2017-08-15 13:39:55 +00:00
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/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MP_D3D11_HELPERS_H_
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#define MP_D3D11_HELPERS_H_
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#include <stdbool.h>
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#include <windows.h>
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#include <d3d11.h>
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#include <dxgi1_2.h>
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2017-10-11 07:10:39 +00:00
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#include "video/mp_image.h"
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vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
2017-09-07 10:18:06 +00:00
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#define D3D_FEATURE_LEVEL_12_0 (0xc000)
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#define D3D_FEATURE_LEVEL_12_1 (0xc100)
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2019-10-13 19:51:26 +00:00
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#define DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P709 ((DXGI_COLOR_SPACE_TYPE)20)
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#define DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P2020 ((DXGI_COLOR_SPACE_TYPE)21)
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#define DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P709 ((DXGI_COLOR_SPACE_TYPE)22)
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#define DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P2020 ((DXGI_COLOR_SPACE_TYPE)23)
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#define DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_TOPLEFT_P2020 ((DXGI_COLOR_SPACE_TYPE)24)
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2017-08-15 13:39:55 +00:00
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struct d3d11_device_opts {
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vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
2017-09-07 10:18:06 +00:00
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// Enable the debug layer (D3D11_CREATE_DEVICE_DEBUG)
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bool debug;
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2017-08-15 13:39:55 +00:00
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// Allow a software (WARP) adapter. Note, sometimes a software adapter will
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// be used even when allow_warp is false. This is because, on Windows 8 and
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// up, if there are no hardware adapters, Windows will pretend the WARP
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// adapter is the primary hardware adapter.
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bool allow_warp;
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// Always use a WARP adapter. This is mainly for testing purposes.
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bool force_warp;
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// The maximum number of pending frames allowed to be queued to a swapchain
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int max_frame_latency;
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// The maximum Direct3D 11 feature level to attempt to create
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// If unset, defaults to D3D_FEATURE_LEVEL_11_0
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int max_feature_level;
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// The minimum Direct3D 11 feature level to attempt to create. If this is
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// not supported, device creation will fail.
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// If unset, defaults to D3D_FEATURE_LEVEL_9_1
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int min_feature_level;
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2019-04-19 22:28:03 +00:00
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// The adapter name to utilize if a specific adapter is required
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// If unset, the default adapter will be utilized when creating
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// a device.
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char *adapter_name;
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2017-08-15 13:39:55 +00:00
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};
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2019-09-29 15:21:59 +00:00
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bool mp_d3d11_list_or_verify_adapters(struct mp_log *log,
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2019-10-14 17:01:11 +00:00
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bstr adapter_name,
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2019-09-29 15:21:59 +00:00
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bstr *listing);
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2017-08-15 13:39:55 +00:00
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bool mp_d3d11_create_present_device(struct mp_log *log,
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struct d3d11_device_opts *opts,
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ID3D11Device **dev_out);
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struct d3d11_swapchain_opts {
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HWND window;
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int width;
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int height;
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2019-10-11 21:35:22 +00:00
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DXGI_FORMAT format;
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2018-05-06 00:01:58 +00:00
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DXGI_COLOR_SPACE_TYPE color_space;
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// mp_colorspace mapping of the configured swapchain colorspace
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// shall be written into this memory location if configuration
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// succeeds. Will be ignored if NULL.
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struct mp_colorspace *configured_csp;
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2017-08-15 13:39:55 +00:00
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// Use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL if possible
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bool flip;
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// Number of surfaces in the swapchain
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int length;
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// The BufferUsage value for swapchain surfaces. This should probably
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// contain DXGI_USAGE_RENDER_TARGET_OUTPUT.
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DXGI_USAGE usage;
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};
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bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log,
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struct d3d11_swapchain_opts *opts,
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IDXGISwapChain **swapchain_out);
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#endif
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