mpv/video/out/opengl/context_angle.c

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/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <windows.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#include <dwmapi.h>
#include "angle_dynamic.h"
#include "egl_helpers.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 "video/out/gpu/d3d11_helpers.h"
#include "common/common.h"
#include "options/m_config.h"
#include "video/out/w32_common.h"
#include "osdep/windows_utils.h"
#include "context.h"
#include "utils.h"
#ifndef EGL_D3D_TEXTURE_ANGLE
#define EGL_D3D_TEXTURE_ANGLE 0x33A3
#endif
#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif
enum {
RENDERER_AUTO,
RENDERER_D3D9,
RENDERER_D3D11,
};
struct angle_opts {
int renderer;
int d3d11_warp;
int d3d11_feature_level;
int egl_windowing;
int flip;
};
#define OPT_BASE_STRUCT struct angle_opts
const struct m_sub_options angle_conf = {
.opts = (const struct m_option[]) {
{"angle-renderer", OPT_CHOICE(renderer,
{"auto", RENDERER_AUTO},
{"d3d9", RENDERER_D3D9},
{"d3d11", RENDERER_D3D11})},
{"angle-d3d11-warp", OPT_CHOICE(d3d11_warp,
{"auto", -1},
{"no", 0},
{"yes", 1})},
{"angle-d3d11-feature-level", OPT_CHOICE(d3d11_feature_level,
{"11_0", D3D_FEATURE_LEVEL_11_0},
{"10_1", D3D_FEATURE_LEVEL_10_1},
{"10_0", D3D_FEATURE_LEVEL_10_0},
{"9_3", D3D_FEATURE_LEVEL_9_3})},
{"angle-egl-windowing", OPT_CHOICE(egl_windowing,
{"auto", -1},
{"no", 0},
{"yes", 1})},
{"angle-flip", OPT_FLAG(flip)},
{"angle-max-frame-latency", OPT_REPLACED("swapchain-depth")},
{"angle-swapchain-length", OPT_REMOVED("controlled by --swapchain-depth")},
{0}
},
.defaults = &(const struct angle_opts) {
.renderer = RENDERER_AUTO,
.d3d11_warp = -1,
.d3d11_feature_level = D3D_FEATURE_LEVEL_11_0,
.egl_windowing = -1,
.flip = 1,
},
.size = sizeof(struct angle_opts),
};
struct priv {
GL gl;
IDXGISwapChain *dxgi_swapchain;
ID3D11Device *d3d11_device;
ID3D11DeviceContext *d3d11_context;
ID3D11Texture2D *d3d11_backbuffer;
EGLConfig egl_config;
EGLDisplay egl_display;
EGLDeviceEXT egl_device;
EGLContext egl_context;
EGLSurface egl_window; // For the EGL windowing surface only
EGLSurface egl_backbuffer; // For the DXGI swap chain based surface
int sc_width, sc_height; // Swap chain width and height
int swapinterval;
bool flipped;
struct angle_opts *opts;
};
static __thread struct ra_ctx *current_ctx;
static void update_sizes(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
p->sc_width = ctx->vo->dwidth ? ctx->vo->dwidth : 1;
p->sc_height = ctx->vo->dheight ? ctx->vo->dheight : 1;
}
static void d3d11_backbuffer_release(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_backbuffer) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglDestroySurface(p->egl_display, p->egl_backbuffer);
}
p->egl_backbuffer = EGL_NO_SURFACE;
SAFE_RELEASE(p->d3d11_backbuffer);
}
static bool d3d11_backbuffer_get(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
HRESULT hr;
hr = IDXGISwapChain_GetBuffer(p->dxgi_swapchain, 0, &IID_ID3D11Texture2D,
(void**)&p->d3d11_backbuffer);
if (FAILED(hr)) {
MP_FATAL(vo, "Couldn't get swap chain back buffer\n");
return false;
}
EGLint pbuffer_attributes[] = {
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_NONE,
};
p->egl_backbuffer = eglCreatePbufferFromClientBuffer(p->egl_display,
EGL_D3D_TEXTURE_ANGLE, p->d3d11_backbuffer, p->egl_config,
pbuffer_attributes);
if (!p->egl_backbuffer) {
MP_FATAL(vo, "Couldn't create EGL pbuffer\n");
return false;
}
eglMakeCurrent(p->egl_display, p->egl_backbuffer, p->egl_backbuffer,
p->egl_context);
return true;
}
static void d3d11_backbuffer_resize(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
HRESULT hr;
int old_sc_width = p->sc_width;
int old_sc_height = p->sc_height;
update_sizes(ctx);
// Avoid unnecessary resizing
if (old_sc_width == p->sc_width && old_sc_height == p->sc_height)
return;
// All references to backbuffers must be released before ResizeBuffers
// (including references held by ANGLE)
d3d11_backbuffer_release(ctx);
// The DirectX runtime may report errors related to the device like
// DXGI_ERROR_DEVICE_REMOVED at this point
hr = IDXGISwapChain_ResizeBuffers(p->dxgi_swapchain, 0, p->sc_width,
p->sc_height, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(hr))
MP_FATAL(vo, "Couldn't resize swapchain: %s\n", mp_HRESULT_to_str(hr));
if (!d3d11_backbuffer_get(ctx))
MP_FATAL(vo, "Couldn't get back buffer after resize\n");
}
static void d3d11_device_destroy(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
PFNEGLRELEASEDEVICEANGLEPROC eglReleaseDeviceANGLE =
(PFNEGLRELEASEDEVICEANGLEPROC)eglGetProcAddress("eglReleaseDeviceANGLE");
if (p->egl_display)
eglTerminate(p->egl_display);
p->egl_display = EGL_NO_DISPLAY;
if (p->egl_device && eglReleaseDeviceANGLE)
eglReleaseDeviceANGLE(p->egl_device);
p->egl_device = 0;
SAFE_RELEASE(p->d3d11_device);
}
static bool d3d11_device_create(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
struct angle_opts *o = p->opts;
struct d3d11_device_opts device_opts = {
.allow_warp = o->d3d11_warp != 0,
.force_warp = o->d3d11_warp == 1,
.max_feature_level = o->d3d11_feature_level,
.min_feature_level = D3D_FEATURE_LEVEL_9_3,
.max_frame_latency = ctx->vo->opts->swapchain_depth,
};
if (!mp_d3d11_create_present_device(vo->log, &device_opts, &p->d3d11_device))
return false;
ID3D11Device_GetImmediateContext(p->d3d11_device, &p->d3d11_context);
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
MP_FATAL(vo, "Missing EGL_EXT_platform_base\n");
return false;
}
PFNEGLCREATEDEVICEANGLEPROC eglCreateDeviceANGLE =
(PFNEGLCREATEDEVICEANGLEPROC)eglGetProcAddress("eglCreateDeviceANGLE");
if (!eglCreateDeviceANGLE) {
MP_FATAL(vo, "Missing EGL_EXT_platform_device\n");
return false;
}
p->egl_device = eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE,
p->d3d11_device, NULL);
if (!p->egl_device) {
MP_FATAL(vo, "Couldn't create EGL device\n");
return false;
}
p->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT,
p->egl_device, NULL);
if (!p->egl_display) {
MP_FATAL(vo, "Couldn't get EGL display\n");
return false;
}
return true;
}
static void d3d11_swapchain_surface_destroy(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
bool had_swapchain = p->dxgi_swapchain;
SAFE_RELEASE(p->dxgi_swapchain);
d3d11_backbuffer_release(ctx);
// Ensure the swapchain is destroyed by flushing the D3D11 immediate
// context. This is needed because the HWND may be reused. See:
// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476425.aspx
if (had_swapchain && p->d3d11_context)
ID3D11DeviceContext_Flush(p->d3d11_context);
}
static bool d3d11_swapchain_surface_create(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
struct angle_opts *o = p->opts;
if (!p->d3d11_device)
goto fail;
update_sizes(ctx);
struct d3d11_swapchain_opts swapchain_opts = {
.window = vo_w32_hwnd(vo),
.width = p->sc_width,
.height = p->sc_height,
.flip = o->flip,
// Add one frame for the backbuffer and one frame of "slack" to reduce
// contention with the window manager when acquiring the backbuffer
.length = ctx->vo->opts->swapchain_depth + 2,
.usage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT,
};
if (!mp_d3d11_create_swapchain(p->d3d11_device, vo->log, &swapchain_opts,
&p->dxgi_swapchain))
goto fail;
if (!d3d11_backbuffer_get(ctx))
goto fail;
p->flipped = true;
return true;
fail:
d3d11_swapchain_surface_destroy(ctx);
return false;
}
static void d3d9_device_destroy(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_display)
eglTerminate(p->egl_display);
p->egl_display = EGL_NO_DISPLAY;
}
static bool d3d9_device_create(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
MP_FATAL(vo, "Missing EGL_EXT_platform_base\n");
return false;
}
EGLint display_attributes[] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE,
EGL_NONE,
};
p->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
EGL_DEFAULT_DISPLAY, display_attributes);
if (p->egl_display == EGL_NO_DISPLAY) {
MP_FATAL(vo, "Couldn't get display\n");
return false;
}
return true;
}
static void egl_window_surface_destroy(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_window) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
}
}
static bool egl_window_surface_create(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
int window_attribs_len = 0;
EGLint *window_attribs = NULL;
EGLint flip_val;
if (eglGetConfigAttrib(p->egl_display, p->egl_config,
EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &flip_val))
{
if (flip_val == EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) {
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len,
EGL_SURFACE_ORIENTATION_ANGLE);
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len,
EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
p->flipped = true;
MP_VERBOSE(vo, "Rendering flipped.\n");
}
}
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len, EGL_NONE);
p->egl_window = eglCreateWindowSurface(p->egl_display, p->egl_config,
vo_w32_hwnd(vo), window_attribs);
talloc_free(window_attribs);
if (!p->egl_window) {
MP_FATAL(vo, "Could not create EGL surface!\n");
goto fail;
}
eglMakeCurrent(p->egl_display, p->egl_window, p->egl_window,
p->egl_context);
return true;
fail:
egl_window_surface_destroy(ctx);
return false;
}
static void context_destroy(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_context) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglDestroyContext(p->egl_display, p->egl_context);
}
p->egl_context = EGL_NO_CONTEXT;
}
static bool context_init(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
if (!eglInitialize(p->egl_display, NULL, NULL)) {
MP_FATAL(vo, "Couldn't initialize EGL\n");
goto fail;
}
const char *exts = eglQueryString(p->egl_display, EGL_EXTENSIONS);
if (exts)
MP_DBG(vo, "EGL extensions: %s\n", exts);
if (!mpegl_create_context(ctx, p->egl_display, &p->egl_context,
&p->egl_config))
{
MP_FATAL(vo, "Could not create EGL context!\n");
goto fail;
}
return true;
fail:
context_destroy(ctx);
return false;
}
static void angle_uninit(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
ra_gl_ctx_uninit(ctx);
DwmEnableMMCSS(FALSE);
// Uninit the EGL surface implementation that is being used. Note: This may
// result in the *_destroy function being called twice since it is also
// called when the surface create function fails. This is fine because the
// *_destroy functions are idempotent.
if (p->dxgi_swapchain)
d3d11_swapchain_surface_destroy(ctx);
else
egl_window_surface_destroy(ctx);
context_destroy(ctx);
// Uninit the EGL device implementation that is being used
if (p->d3d11_device)
d3d11_device_destroy(ctx);
else
d3d9_device_destroy(ctx);
vo_w32_uninit(ctx->vo);
}
static int GLAPIENTRY angle_swap_interval(int interval)
{
if (!current_ctx)
return 0;
struct priv *p = current_ctx->priv;
if (p->dxgi_swapchain) {
p->swapinterval = MPCLAMP(interval, 0, 4);
return 1;
} else {
return eglSwapInterval(p->egl_display, interval);
}
}
static void d3d11_swap_buffers(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
// Calling Present() on a flip-sequential swap chain will silently change
// the underlying storage of the back buffer to point to the next buffer in
// the chain. This results in the RTVs for the back buffer becoming
// unbound. Since ANGLE doesn't know we called Present(), it will continue
// using the unbound RTVs, so we must save and restore them ourselves.
ID3D11RenderTargetView *rtvs[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D11DepthStencilView *dsv = NULL;
ID3D11DeviceContext_OMGetRenderTargets(p->d3d11_context,
MP_ARRAY_SIZE(rtvs), rtvs, &dsv);
HRESULT hr = IDXGISwapChain_Present(p->dxgi_swapchain, p->swapinterval, 0);
if (FAILED(hr))
MP_FATAL(ctx->vo, "Couldn't present: %s\n", mp_HRESULT_to_str(hr));
// Restore the RTVs and release the objects
ID3D11DeviceContext_OMSetRenderTargets(p->d3d11_context,
MP_ARRAY_SIZE(rtvs), rtvs, dsv);
for (int i = 0; i < MP_ARRAY_SIZE(rtvs); i++)
SAFE_RELEASE(rtvs[i]);
SAFE_RELEASE(dsv);
}
static void egl_swap_buffers(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
eglSwapBuffers(p->egl_display, p->egl_window);
}
static void angle_swap_buffers(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->dxgi_swapchain)
d3d11_swap_buffers(ctx);
else
egl_swap_buffers(ctx);
}
static int angle_color_depth(struct ra_swapchain *sw)
{
// Only 8-bit output is supported at the moment
return 8;
}
static bool angle_submit_frame(struct ra_swapchain *sw,
const struct vo_frame *frame)
{
struct priv *p = sw->ctx->priv;
bool ret = ra_gl_ctx_submit_frame(sw, frame);
if (p->d3d11_context) {
// DXGI Present doesn't flush the immediate context, which can make
// timers inaccurate, since the end queries might not be sent until the
// next frame. Fix this by flushing the context now.
ID3D11DeviceContext_Flush(p->d3d11_context);
}
return ret;
}
static bool angle_init(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv = talloc_zero(ctx, struct priv);
struct vo *vo = ctx->vo;
GL *gl = &p->gl;
p->opts = mp_get_config_group(ctx, ctx->global, &angle_conf);
struct angle_opts *o = p->opts;
if (!angle_load()) {
MP_VERBOSE(vo, "Failed to load LIBEGL.DLL\n");
goto fail;
}
// Create the underlying EGL device implementation
bool context_ok = false;
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D11) {
context_ok = d3d11_device_create(ctx);
if (context_ok) {
context_ok = context_init(ctx);
if (!context_ok)
d3d11_device_destroy(ctx);
}
}
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D9) {
context_ok = d3d9_device_create(ctx);
if (context_ok) {
MP_VERBOSE(vo, "Using Direct3D 9\n");
context_ok = context_init(ctx);
if (!context_ok)
d3d9_device_destroy(ctx);
}
}
if (!context_ok)
goto fail;
if (!vo_w32_init(vo))
goto fail;
// Create the underlying EGL surface implementation
bool surface_ok = false;
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 0) {
surface_ok = d3d11_swapchain_surface_create(ctx);
}
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 1) {
surface_ok = egl_window_surface_create(ctx);
if (surface_ok)
MP_VERBOSE(vo, "Using EGL windowing\n");
}
if (!surface_ok)
goto fail;
mpegl_load_functions(gl, vo->log);
current_ctx = ctx;
gl->SwapInterval = angle_swap_interval;
// Custom swapchain impl for the D3D11 swapchain-based surface
static const struct ra_swapchain_fns dxgi_swapchain_fns = {
.color_depth = angle_color_depth,
.submit_frame = angle_submit_frame,
};
struct ra_gl_ctx_params params = {
.swap_buffers = angle_swap_buffers,
.flipped = p->flipped,
.external_swapchain = p->dxgi_swapchain ? &dxgi_swapchain_fns : NULL,
};
if (!ra_gl_ctx_init(ctx, gl, params))
goto fail;
DwmEnableMMCSS(TRUE); // DWM MMCSS cargo-cult. The dxgl backend also does this.
return true;
fail:
angle_uninit(ctx);
return false;
}
static void resize(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->dxgi_swapchain)
d3d11_backbuffer_resize(ctx);
else
eglWaitClient(); // Should get ANGLE to resize its swapchain
ra_gl_ctx_resize(ctx->swapchain, ctx->vo->dwidth, ctx->vo->dheight, 0);
}
static bool angle_reconfig(struct ra_ctx *ctx)
{
vo_w32_config(ctx->vo);
resize(ctx);
return true;
}
static int angle_control(struct ra_ctx *ctx, int *events, int request, void *arg)
{
int ret = vo_w32_control(ctx->vo, events, request, arg);
if (*events & VO_EVENT_RESIZE)
resize(ctx);
return ret;
}
const struct ra_ctx_fns ra_ctx_angle = {
.type = "opengl",
.name = "angle",
.init = angle_init,
.reconfig = angle_reconfig,
.control = angle_control,
.uninit = angle_uninit,
};