mpv/video/out/opengl/hwdec_d3d11egl.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 <assert.h>
#include <windows.h>
#include <d3d11.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "angle_dynamic.h"
#include "common/common.h"
#include "osdep/timer.h"
#include "osdep/windows_utils.h"
#include "video/out/gpu/hwdec.h"
#include "ra_gl.h"
#include "video/hwdec.h"
#include "video/decode/d3d.h"
#ifndef EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE
#define EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE 0x33AB
#endif
struct priv_owner {
struct mp_hwdec_ctx hwctx;
ID3D11Device *d3d11_device;
EGLDisplay egl_display;
// EGL_KHR_stream
EGLStreamKHR (EGLAPIENTRY *CreateStreamKHR)(EGLDisplay dpy,
const EGLint *attrib_list);
EGLBoolean (EGLAPIENTRY *DestroyStreamKHR)(EGLDisplay dpy,
EGLStreamKHR stream);
// EGL_KHR_stream_consumer_gltexture
EGLBoolean (EGLAPIENTRY *StreamConsumerAcquireKHR)
(EGLDisplay dpy, EGLStreamKHR stream);
EGLBoolean (EGLAPIENTRY *StreamConsumerReleaseKHR)
(EGLDisplay dpy, EGLStreamKHR stream);
// EGL_NV_stream_consumer_gltexture_yuv
EGLBoolean (EGLAPIENTRY *StreamConsumerGLTextureExternalAttribsNV)
(EGLDisplay dpy, EGLStreamKHR stream, EGLAttrib *attrib_list);
// EGL_ANGLE_stream_producer_d3d_texture_nv12
EGLBoolean (EGLAPIENTRY *CreateStreamProducerD3DTextureNV12ANGLE)
(EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list);
EGLBoolean (EGLAPIENTRY *StreamPostD3DTextureNV12ANGLE)
(EGLDisplay dpy, EGLStreamKHR stream, void *texture,
const EGLAttrib *attrib_list);
};
struct priv {
EGLStreamKHR egl_stream;
GLuint gl_textures[2];
};
static void uninit(struct ra_hwdec *hw)
{
struct priv_owner *p = hw->priv;
if (p->hwctx.ctx)
hwdec_devices_remove(hw->devs, &p->hwctx);
if (p->d3d11_device)
ID3D11Device_Release(p->d3d11_device);
}
static int init(struct ra_hwdec *hw)
{
struct priv_owner *p = hw->priv;
HRESULT hr;
if (!ra_is_gl(hw->ra))
return -1;
if (!angle_load())
return -1;
EGLDisplay egl_display = eglGetCurrentDisplay();
if (!egl_display)
return -1;
if (!eglGetCurrentContext())
return -1;
GL *gl = ra_gl_get(hw->ra);
const char *exts = eglQueryString(egl_display, EGL_EXTENSIONS);
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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if (!exts || !strstr(exts, "EGL_ANGLE_d3d_share_handle_client_buffer") ||
!strstr(exts, "EGL_ANGLE_stream_producer_d3d_texture_nv12") ||
!(strstr(gl->extensions, "GL_OES_EGL_image_external_essl3") ||
gl->es == 200) ||
!strstr(exts, "EGL_EXT_device_query") ||
!(gl->mpgl_caps & MPGL_CAP_TEX_RG))
return -1;
p->egl_display = egl_display;
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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p->CreateStreamKHR = (void *)eglGetProcAddress("eglCreateStreamKHR");
p->DestroyStreamKHR = (void *)eglGetProcAddress("eglDestroyStreamKHR");
p->StreamConsumerAcquireKHR =
(void *)eglGetProcAddress("eglStreamConsumerAcquireKHR");
p->StreamConsumerReleaseKHR =
(void *)eglGetProcAddress("eglStreamConsumerReleaseKHR");
p->StreamConsumerGLTextureExternalAttribsNV =
(void *)eglGetProcAddress("eglStreamConsumerGLTextureExternalAttribsNV");
p->CreateStreamProducerD3DTextureNV12ANGLE =
(void *)eglGetProcAddress("eglCreateStreamProducerD3DTextureNV12ANGLE");
p->StreamPostD3DTextureNV12ANGLE =
(void *)eglGetProcAddress("eglStreamPostD3DTextureNV12ANGLE");
if (!p->CreateStreamKHR || !p->DestroyStreamKHR ||
!p->StreamConsumerAcquireKHR || !p->StreamConsumerReleaseKHR ||
!p->StreamConsumerGLTextureExternalAttribsNV ||
!p->CreateStreamProducerD3DTextureNV12ANGLE ||
!p->StreamPostD3DTextureNV12ANGLE)
{
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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MP_ERR(hw, "Failed to load some EGLStream functions.\n");
goto fail;
}
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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static const char *es2_exts[] = {"GL_NV_EGL_stream_consumer_external", 0};
static const char *es3_exts[] = {"GL_NV_EGL_stream_consumer_external",
"GL_OES_EGL_image_external_essl3", 0};
hw->glsl_extensions = gl->es == 200 ? es2_exts : es3_exts;
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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PFNEGLQUERYDISPLAYATTRIBEXTPROC p_eglQueryDisplayAttribEXT =
(void *)eglGetProcAddress("eglQueryDisplayAttribEXT");
PFNEGLQUERYDEVICEATTRIBEXTPROC p_eglQueryDeviceAttribEXT =
(void *)eglGetProcAddress("eglQueryDeviceAttribEXT");
if (!p_eglQueryDisplayAttribEXT || !p_eglQueryDeviceAttribEXT)
goto fail;
EGLAttrib device = 0;
if (!p_eglQueryDisplayAttribEXT(egl_display, EGL_DEVICE_EXT, &device))
goto fail;
EGLAttrib d3d_device = 0;
if (!p_eglQueryDeviceAttribEXT((EGLDeviceEXT)device,
EGL_D3D11_DEVICE_ANGLE, &d3d_device))
{
MP_ERR(hw, "Could not get EGL_D3D11_DEVICE_ANGLE from ANGLE.\n");
goto fail;
}
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
2016-05-29 15:13:22 +00:00
p->d3d11_device = (ID3D11Device *)d3d_device;
if (!p->d3d11_device)
goto fail;
ID3D11Device_AddRef(p->d3d11_device);
if (!d3d11_check_decoding(p->d3d11_device)) {
MP_VERBOSE(hw, "D3D11 video decoding not supported on this system.\n");
goto fail;
}
ID3D10Multithread *multithread;
hr = ID3D11Device_QueryInterface(p->d3d11_device, &IID_ID3D10Multithread,
(void **)&multithread);
if (FAILED(hr)) {
MP_ERR(hw, "Failed to get Multithread interface: %s\n",
mp_HRESULT_to_str(hr));
goto fail;
}
ID3D10Multithread_SetMultithreadProtected(multithread, TRUE);
ID3D10Multithread_Release(multithread);
p->hwctx = (struct mp_hwdec_ctx){
.type = HWDEC_D3D11VA,
.driver_name = hw->driver->name,
.ctx = p->d3d11_device,
.av_device_ref = d3d11_wrap_device_ref(p->d3d11_device),
};
hwdec_devices_add(hw->devs, &p->hwctx);
return 0;
fail:
return -1;
}
static void mapper_uninit(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *o = mapper->owner->priv;
struct priv *p = mapper->priv;
GL *gl = ra_gl_get(mapper->ra);
if (p->egl_stream)
o->DestroyStreamKHR(o->egl_display, p->egl_stream);
p->egl_stream = 0;
gl->DeleteTextures(2, p->gl_textures);
}
static int mapper_init(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *o = mapper->owner->priv;
struct priv *p = mapper->priv;
GL *gl = ra_gl_get(mapper->ra);
if (mapper->src_params.hw_subfmt != IMGFMT_NV12) {
MP_FATAL(mapper, "Format not supported.\n");
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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return -1;
}
mapper->dst_params = mapper->src_params;
mapper->dst_params.imgfmt = mapper->src_params.hw_subfmt;
mapper->dst_params.hw_subfmt = 0;
// The texture units need to be bound during init only, and are free for
// use again after the initialization here is done.
int texunits = 0; // [texunits, texunits + num_planes)
int num_planes = 2;
int gl_target = GL_TEXTURE_EXTERNAL_OES;
p->egl_stream = o->CreateStreamKHR(o->egl_display, (EGLint[]){EGL_NONE});
if (!p->egl_stream)
goto fail;
for (int n = 0; n < num_planes; n++) {
gl->ActiveTexture(GL_TEXTURE0 + texunits + n);
gl->GenTextures(1, &p->gl_textures[n]);
gl->BindTexture(gl_target, p->gl_textures[n]);
gl->TexParameteri(gl_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri(gl_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
EGLAttrib attrs[] = {
EGL_COLOR_BUFFER_TYPE, EGL_YUV_BUFFER_EXT,
EGL_YUV_NUMBER_OF_PLANES_EXT, num_planes,
EGL_YUV_PLANE0_TEXTURE_UNIT_NV, texunits + 0,
EGL_YUV_PLANE1_TEXTURE_UNIT_NV, texunits + 1,
EGL_NONE,
};
if (!o->StreamConsumerGLTextureExternalAttribsNV(o->egl_display, p->egl_stream,
attrs))
goto fail;
if (!o->CreateStreamProducerD3DTextureNV12ANGLE(o->egl_display, p->egl_stream,
(EGLAttrib[]){EGL_NONE}))
goto fail;
for (int n = 0; n < num_planes; n++) {
gl->ActiveTexture(GL_TEXTURE0 + texunits + n);
gl->BindTexture(gl_target, 0);
}
gl->ActiveTexture(GL_TEXTURE0);
return 0;
fail:
gl->ActiveTexture(GL_TEXTURE0);
MP_ERR(mapper, "Failed to create EGLStream\n");
return -1;
}
static int mapper_map(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *o = mapper->owner->priv;
struct priv *p = mapper->priv;
ID3D11Texture2D *d3d_tex = (void *)mapper->src->planes[0];
int d3d_subindex = (intptr_t)mapper->src->planes[1];
video: remove d3d11 video processor use from OpenGL interop We now have a video filter that uses the d3d11 video processor, so it makes no sense to have one in the VO interop code. The VO uses it for formats not directly supported by ANGLE (so the video data is converted to a RGB texture, which ANGLE can take in). Change this so that the video filter is automatically inserted if needed. Move the code that maps RGB surfaces to its own inteorp backend. Add a bunch of new image formats, which are used to enforce the new constraints, and to automatically insert the filter only when needed. The added vf mechanism to auto-insert the d3d11vpp filter is very dumb and primitive, and will work only for this specific purpose. The format negotiation mechanism in the filter chain is generally not very pretty, and mostly broken as well. (libavfilter has a different mechanism, and these mechanisms don't match well, so vf_lavfi uses some sort of hack. It only works because hwaccel and non-hwaccel formats are strictly separated.) The RGB interop is now only used with older ANGLE versions. The only reason I'm keeping it is because it's relatively isolated (uses only existing mechanisms and adds no new concepts), and because I want to be able to compare the behavior of the old code with the new one for testing. It will be removed eventually. If ANGLE has NV12 interop, P010 is now handled by converting to NV12 with the video processor, instead of converting it to RGB and using the old mechanism to import that as a texture.
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if (!d3d_tex)
return -1;
EGLAttrib attrs[] = {
EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE, d3d_subindex,
EGL_NONE,
};
if (!o->StreamPostD3DTextureNV12ANGLE(o->egl_display, p->egl_stream,
(void *)d3d_tex, attrs))
{
// ANGLE changed the enum ID of this without warning at one point.
attrs[0] = attrs[0] == 0x33AB ? 0x3AAB : 0x33AB;
if (!o->StreamPostD3DTextureNV12ANGLE(o->egl_display, p->egl_stream,
(void *)d3d_tex, attrs))
return -1;
}
if (!o->StreamConsumerAcquireKHR(o->egl_display, p->egl_stream))
return -1;
D3D11_TEXTURE2D_DESC texdesc;
ID3D11Texture2D_GetDesc(d3d_tex, &texdesc);
for (int n = 0; n < 2; n++) {
struct ra_tex_params params = {
.dimensions = 2,
.w = texdesc.Width / (n ? 2 : 1),
.h = texdesc.Height / (n ? 2 : 1),
.d = 1,
.format = ra_find_unorm_format(mapper->ra, 1, n ? 2 : 1),
.render_src = true,
.src_linear = true,
.external_oes = true,
};
if (!params.format)
return -1;
mapper->tex[n] = ra_create_wrapped_tex(mapper->ra, &params,
p->gl_textures[n]);
if (!mapper->tex[n])
return -1;
}
return 0;
}
static void mapper_unmap(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *o = mapper->owner->priv;
struct priv *p = mapper->priv;
for (int n = 0; n < 2; n++)
ra_tex_free(mapper->ra, &mapper->tex[n]);
if (p->egl_stream)
o->StreamConsumerReleaseKHR(o->egl_display, p->egl_stream);
}
const struct ra_hwdec_driver ra_hwdec_d3d11egl = {
.name = "d3d11-egl",
.priv_size = sizeof(struct priv_owner),
.api = HWDEC_D3D11VA,
.imgfmts = {IMGFMT_D3D11NV12, 0},
.init = init,
.uninit = uninit,
.mapper = &(const struct ra_hwdec_mapper_driver){
.priv_size = sizeof(struct priv),
.init = mapper_init,
.uninit = mapper_uninit,
.map = mapper_map,
.unmap = mapper_unmap,
},
};