_t cross_version;
struct dll_version d3d_compiler_version;
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
int feature_level;
size_t vert_bytecode_len;
size_t frag_bytecode_len;
size_t comp_bytecode_len;
};
static void load_cached_program(struct ra *ra,
const struct ra_renderpass_params *params,
bstr *vert_bc,
bstr *frag_bc,
bstr *comp_bc)
{
struct ra_d3d11 *p = ra->priv;
struct spirv_compiler *spirv = p->spirv;
bstr cache = params->cached_program;
if (cache.len < sizeof(struct cache_header))
return;
struct cache_header *header = (struct cache_header *)cache.start;
cache = bstr_cut(cache, sizeof(*header));
if (strncmp(header->magic, cache_magic, sizeof(cache_magic)) != 0)
return;
if (header->cache_version != cache_version)
return;
if (strncmp(header->compiler, spirv->name, sizeof(header->compiler)) != 0)
return;
if (header->spv_compiler_version != spirv->compiler_version)
return;
if (header->cross_version != crossc_version())
return;
if (!dll_version_equal(header->d3d_compiler_version, p->d3d_compiler_ver))
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
return;
if (header->feature_level != p->fl)
return;
if (header->vert_bytecode_len && vert_bc) {
*vert_bc = bstr_splice(cache, 0, header->vert_bytecode_len);
MP_VERBOSE(ra, "Using cached vertex shader\n");
}
cache = bstr_cut(cache, header->vert_bytecode_len);
if (header->frag_bytecode_len && frag_bc) {
*frag_bc = bstr_splice(cache, 0, header->frag_bytecode_len);
MP_VERBOSE(ra, "Using cached fragment shader\n");
}
cache = bstr_cut(cache, header->frag_bytecode_len);
if (header->comp_bytecode_len && comp_bc) {
*comp_bc = bstr_splice(cache, 0, header->comp_bytecode_len);
MP_VERBOSE(ra, "Using cached compute shader\n");
}
cache = bstr_cut(cache, header->comp_bytecode_len);
}
static void save_cached_program(struct ra *ra, struct ra_renderpass *pass,
bstr vert_bc,
bstr frag_bc,
bstr comp_bc)
{
struct ra_d3d11 *p = ra->priv;
struct spirv_compiler *spirv = p->spirv;
struct cache_header header = {
.cache_version = cache_version,
.spv_compiler_version = p->spirv->compiler_version,
.cross_version = crossc_version(),
.d3d_compiler_version = p->d3d_compiler_ver,
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
.feature_level = p->fl,
.vert_bytecode_len = vert_bc.len,
.frag_bytecode_len = frag_bc.len,
.comp_bytecode_len = comp_bc.len,
};
strncpy(header.magic, cache_magic, sizeof(header.magic));
strncpy(header.compiler, spirv->name, sizeof(header.compiler));
struct bstr *prog = &pass->params.cached_program;
bstr_xappend(pass, prog, (bstr){ (char *) &header, sizeof(header) });
bstr_xappend(pass, prog, vert_bc);
bstr_xappend(pass, prog, frag_bc);
bstr_xappend(pass, prog, comp_bc);
}
static struct ra_renderpass *renderpass_create_raster(struct ra *ra,
struct ra_renderpass *pass, const struct ra_renderpass_params *params)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_rpass *pass_p = pass->priv;
ID3DBlob *vs_blob = NULL;
ID3DBlob *ps_blob = NULL;
HRESULT hr;
// load_cached_program will load compiled shader bytecode into vert_bc and
// frag_bc if the cache is valid. If not, vert_bc/frag_bc will remain NULL.
bstr vert_bc = {0};
bstr frag_bc = {0};
load_cached_program(ra, params, &vert_bc, &frag_bc, NULL);
if (!vert_bc.start) {
if (!compile_glsl(ra, GLSL_SHADER_VERTEX, params->vertex_shader,
&vs_blob))
goto error;
vert_bc = (bstr){
ID3D10Blob_GetBufferPointer(vs_blob),
ID3D10Blob_GetBufferSize(vs_blob),
};
}
hr = ID3D11Device_CreateVertexShader(p->dev, vert_bc.start, vert_bc.len,
NULL, &pass_p->vs);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create vertex shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
if (!frag_bc.start) {
if (!compile_glsl(ra, GLSL_SHADER_FRAGMENT, params->frag_shader,
&ps_blob))
goto error;
frag_bc = (bstr){
ID3D10Blob_GetBufferPointer(ps_blob),
ID3D10Blob_GetBufferSize(ps_blob),
};
}
hr = ID3D11Device_CreatePixelShader(p->dev, frag_bc.start, frag_bc.len,
NULL, &pass_p->ps);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create pixel shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
D3D11_INPUT_ELEMENT_DESC *in_descs = talloc_array(pass,
D3D11_INPUT_ELEMENT_DESC, params->num_vertex_attribs);
for (int i = 0; i < params->num_vertex_attribs; i++) {
struct ra_renderpass_input *inp = &params->vertex_attribs[i];
DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN;
switch (inp->type) {
case RA_VARTYPE_FLOAT:
switch (inp->dim_v) {
case 1: fmt = DXGI_FORMAT_R32_FLOAT; break;
case 2: fmt = DXGI_FORMAT_R32G32_FLOAT; break;
case 3: fmt = DXGI_FORMAT_R32G32B32_FLOAT; break;
case 4: fmt = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
}
break;
case RA_VARTYPE_BYTE_UNORM:
switch (inp->dim_v) {
case 1: fmt = DXGI_FORMAT_R8_UNORM; break;
case 2: fmt = DXGI_FORMAT_R8G8_UNORM; break;
// There is no 3-component 8-bit DXGI format
case 4: fmt = DXGI_FORMAT_R8G8B8A8_UNORM; break;
}
break;
}
if (fmt == DXGI_FORMAT_UNKNOWN) {
MP_ERR(ra, "Could not find suitable vertex input format\n");
goto error;
}
in_descs[i] = (D3D11_INPUT_ELEMENT_DESC) {
// The semantic name doesn't mean much and is just used to verify
// the input description matches the shader. SPIRV-Cross always
// uses TEXCOORD, so we should too.
.SemanticName = "TEXCOORD",
.SemanticIndex = i,
.AlignedByteOffset = inp->offset,
.Format = fmt,
};
}
hr = ID3D11Device_CreateInputLayout(p->dev, in_descs,
params->num_vertex_attribs, vert_bc.start, vert_bc.len,
&pass_p->layout);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create IA layout: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
talloc_free(in_descs);
in_descs = NULL;
D3D11_BLEND_DESC bdesc = {
.RenderTarget[0] = {
.BlendEnable = params->enable_blend,
.SrcBlend = map_ra_blend(params->blend_src_rgb),
.DestBlend = map_ra_blend(params->blend_dst_rgb),
.BlendOp = D3D11_BLEND_OP_ADD,
.SrcBlendAlpha = map_ra_blend(params->blend_src_alpha),
.DestBlendAlpha = map_ra_blend(params->blend_dst_alpha),
.BlendOpAlpha = D3D11_BLEND_OP_ADD,
.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL,
},
};
hr = ID3D11Device_CreateBlendState(p->dev, &bdesc, &pass_p->bstate);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create blend state: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
save_cached_program(ra, pass, vert_bc, frag_bc, (bstr){0});
SAFE_RELEASE(vs_blob);
SAFE_RELEASE(ps_blob);
return pass;
error:
renderpass_destroy(ra, pass);
SAFE_RELEASE(vs_blob);
SAFE_RELEASE(ps_blob);
return NULL;
}
static struct ra_renderpass *renderpass_create_compute(struct ra *ra,
struct ra_renderpass *pass, const struct ra_renderpass_params *params)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_rpass *pass_p = pass->priv;
ID3DBlob *cs_blob = NULL;
HRESULT hr;
bstr comp_bc = {0};
load_cached_program(ra, params, NULL, NULL, &comp_bc);
if (!comp_bc.start) {
if (!compile_glsl(ra, GLSL_SHADER_COMPUTE, params->compute_shader,
&cs_blob))
goto error;
comp_bc = (bstr){
ID3D10Blob_GetBufferPointer(cs_blob),
ID3D10Blob_GetBufferSize(cs_blob),
};
}
hr = ID3D11Device_CreateComputeShader(p->dev, comp_bc.start, comp_bc.len,
NULL, &pass_p->cs);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create compute shader: %s\n",
mp_HRESULT_to_str(hr));
goto error;
}
save_cached_program(ra, pass, (bstr){0}, (bstr){0}, comp_bc);
SAFE_RELEASE(cs_blob);
return pass;
error:
renderpass_destroy(ra, pass);
SAFE_RELEASE(cs_blob);
return NULL;
}
static struct ra_renderpass *renderpass_create(struct ra *ra,
const struct ra_renderpass_params *params)
{
struct ra_renderpass *pass = talloc_zero(NULL, struct ra_renderpass);
pass->params = *ra_renderpass_params_copy(pass, params);
pass->params.cached_program = (bstr){0};
pass->priv = talloc_zero(pass, struct d3d_rpass);
if (params->type == RA_RENDERPASS_TYPE_COMPUTE) {
return renderpass_create_compute(ra, pass, params);
} else {
return renderpass_create_raster(ra, pass, params);
}
}
static void renderpass_run_raster(struct ra *ra,
const struct ra_renderpass_run_params *params,
ID3D11Buffer *ubos[], int ubos_len,
ID3D11SamplerState *samplers[],
ID3D11ShaderResourceView *srvs[],
int samplers_len,
ID3D11UnorderedAccessView *uavs[],
int uavs_len)
{
struct ra_d3d11 *p = ra->priv;
struct ra_renderpass *pass = params->pass;
struct d3d_rpass *pass_p = pass->priv;
UINT vbuf_offset = vbuf_upload(ra, params->vertex_data,
pass->params.vertex_stride * params->vertex_count);
if (vbuf_offset == (UINT)-1)
return;
ID3D11DeviceContext_IASetInputLayout(p->ctx, pass_p->layout);
ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->vbuf,
&pass->params.vertex_stride, &vbuf_offset);
ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx,
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_VSSetShader(p->ctx, pass_p->vs, NULL, 0);
ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) {
.TopLeftX = params->viewport.x0,
.TopLeftY = params->viewport.y0,
.Width = mp_rect_w(params->viewport),
.Height = mp_rect_h(params->viewport),
.MinDepth = 0,
.MaxDepth = 1,
}));
ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) {
.left = params->scissors.x0,
.top = params->scissors.y0,
.right = params->scissors.x1,
.bottom = params->scissors.y1,
}));
ID3D11DeviceContext_PSSetShader(p->ctx, pass_p->ps, NULL, 0);
ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, samplers_len, srvs);
ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, samplers_len, samplers);
struct ra_tex *target = params->target;
struct d3d_tex *target_p = target->priv;
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(p->ctx, 1,
&target_p->rtv, NULL, 1, uavs_len, uavs, NULL);
ID3D11DeviceContext_OMSetBlendState(p->ctx, pass_p->bstate, NULL,
D3D11_DEFAULT_SAMPLE_MASK);
ID3D11DeviceContext_Draw(p->ctx, params->vertex_count, 0);
// Unbind everything. It's easier to do this than to actually track state,
// and if we leave the RTV bound, it could trip up D3D's conflict checker.
for (int i = 0; i < ubos_len; i++)
ubos[i] = NULL;
for (int i = 0; i < samplers_len; i++) {
samplers[i] = NULL;
srvs[i] = NULL;
}
for (int i = 0; i < uavs_len; i++)
uavs[i] = NULL;
ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, samplers_len, srvs);
ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, samplers_len, samplers);
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(p->ctx, 0,
NULL, NULL, 1, uavs_len, uavs, NULL);
}
static void renderpass_run_compute(struct ra *ra,
const struct ra_renderpass_run_params *params,
ID3D11Buffer *ubos[], int ubos_len,
ID3D11SamplerState *samplers[],
ID3D11ShaderResourceView *srvs[],
int samplers_len,
ID3D11UnorderedAccessView *uavs[],
int uavs_len)
{
struct ra_d3d11 *p = ra->priv;
struct ra_renderpass *pass = params->pass;
struct d3d_rpass *pass_p = pass->priv;
ID3D11DeviceContext_CSSetShader(p->ctx, pass_p->cs, NULL, 0);
ID3D11DeviceContext_CSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
ID3D11DeviceContext_CSSetShaderResources(p->ctx, 0, samplers_len, srvs);
ID3D11DeviceContext_CSSetSamplers(p->ctx, 0, samplers_len, samplers);
ID3D11DeviceContext_CSSetUnorderedAccessViews(p->ctx, 0, uavs_len, uavs,
NULL);
ID3D11DeviceContext_Dispatch(p->ctx, params->compute_groups[0],
params->compute_groups[1],
params->compute_groups[2]);
for (int i = 0; i < ubos_len; i++)
ubos[i] = NULL;
for (int i = 0; i < samplers_len; i++) {
samplers[i] = NULL;
srvs[i] = NULL;
}
for (int i = 0; i < uavs_len; i++)
uavs[i] = NULL;
ID3D11DeviceContext_CSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
ID3D11DeviceContext_CSSetShaderResources(p->ctx, 0, samplers_len, srvs);
ID3D11DeviceContext_CSSetSamplers(p->ctx, 0, samplers_len, samplers);
ID3D11DeviceContext_CSSetUnorderedAccessViews(p->ctx, 0, uavs_len, uavs,
NULL);
}
static void renderpass_run(struct ra *ra,
const struct ra_renderpass_run_params *params)
{
struct ra_d3d11 *p = ra->priv;
struct ra_renderpass *pass = params->pass;
enum ra_renderpass_type type = pass->params.type;
ID3D11Buffer *ubos[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] = {0};
int ubos_len = 0;
ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {0};
ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {0};
int samplers_len = 0;
ID3D11UnorderedAccessView *uavs[D3D11_1_UAV_SLOT_COUNT] = {0};
int uavs_len = 0;
// In a raster pass, one of the UAV slots is used by the runtime for the RTV
int uavs_max = type == RA_RENDERPASS_TYPE_COMPUTE ? p->max_uavs
: p->max_uavs - 1;
// Gather the input variables used in this pass. These will be mapped to
// HLSL registers.
for (int i = 0; i < params->num_values; i++) {
struct ra_renderpass_input_val *val = &params->values[i];
int binding = pass->params.inputs[val->index].binding;
switch (pass->params.inputs[val->index].type) {
case RA_VARTYPE_BUF_RO:
if (binding > MP_ARRAY_SIZE(ubos)) {
MP_ERR(ra, "Too many constant buffers in pass\n");
return;
}
struct ra_buf *buf_ro = *(struct ra_buf **)val->data;
buf_resolve(ra, buf_ro);
struct d3d_buf *buf_ro_p = buf_ro->priv;
ubos[binding] = buf_ro_p->buf;
ubos_len = MPMAX(ubos_len, binding + 1);
break;
case RA_VARTYPE_BUF_RW:
if (binding > uavs_max) {
MP_ERR(ra, "Too many UAVs in pass\n");
return;
}
struct ra_buf *buf_rw = *(struct ra_buf **)val->data;
buf_resolve(ra, buf_rw);
struct d3d_buf *buf_rw_p = buf_rw->priv;
uavs[binding] = buf_rw_p->uav;
uavs_len = MPMAX(uavs_len, binding + 1);
break;
case RA_VARTYPE_TEX:
if (binding > MP_ARRAY_SIZE(samplers)) {
MP_ERR(ra, "Too many textures in pass\n");
return;
}
struct ra_tex *tex = *(struct ra_tex **)val->data;
struct d3d_tex *tex_p = tex->priv;
samplers[binding] = tex_p->sampler;
srvs[binding] = tex_p->srv;
samplers_len = MPMAX(samplers_len, binding + 1);
break;
case RA_VARTYPE_IMG_W:
if (binding > uavs_max) {
MP_ERR(ra, "Too many UAVs in pass\n");
return;
}
struct ra_tex *img = *(struct ra_tex **)val->data;
struct d3d_tex *img_p = img->priv;
uavs[binding] = img_p->uav;
uavs_len = MPMAX(uavs_len, binding + 1);
break;
}
}
if (type == RA_RENDERPASS_TYPE_COMPUTE) {
renderpass_run_compute(ra, params, ubos, ubos_len, samplers, srvs,
samplers_len, uavs, uavs_len);
} else {
renderpass_run_raster(ra, params, ubos, ubos_len, samplers, srvs,
samplers_len, uavs, uavs_len);
}
}
static void timer_destroy(struct ra *ra, ra_timer *ratimer)
{
if (!ratimer)
return;
struct d3d_timer *timer = ratimer;
SAFE_RELEASE(timer->ts_start);
SAFE_RELEASE(timer->ts_end);
SAFE_RELEASE(timer->disjoint);
talloc_free(timer);
}
static ra_timer *timer_create(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
if (!p->has_timestamp_queries)
return NULL;
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
struct d3d_timer *timer = talloc_zero(NULL, struct d3d_timer);
HRESULT hr;
hr = ID3D11Device_CreateQuery(p->dev,
&(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, &timer->ts_start);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create start query: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
hr = ID3D11Device_CreateQuery(p->dev,
&(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, &timer->ts_end);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create end query: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
// Measuring duration in D3D11 requires three queries: start and end
// timestamps, and a disjoint query containing a flag which says whether
// the timestamps are usable or if a discontinuity occured between them,
// like a change in power state or clock speed. The disjoint query also
// contains the timer frequency, so the timestamps are useless without it.
hr = ID3D11Device_CreateQuery(p->dev,
&(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP_DISJOINT }, &timer->disjoint);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create timer query: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
return timer;
error:
timer_destroy(ra, timer);
return NULL;
}
static uint64_t timestamp_to_ns(uint64_t timestamp, uint64_t freq)
{
static const uint64_t ns_per_s = 1000000000llu;
return timestamp / freq * ns_per_s + timestamp % freq * ns_per_s / freq;
}
static uint64_t timer_get_result(struct ra *ra, ra_timer *ratimer)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_timer *timer = ratimer;
HRESULT hr;
UINT64 start, end;
D3D11_QUERY_DATA_TIMESTAMP_DISJOINT dj;
hr = ID3D11DeviceContext_GetData(p->ctx,
(ID3D11Asynchronous *)timer->ts_end, &end, sizeof(end),
D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (FAILED(hr) || hr == S_FALSE)
return 0;
hr = ID3D11DeviceContext_GetData(p->ctx,
(ID3D11Asynchronous *)timer->ts_start, &start, sizeof(start),
D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (FAILED(hr) || hr == S_FALSE)
return 0;
hr = ID3D11DeviceContext_GetData(p->ctx,
(ID3D11Asynchronous *)timer->disjoint, &dj, sizeof(dj),
D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (FAILED(hr) || hr == S_FALSE || dj.Disjoint || !dj.Frequency)
return 0;
return timestamp_to_ns(end - start, dj.Frequency);
}
static void timer_start(struct ra *ra, ra_timer *ratimer)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_timer *timer = ratimer;
// Latch the last result of this ra_timer (returned by timer_stop)
timer->result = timer_get_result(ra, ratimer);
ID3D11DeviceContext_Begin(p->ctx, (ID3D11Asynchronous *)timer->disjoint);
ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->ts_start);
}
static uint64_t timer_stop(struct ra *ra, ra_timer *ratimer)
{
struct ra_d3d11 *p = ra->priv;
struct d3d_timer *timer = ratimer;
ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->ts_end);
ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->disjoint);
return timer->result;
}
static int map_msg_severity(D3D11_MESSAGE_SEVERITY sev)
{
switch (sev) {
case D3D11_MESSAGE_SEVERITY_CORRUPTION:
return MSGL_FATAL;
case D3D11_MESSAGE_SEVERITY_ERROR:
return MSGL_ERR;
case D3D11_MESSAGE_SEVERITY_WARNING:
return MSGL_WARN;
default:
case D3D11_MESSAGE_SEVERITY_INFO:
case D3D11_MESSAGE_SEVERITY_MESSAGE:
return MSGL_DEBUG;
}
}
static void debug_marker(struct ra *ra, const char *msg)
{
struct ra_d3d11 *p = ra->priv;
void *talloc_ctx = talloc_new(NULL);
HRESULT hr;
if (!p->iqueue)
goto done;
// Copy debug-layer messages to mpv's log output
bool printed_header = false;
uint64_t messages = ID3D11InfoQueue_GetNumStoredMessages(p->iqueue);
for (uint64_t i = 0; i < messages; i++) {
size_t len;
hr = ID3D11InfoQueue_GetMessage(p->iqueue, i, NULL, &len);
if (FAILED(hr) || !len)
goto done;
D3D11_MESSAGE *d3dmsg = talloc_size(talloc_ctx, len);
hr = ID3D11InfoQueue_GetMessage(p->iqueue, i, d3dmsg, &len);
if (FAILED(hr))
goto done;
int msgl = map_msg_severity(d3dmsg->Severity);
if (mp_msg_test(ra->log, msgl)) {
if (!printed_header)
MP_INFO(ra, "%s:\n", msg);
printed_header = true;
MP_MSG(ra, msgl, "%d: %.*s\n", (int)d3dmsg->ID,
(int)d3dmsg->DescriptionByteLength, d3dmsg->pDescription);
talloc_free(d3dmsg);
}
}
ID3D11InfoQueue_ClearStoredMessages(p->iqueue);
done:
talloc_free(talloc_ctx);
}
static void destroy(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
// Release everything except the interfaces needed to perform leak checking
SAFE_RELEASE(p->clear_ps);
SAFE_RELEASE(p->clear_vs);
SAFE_RELEASE(p->clear_layout);
SAFE_RELEASE(p->clear_vbuf);
SAFE_RELEASE(p->clear_cbuf);
SAFE_RELEASE(p->blit_float_ps);
SAFE_RELEASE(p->blit_vs);
SAFE_RELEASE(p->blit_layout);
SAFE_RELEASE(p->blit_vbuf);
SAFE_RELEASE(p->blit_sampler);
SAFE_RELEASE(p->vbuf);
SAFE_RELEASE(p->ctx1);
SAFE_RELEASE(p->dev1);
SAFE_RELEASE(p->dev);
if (p->debug && p->ctx) {
// Destroy the device context synchronously so referenced objects don't
// show up in the leak check
ID3D11DeviceContext_ClearState(p->ctx);
ID3D11DeviceContext_Flush(p->ctx);
}
SAFE_RELEASE(p->ctx);
if (p->debug) {
// Report any leaked objects
debug_marker(ra, "after destroy");
ID3D11Debug_ReportLiveDeviceObjects(p->debug, D3D11_RLDO_DETAIL);
debug_marker(ra, "after leak check");
ID3D11Debug_ReportLiveDeviceObjects(p->debug, D3D11_RLDO_SUMMARY);
debug_marker(ra, "after leak summary");
}
SAFE_RELEASE(p->debug);
SAFE_RELEASE(p->iqueue);
talloc_free(ra);
}
static struct ra_fns ra_fns_d3d11 = {
.destroy = destroy,
.tex_create = tex_create,
.tex_destroy = tex_destroy,
.tex_upload = tex_upload,
.buf_create = buf_create,
.buf_destroy = buf_destroy,
.buf_update = buf_update,
.clear = clear,
.blit = blit,
.uniform_layout = std140_layout,
.desc_namespace = desc_namespace,
.renderpass_create = renderpass_create,
.renderpass_destroy = renderpass_destroy,
.renderpass_run = renderpass_run,
.timer_create = timer_create,
.timer_destroy = timer_destroy,
.timer_start = timer_start,
.timer_stop = timer_stop,
.debug_marker = debug_marker,
};
void ra_d3d11_flush(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
ID3D11DeviceContext_Flush(p->ctx);
}
static void init_debug_layer(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
HRESULT hr;
hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11Debug,
(void**)&p->debug);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to get debug device: %s\n", mp_HRESULT_to_str(hr));
return;
}
hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11InfoQueue,
(void**)&p->iqueue);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to get info queue: %s\n", mp_HRESULT_to_str(hr));
return;
}
// Store an unlimited amount of messages in the buffer. This is fine
// because we flush stored messages regularly (in debug_marker.)
ID3D11InfoQueue_SetMessageCountLimit(p->iqueue, -1);
// Filter some annoying messages
D3D11_MESSAGE_ID deny_ids[] = {
// This error occurs during context creation when we try to figure out
// the real maximum texture size by attempting to create a texture
// larger than the current feature level allows.
D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS,
// These are normal. The RA timer queue habitually reuses timer objects
// without retrieving the results.
D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS,
};
D3D11_INFO_QUEUE_FILTER filter = {
.DenyList = {
.NumIDs = MP_ARRAY_SIZE(deny_ids),
.pIDList = deny_ids,
},
};
ID3D11InfoQueue_PushStorageFilter(p->iqueue, &filter);
}
static struct dll_version get_dll_version(HMODULE dll)
{
void *ctx = talloc_new(NULL);
struct dll_version ret = { 0 };
HRSRC rsrc = FindResourceW(dll, MAKEINTRESOURCEW(VS_VERSION_INFO),
MAKEINTRESOURCEW(VS_FILE_INFO));
if (!rsrc)
goto done;
DWORD size = SizeofResource(dll, rsrc);
HGLOBAL res = LoadResource(dll, rsrc);
if (!res)
goto done;
void *ptr = LockResource(res);
if (!ptr)
goto done;
void *copy = talloc_memdup(ctx, ptr, size);
VS_FIXEDFILEINFO *ffi;
UINT ffi_len;
if (!VerQueryValueW(copy, L"\\", (void**)&ffi, &ffi_len))
goto done;
if (ffi_len < sizeof(*ffi))
goto done;
ret.major = HIWORD(ffi->dwFileVersionMS);
ret.minor = LOWORD(ffi->dwFileVersionMS);
ret.build = HIWORD(ffi->dwFileVersionLS);
ret.revision = LOWORD(ffi->dwFileVersionLS);
done:
talloc_free(ctx);
return ret;
}
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
static bool load_d3d_compiler(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
HMODULE d3dcompiler = NULL;
// Try the inbox D3DCompiler first (Windows 8.1 and up)
if (IsWindows8Point1OrGreater()) {
d3dcompiler = LoadLibraryExW(L"d3dcompiler_47.dll", NULL,
LOAD_LIBRARY_SEARCH_SYSTEM32);
}
// Check for a packaged version of d3dcompiler_47.dll
if (!d3dcompiler)
d3dcompiler = LoadLibraryW(L"d3dcompiler_47.dll");
// Try d3dcompiler_46.dll from the Windows 8 SDK
if (!d3dcompiler)
d3dcompiler = LoadLibraryW(L"d3dcompiler_46.dll");
// Try d3dcompiler_43.dll from the June 2010 DirectX SDK
if (!d3dcompiler)
d3dcompiler = LoadLibraryW(L"d3dcompiler_43.dll");
// Can't find any compiler DLL, so give up
if (!d3dcompiler)
return false;
p->d3d_compiler_ver = get_dll_version(d3dcompiler);
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
p->D3DCompile = (pD3DCompile)GetProcAddress(d3dcompiler, "D3DCompile");
if (!p->D3DCompile)
return false;
return true;
}
static void find_max_texture_dimension(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
D3D11_TEXTURE2D_DESC desc = {
.Width = ra->max_texture_wh,
.Height = ra->max_texture_wh,
.MipLevels = 1,
.ArraySize = 1,
.SampleDesc.Count = 1,
.Format = DXGI_FORMAT_R8_UNORM,
.BindFlags = D3D11_BIND_SHADER_RESOURCE,
};
while (true) {
desc.Height = desc.Width *= 2;
if (desc.Width >= 0x8000000u)
return;
if (FAILED(ID3D11Device_CreateTexture2D(p->dev, &desc, NULL, NULL)))
return;
ra->max_texture_wh = desc.Width;
}
}
struct ra *ra_d3d11_create(ID3D11Device *dev, struct mp_log *log,
struct spirv_compiler *spirv)
{
HRESULT hr;
struct ra *ra = talloc_zero(NULL, struct ra);
ra->log = log;
ra->fns = &ra_fns_d3d11;
// Even Direct3D 10level9 supports 3D textures
ra->caps = RA_CAP_TEX_3D | RA_CAP_DIRECT_UPLOAD | RA_CAP_BUF_RO |
RA_CAP_BLIT | spirv->ra_caps;
ra->glsl_version = spirv->glsl_version;
ra->glsl_vulkan = true;
struct ra_d3d11 *p = ra->priv = talloc_zero(ra, struct ra_d3d11);
p->spirv = spirv;
int minor = 0;
ID3D11Device_AddRef(dev);
p->dev = dev;
ID3D11Device_GetImmediateContext(p->dev, &p->ctx);
hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11Device1,
(void**)&p->dev1);
if (SUCCEEDED(hr)) {
minor = 1;
ID3D11Device1_GetImmediateContext1(p->dev1, &p->ctx1);
D3D11_FEATURE_DATA_D3D11_OPTIONS fopts = { 0 };
hr = ID3D11Device_CheckFeatureSupport(p->dev,
D3D11_FEATURE_D3D11_OPTIONS, &fopts, sizeof(fopts));
if (SUCCEEDED(hr)) {
p->has_clear_view = fopts.ClearView;
}
}
MP_VERBOSE(ra, "Using Direct3D 11.%d runtime\n", minor);
p->fl = ID3D11Device_GetFeatureLevel(p->dev);
if (p->fl >= D3D_FEATURE_LEVEL_11_0) {
ra->max_texture_wh = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
} else if (p->fl >= D3D_FEATURE_LEVEL_10_0) {
ra->max_texture_wh = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
} else if (p->fl >= D3D_FEATURE_LEVEL_9_3) {
ra->max_texture_wh = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
} else {
ra->max_texture_wh = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
}
if (p->fl >= D3D_FEATURE_LEVEL_11_0)
ra->caps |= RA_CAP_GATHER;
if (p->fl >= D3D_FEATURE_LEVEL_10_0)
ra->caps |= RA_CAP_FRAGCOORD;
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
// Some 10_0 hardware has compute shaders, but only 11_0 has image load/store
if (p->fl >= D3D_FEATURE_LEVEL_11_0) {
ra->caps |= RA_CAP_COMPUTE | RA_CAP_BUF_RW;
ra->max_shmem = 32 * 1024;
}
if (p->fl >= D3D_FEATURE_LEVEL_11_1) {
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
p->max_uavs = D3D11_1_UAV_SLOT_COUNT;
} else {
p->max_uavs = D3D11_PS_CS_UAV_REGISTER_COUNT;
}
if (ID3D11Device_GetCreationFlags(p->dev) & D3D11_CREATE_DEVICE_DEBUG)
init_debug_layer(ra);
// Some level 9_x devices don't have timestamp queries
hr = ID3D11Device_CreateQuery(p->dev,
&(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, NULL);
p->has_timestamp_queries = SUCCEEDED(hr);
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
// According to MSDN, the above texture sizes are just minimums and drivers
// may support larger textures. See:
// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476874.aspx
find_max_texture_dimension(ra);
MP_VERBOSE(ra, "Maximum Texture2D size: %dx%d\n", ra->max_texture_wh,
ra->max_texture_wh);
if (!load_d3d_compiler(ra)) {
MP_FATAL(ra, "Could not find D3DCompiler DLL\n");
goto error;
}
MP_VERBOSE(ra, "D3DCompiler version: %u.%u.%u.%u\n",
p->d3d_compiler_ver.major, p->d3d_compiler_ver.minor,
p->d3d_compiler_ver.build, p->d3d_compiler_ver.revision);
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
setup_formats(ra);
// The rasterizer state never changes, so set it up here
ID3D11RasterizerState *rstate;
D3D11_RASTERIZER_DESC rdesc = {
.FillMode = D3D11_FILL_SOLID,
.CullMode = D3D11_CULL_NONE,
.FrontCounterClockwise = FALSE,
.DepthClipEnable = TRUE, // Required for 10level9
.ScissorEnable = TRUE,
};
hr = ID3D11Device_CreateRasterizerState(p->dev, &rdesc, &rstate);
if (FAILED(hr)) {
MP_ERR(ra, "Failed to create rasterizer state: %s\n", mp_HRESULT_to_str(hr));
goto error;
}
ID3D11DeviceContext_RSSetState(p->ctx, rstate);
SAFE_RELEASE(rstate);
// If the device doesn't support ClearView, we have to set up a
// shader-based clear() implementation
if (!p->has_clear_view && !setup_clear_rpass(ra))
goto error;
if (!setup_blit_rpass(ra))
goto error;
return ra;
error:
destroy(ra);
return NULL;
}
ID3D11Device *ra_d3d11_get_device(struct ra *ra)
{
struct ra_d3d11 *p = ra->priv;
ID3D11Device_AddRef(p->dev);
return p->dev;
}
bool ra_is_d3d11(struct ra *ra)
{
return ra->fns == &ra_fns_d3d11;
}