mpv/video/out/gpu/d3d11_helpers.h

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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/>.
*/
#ifndef MP_D3D11_HELPERS_H_
#define MP_D3D11_HELPERS_H_
#include <stdbool.h>
#include <windows.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#include "video/mp_image.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
#define D3D_FEATURE_LEVEL_12_0 (0xc000)
#define D3D_FEATURE_LEVEL_12_1 (0xc100)
#define DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P709 ((DXGI_COLOR_SPACE_TYPE)20)
#define DXGI_COLOR_SPACE_RGB_STUDIO_G24_NONE_P2020 ((DXGI_COLOR_SPACE_TYPE)21)
#define DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P709 ((DXGI_COLOR_SPACE_TYPE)22)
#define DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_LEFT_P2020 ((DXGI_COLOR_SPACE_TYPE)23)
#define DXGI_COLOR_SPACE_YCBCR_STUDIO_G24_TOPLEFT_P2020 ((DXGI_COLOR_SPACE_TYPE)24)
struct d3d11_device_opts {
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
// Enable the debug layer (D3D11_CREATE_DEVICE_DEBUG)
bool debug;
// Allow a software (WARP) adapter. Note, sometimes a software adapter will
// be used even when allow_warp is false. This is because, on Windows 8 and
// up, if there are no hardware adapters, Windows will pretend the WARP
// adapter is the primary hardware adapter.
bool allow_warp;
// Always use a WARP adapter. This is mainly for testing purposes.
bool force_warp;
// The maximum number of pending frames allowed to be queued to a swapchain
int max_frame_latency;
// The maximum Direct3D 11 feature level to attempt to create
// If unset, defaults to D3D_FEATURE_LEVEL_11_0
int max_feature_level;
// The minimum Direct3D 11 feature level to attempt to create. If this is
// not supported, device creation will fail.
// If unset, defaults to D3D_FEATURE_LEVEL_9_1
int min_feature_level;
// The adapter name to utilize if a specific adapter is required
// If unset, the default adapter will be utilized when creating
// a device.
char *adapter_name;
};
bool mp_d3d11_list_or_verify_adapters(struct mp_log *log,
bstr adapter_name,
bstr *listing);
bool mp_d3d11_create_present_device(struct mp_log *log,
struct d3d11_device_opts *opts,
ID3D11Device **dev_out);
struct d3d11_swapchain_opts {
HWND window;
int width;
int height;
DXGI_FORMAT format;
DXGI_COLOR_SPACE_TYPE color_space;
// mp_colorspace mapping of the configured swapchain colorspace
// shall be written into this memory location if configuration
// succeeds. Will be ignored if NULL.
struct mp_colorspace *configured_csp;
// Use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL if possible
bool flip;
// Number of surfaces in the swapchain
int length;
// The BufferUsage value for swapchain surfaces. This should probably
// contain DXGI_USAGE_RENDER_TARGET_OUTPUT.
DXGI_USAGE usage;
};
bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log,
struct d3d11_swapchain_opts *opts,
IDXGISwapChain **swapchain_out);
#endif