mirror of https://github.com/mpv-player/mpv
vo_direct3d: support NV12 with shaders
Semi-important, because --hwdec=dxva2 outputs NV12, and we really don't want people to end up with the "old" StretchRect method. Unfortunately, I couldn't actually get it to work. It seems most D3D drivers (including the wine D3D implementation) reject D3DFMT_A8L8, and I could not find any other 2-channel 8 bit Direct3D 9 format. It seems newer D3D APIs have DXGI_FORMAT_R8G8_UNORM, but there's no way to get it in D3D9. Still pushing this; maybe it actually works on some drivers.
This commit is contained in:
parent
08199a64d2
commit
4b177bd5c2
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@ -1,142 +1,142 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
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//
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// fxc /Tps_2_0 /Fhz:\tmp\mplayer\libvo\d3d_shader_yuv.h
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// z:\tmp\mplayer\libvo\d3d_shader_yuv.hlsl /Vnd3d_shader_yuv
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//
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//
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// Parameters:
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//
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// float4x4 colormatrix;
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// sampler2D tex0;
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// sampler2D tex1;
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// sampler2D tex2;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// colormatrix c0 4
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// tex0 s0 1
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// tex1 s1 1
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// tex2 s2 1
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//
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ps_2_0
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def c4, 1, 0, 0, 0
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dcl t0.xy
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dcl t1.xy
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dcl t2.xy
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dcl_2d s0
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dcl_2d s1
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dcl_2d s2
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texld r0, t0, s0
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texld r1, t1, s1
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texld r2, t2, s2
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mov r0.y, r1.x
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mov r0.z, r2.x
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mov r0.w, c4.x
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dp4 r1.x, r0, c0
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dp4 r1.y, r0, c1
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dp4 r1.z, r0, c2
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dp4 r1.w, r0, c3
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mov oC0, r1
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// approximately 11 instruction slots used (3 texture, 8 arithmetic)
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#endif
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const BYTE d3d_shader_yuv[] =
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{
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0, 2, 255, 255, 254, 255,
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67, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 215, 0,
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0, 0, 0, 2, 255, 255,
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4, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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208, 0, 0, 0, 108, 0,
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0, 0, 2, 0, 0, 0,
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4, 0, 2, 0, 120, 0,
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0, 0, 0, 0, 0, 0,
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136, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 2, 0,
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144, 0, 0, 0, 0, 0,
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0, 0, 160, 0, 0, 0,
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3, 0, 1, 0, 1, 0,
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6, 0, 168, 0, 0, 0,
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0, 0, 0, 0, 184, 0,
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0, 0, 3, 0, 2, 0,
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1, 0, 10, 0, 192, 0,
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0, 0, 0, 0, 0, 0,
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99, 111, 108, 111, 114, 109,
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97, 116, 114, 105, 120, 0,
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3, 0, 3, 0, 4, 0,
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4, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 116, 101,
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120, 48, 0, 171, 171, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 116, 101,
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120, 49, 0, 171, 171, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 116, 101,
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120, 50, 0, 171, 171, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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50, 55, 46, 57, 53, 50,
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46, 51, 48, 50, 50, 0,
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81, 0, 0, 5, 4, 0,
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15, 160, 0, 0, 128, 63,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 3, 176,
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31, 0, 0, 2, 0, 0,
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0, 128, 1, 0, 3, 176,
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31, 0, 0, 2, 0, 0,
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0, 128, 2, 0, 3, 176,
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31, 0, 0, 2, 0, 0,
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0, 144, 0, 8, 15, 160,
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31, 0, 0, 2, 0, 0,
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0, 144, 1, 8, 15, 160,
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31, 0, 0, 2, 0, 0,
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0, 144, 2, 8, 15, 160,
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66, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 228, 176,
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0, 8, 228, 160, 66, 0,
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0, 3, 1, 0, 15, 128,
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1, 0, 228, 176, 1, 8,
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228, 160, 66, 0, 0, 3,
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2, 0, 15, 128, 2, 0,
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228, 176, 2, 8, 228, 160,
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1, 0, 0, 2, 0, 0,
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2, 128, 1, 0, 0, 128,
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1, 0, 0, 2, 0, 0,
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4, 128, 2, 0, 0, 128,
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1, 0, 0, 2, 0, 0,
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8, 128, 4, 0, 0, 160,
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9, 0, 0, 3, 1, 0,
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1, 128, 0, 0, 228, 128,
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0, 0, 228, 160, 9, 0,
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0, 3, 1, 0, 2, 128,
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0, 0, 228, 128, 1, 0,
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228, 160, 9, 0, 0, 3,
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1, 0, 4, 128, 0, 0,
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228, 128, 2, 0, 228, 160,
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9, 0, 0, 3, 1, 0,
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8, 128, 0, 0, 228, 128,
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3, 0, 228, 160, 1, 0,
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0, 2, 0, 8, 15, 128,
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1, 0, 228, 128, 255, 255,
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0, 0
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};
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl
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// /Vnd3d_shader_420p
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//
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//
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// Parameters:
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//
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// float4x4 colormatrix;
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// sampler2D tex0;
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// sampler2D tex1;
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// sampler2D tex2;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// colormatrix c0 4
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// tex0 s0 1
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// tex1 s1 1
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// tex2 s2 1
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//
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ps_2_0
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def c4, 1, 0, 0, 0
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dcl t0.xy
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dcl t1.xy
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dcl t2.xy
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dcl_2d s0
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dcl_2d s1
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dcl_2d s2
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texld r0, t0, s0
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texld r1, t1, s1
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texld r2, t2, s2
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mov r0.y, r1.x
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mov r0.z, r2.x
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mov r0.w, c4.x
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dp4 r1.x, r0, c0
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dp4 r1.y, r0, c1
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dp4 r1.z, r0, c2
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dp4 r1.w, r0, c3
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mov oC0, r1
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// approximately 11 instruction slots used (3 texture, 8 arithmetic)
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#endif
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const BYTE d3d_shader_420p[] =
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{
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0, 2, 255, 255, 254, 255,
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67, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 215, 0,
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0, 0, 0, 2, 255, 255,
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4, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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208, 0, 0, 0, 108, 0,
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0, 0, 2, 0, 0, 0,
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4, 0, 2, 0, 120, 0,
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0, 0, 0, 0, 0, 0,
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136, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 2, 0,
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144, 0, 0, 0, 0, 0,
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0, 0, 160, 0, 0, 0,
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3, 0, 1, 0, 1, 0,
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6, 0, 168, 0, 0, 0,
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0, 0, 0, 0, 184, 0,
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0, 0, 3, 0, 2, 0,
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1, 0, 10, 0, 192, 0,
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0, 0, 0, 0, 0, 0,
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99, 111, 108, 111, 114, 109,
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97, 116, 114, 105, 120, 0,
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3, 0, 3, 0, 4, 0,
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4, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 116, 101,
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120, 48, 0, 171, 171, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 116, 101,
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120, 49, 0, 171, 171, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 116, 101,
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120, 50, 0, 171, 171, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 57, 46,
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50, 57, 46, 57, 53, 50,
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46, 51, 49, 49, 49, 0,
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81, 0, 0, 5, 4, 0,
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15, 160, 0, 0, 128, 63,
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0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 3, 176,
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31, 0, 0, 2, 0, 0,
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0, 128, 1, 0, 3, 176,
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31, 0, 0, 2, 0, 0,
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0, 128, 2, 0, 3, 176,
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31, 0, 0, 2, 0, 0,
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0, 144, 0, 8, 15, 160,
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31, 0, 0, 2, 0, 0,
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0, 144, 1, 8, 15, 160,
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31, 0, 0, 2, 0, 0,
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0, 144, 2, 8, 15, 160,
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66, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 228, 176,
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0, 8, 228, 160, 66, 0,
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0, 3, 1, 0, 15, 128,
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1, 0, 228, 176, 1, 8,
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228, 160, 66, 0, 0, 3,
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2, 0, 15, 128, 2, 0,
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228, 176, 2, 8, 228, 160,
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1, 0, 0, 2, 0, 0,
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2, 128, 1, 0, 0, 128,
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1, 0, 0, 2, 0, 0,
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4, 128, 2, 0, 0, 128,
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1, 0, 0, 2, 0, 0,
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8, 128, 4, 0, 0, 160,
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9, 0, 0, 3, 1, 0,
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1, 128, 0, 0, 228, 128,
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0, 0, 228, 160, 9, 0,
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0, 3, 1, 0, 2, 128,
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0, 0, 228, 128, 1, 0,
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228, 160, 9, 0, 0, 3,
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1, 0, 4, 128, 0, 0,
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228, 128, 2, 0, 228, 160,
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9, 0, 0, 3, 1, 0,
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8, 128, 0, 0, 228, 128,
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3, 0, 228, 160, 1, 0,
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0, 2, 0, 8, 15, 128,
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1, 0, 228, 128, 255, 255,
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0, 0
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};
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@ -0,0 +1,123 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl
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// /Vnd3d_shader_nv12
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//
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//
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// Parameters:
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//
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// float4x4 colormatrix;
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// sampler2D tex0;
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// sampler2D tex1;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// colormatrix c0 4
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// tex0 s0 1
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// tex1 s1 1
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//
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ps_2_0
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def c4, 1, 0, 0, 0
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dcl t0.xy
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dcl t1.xy
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dcl_2d s0
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dcl_2d s1
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texld r0, t0, s0
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texld r1, t1, s1
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mov r0.y, r1.x
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mov r0.z, r1.z
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mov r0.w, c4.x
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dp4 r1.x, r0, c0
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dp4 r1.y, r0, c1
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dp4 r1.z, r0, c2
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dp4 r1.w, r0, c3
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mov oC0, r1
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// approximately 10 instruction slots used (2 texture, 8 arithmetic)
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#endif
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const BYTE d3d_shader_nv12[] =
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{
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0, 2, 255, 255, 254, 255,
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56, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 171, 0,
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0, 0, 0, 2, 255, 255,
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3, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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164, 0, 0, 0, 88, 0,
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0, 0, 2, 0, 0, 0,
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4, 0, 2, 0, 100, 0,
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0, 0, 0, 0, 0, 0,
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116, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 2, 0,
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124, 0, 0, 0, 0, 0,
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0, 0, 140, 0, 0, 0,
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3, 0, 1, 0, 1, 0,
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6, 0, 148, 0, 0, 0,
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0, 0, 0, 0, 99, 111,
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108, 111, 114, 109, 97, 116,
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114, 105, 120, 0, 3, 0,
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3, 0, 4, 0, 4, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 116, 101, 120, 48,
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0, 171, 171, 171, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 116, 101, 120, 49,
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0, 171, 171, 171, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 112, 115, 95, 50,
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95, 48, 0, 77, 105, 99,
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114, 111, 115, 111, 102, 116,
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32, 40, 82, 41, 32, 72,
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76, 83, 76, 32, 83, 104,
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97, 100, 101, 114, 32, 67,
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111, 109, 112, 105, 108, 101,
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114, 32, 57, 46, 50, 57,
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46, 57, 53, 50, 46, 51,
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49, 49, 49, 0, 81, 0,
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0, 5, 4, 0, 15, 160,
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0, 0, 128, 63, 0, 0,
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0, 0, 0, 0, 0, 0,
|
||||
0, 0, 0, 0, 31, 0,
|
||||
0, 2, 0, 0, 0, 128,
|
||||
0, 0, 3, 176, 31, 0,
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||||
0, 2, 0, 0, 0, 128,
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1, 0, 3, 176, 31, 0,
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0, 2, 0, 0, 0, 144,
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||||
0, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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1, 8, 15, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 176, 0, 8,
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228, 160, 66, 0, 0, 3,
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1, 0, 15, 128, 1, 0,
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228, 176, 1, 8, 228, 160,
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1, 0, 0, 2, 0, 0,
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2, 128, 1, 0, 0, 128,
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1, 0, 0, 2, 0, 0,
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4, 128, 1, 0, 170, 128,
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1, 0, 0, 2, 0, 0,
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8, 128, 4, 0, 0, 160,
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9, 0, 0, 3, 1, 0,
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1, 128, 0, 0, 228, 128,
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0, 0, 228, 160, 9, 0,
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0, 3, 1, 0, 2, 128,
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0, 0, 228, 128, 1, 0,
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228, 160, 9, 0, 0, 3,
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1, 0, 4, 128, 0, 0,
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228, 128, 2, 0, 228, 160,
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9, 0, 0, 3, 1, 0,
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8, 128, 0, 0, 228, 128,
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3, 0, 228, 160, 1, 0,
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0, 2, 0, 8, 15, 128,
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1, 0, 228, 128, 255, 255,
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0, 0
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};
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@ -1,5 +1,6 @@
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// Compile with:
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// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv
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// fxc.exe /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl /Vnd3d_shader_420p
|
||||
// fxc.exe /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl /Vnd3d_shader_nv12
|
||||
|
||||
// Be careful with this shader. You can't use constant slots, since we don't
|
||||
// load the shader with D3DX. All uniform variables are mapped to hardcoded
|
||||
|
@ -11,19 +12,21 @@ sampler2D tex2 : register(s2);
|
|||
|
||||
uniform float4x4 colormatrix : register(c0);
|
||||
|
||||
float1 sample(sampler2D tex, float2 t)
|
||||
{
|
||||
return tex2D(tex, t).x;
|
||||
}
|
||||
|
||||
float4 main(float2 t0 : TEXCOORD0,
|
||||
float2 t1 : TEXCOORD1,
|
||||
float2 t2 : TEXCOORD2)
|
||||
: COLOR
|
||||
{
|
||||
float4 c = float4(sample(tex0, t0),
|
||||
sample(tex1, t1),
|
||||
sample(tex2, t2),
|
||||
#ifdef USE_420P
|
||||
float4 c = float4(tex2D(tex0, t0).x,
|
||||
tex2D(tex1, t1).x,
|
||||
tex2D(tex2, t2).x,
|
||||
1);
|
||||
#endif
|
||||
#ifdef USE_NV12
|
||||
float4 c = float4(tex2D(tex0, t0).x,
|
||||
tex2D(tex1, t1).xz,
|
||||
1);
|
||||
#endif
|
||||
return mul(c, colormatrix);
|
||||
}
|
||||
|
|
|
@ -43,8 +43,8 @@
|
|||
#include "bitmap_packer.h"
|
||||
|
||||
// shaders generated by fxc.exe from d3d_shader_yuv.hlsl
|
||||
#include "d3d_shader_yuv.h"
|
||||
|
||||
#include "d3d_shader_420p.h"
|
||||
#include "d3d_shader_nv12.h"
|
||||
|
||||
#define IMGFMT_IS_Y(x) ((x) == IMGFMT_Y8 || (x) == IMGFMT_Y16)
|
||||
#define IMGFMT_Y_DEPTH(x) ((x) == IMGFMT_Y8 ? 8 : 16)
|
||||
|
@ -110,6 +110,13 @@ struct osdpart {
|
|||
struct bitmap_packer *packer;
|
||||
};
|
||||
|
||||
enum shaders {
|
||||
SHADER_NONE = 0,
|
||||
SHADER_420P,
|
||||
SHADER_NV12,
|
||||
NUM_SHADERS
|
||||
};
|
||||
|
||||
/* Global variables "priv" structure. I try to keep their count low.
|
||||
*/
|
||||
typedef struct d3d_priv {
|
||||
|
@ -144,13 +151,14 @@ typedef struct d3d_priv {
|
|||
struct mp_image_params params;
|
||||
bool use_textures; /**< use 3D texture rendering, instead of
|
||||
StretchRect */
|
||||
bool use_shaders; /**< use shader for YUV color conversion
|
||||
int use_shaders; /**< use shader for YUV color conversion, and
|
||||
the SHADER_ id (0 is SHADER_NONE)
|
||||
(or possibly for RGB video equalizers) */
|
||||
|
||||
int plane_count;
|
||||
struct texplane planes[3];
|
||||
|
||||
IDirect3DPixelShader9 *pixel_shader;
|
||||
IDirect3DPixelShader9 *pixel_shaders[NUM_SHADERS];
|
||||
|
||||
D3DFORMAT movie_src_fmt; /**< Movie colorspace format (depends on
|
||||
the movie's codec) */
|
||||
|
@ -216,6 +224,8 @@ static const struct fmt_entry fmt_table[] = {
|
|||
// grayscale (can be considered both packed and planar)
|
||||
{IMGFMT_Y8, D3DFMT_L8},
|
||||
{IMGFMT_Y16, D3DFMT_L16},
|
||||
// 2 channels (needed for NV12 shader)
|
||||
{IMGFMT_YA8, D3DFMT_A8L8},
|
||||
{0},
|
||||
};
|
||||
|
||||
|
@ -693,9 +703,11 @@ static void fill_d3d_presentparams(d3d_priv *priv,
|
|||
// Create a new backbuffer. Create or Reset the D3D device.
|
||||
static bool change_d3d_backbuffer(d3d_priv *priv)
|
||||
{
|
||||
if (priv->pixel_shader)
|
||||
IDirect3DPixelShader9_Release(priv->pixel_shader);
|
||||
priv->pixel_shader = NULL;
|
||||
for (int n = 0; n < NUM_SHADERS; n++) {
|
||||
if (priv->pixel_shaders[n])
|
||||
IDirect3DPixelShader9_Release(priv->pixel_shaders[n]);
|
||||
priv->pixel_shaders[n] = NULL;
|
||||
}
|
||||
|
||||
int window_w = priv->vo->dwidth;
|
||||
int window_h = priv->vo->dheight;
|
||||
|
@ -740,12 +752,21 @@ static bool change_d3d_backbuffer(d3d_priv *priv)
|
|||
present_params.BackBufferWidth, present_params.BackBufferHeight,
|
||||
window_w, window_h);
|
||||
|
||||
if (FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device,
|
||||
(DWORD *)d3d_shader_yuv, &priv->pixel_shader)))
|
||||
{
|
||||
priv->pixel_shader = NULL;
|
||||
if (!priv->opt_disable_shaders)
|
||||
MP_WARN(priv, "Shader could not be created - disabling shaders.\n");
|
||||
const DWORD* shaders[NUM_SHADERS] = {
|
||||
[SHADER_420P] = (DWORD *)d3d_shader_420p,
|
||||
[SHADER_NV12] = (DWORD *)d3d_shader_nv12,
|
||||
};
|
||||
|
||||
for (int n = 0; n < NUM_SHADERS; n++) {
|
||||
if (!shaders[n])
|
||||
continue;
|
||||
if (FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device,
|
||||
shaders[n], &priv->pixel_shaders[n])))
|
||||
{
|
||||
priv->pixel_shaders[n] = NULL;
|
||||
if (!priv->opt_disable_shaders)
|
||||
MP_WARN(priv, "Shader could not be created - disabling shaders.\n");
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
|
@ -755,9 +776,11 @@ static void destroy_d3d(d3d_priv *priv)
|
|||
{
|
||||
destroy_d3d_surfaces(priv);
|
||||
|
||||
if (priv->pixel_shader)
|
||||
IDirect3DPixelShader9_Release(priv->pixel_shader);
|
||||
priv->pixel_shader = NULL;
|
||||
for (int n = 0; n < NUM_SHADERS; n++) {
|
||||
if (priv->pixel_shaders[n])
|
||||
IDirect3DPixelShader9_Release(priv->pixel_shaders[n]);
|
||||
priv->pixel_shaders[n] = NULL;
|
||||
}
|
||||
|
||||
if (priv->d3d_device)
|
||||
IDirect3DDevice9_Release(priv->d3d_device);
|
||||
|
@ -901,8 +924,9 @@ static uint32_t d3d_draw_frame(d3d_priv *priv)
|
|||
}
|
||||
}
|
||||
|
||||
if (priv->pixel_shader) {
|
||||
IDirect3DDevice9_SetPixelShader(priv->d3d_device, priv->pixel_shader);
|
||||
if (priv->use_shaders) {
|
||||
IDirect3DDevice9_SetPixelShader(priv->d3d_device,
|
||||
priv->pixel_shaders[priv->use_shaders]);
|
||||
IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 0,
|
||||
&priv->d3d_colormatrix._11,
|
||||
4);
|
||||
|
@ -1011,24 +1035,36 @@ static D3DFORMAT check_format(d3d_priv *priv, uint32_t movie_fmt,
|
|||
}
|
||||
|
||||
// Check whether YUV conversion with shaders can be done.
|
||||
// Returns the format the individual planes should use (or 0 on failure)
|
||||
static D3DFORMAT check_shader_conversion(d3d_priv *priv, uint32_t fmt)
|
||||
static int check_shader_conversion(d3d_priv *priv, uint32_t fmt,
|
||||
D3DFORMAT shader_d3dfmts[MP_MAX_PLANES])
|
||||
{
|
||||
if (priv->opt_disable_shaders)
|
||||
return 0;
|
||||
struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(fmt);
|
||||
if (!(desc.flags & MP_IMGFLAG_YUV_P) || !(desc.flags & MP_IMGFLAG_NE))
|
||||
return 0;
|
||||
if (desc.num_planes != 3)
|
||||
return 0;
|
||||
int component_bits = desc.plane_bits;
|
||||
if (component_bits < 8 || component_bits > 16)
|
||||
return 0;
|
||||
bool is_8bit = component_bits == 8;
|
||||
if (!is_8bit && priv->opt_only_8bit)
|
||||
return 0;
|
||||
int texfmt = is_8bit ? IMGFMT_Y8 : IMGFMT_Y16;
|
||||
return check_format(priv, texfmt, true);
|
||||
if ((desc.flags & MP_IMGFLAG_YUV_P) && (desc.flags & MP_IMGFLAG_NE)) {
|
||||
if (desc.num_planes > MP_MAX_PLANES)
|
||||
return 0;
|
||||
int component_bits = desc.plane_bits;
|
||||
if (component_bits < 8 || component_bits > 16)
|
||||
return 0;
|
||||
bool is_8bit = component_bits == 8;
|
||||
if (!is_8bit && priv->opt_only_8bit)
|
||||
return 0;
|
||||
int texfmt = is_8bit ? IMGFMT_Y8 : IMGFMT_Y16;
|
||||
D3DFORMAT d3dfmt = check_format(priv, texfmt, true);
|
||||
if (d3dfmt) {
|
||||
for (int n = 0; n < desc.num_planes; n++)
|
||||
shader_d3dfmts[n] = d3dfmt;
|
||||
return SHADER_420P;
|
||||
}
|
||||
}
|
||||
if (fmt == IMGFMT_NV12) {
|
||||
shader_d3dfmts[0] = check_format(priv, IMGFMT_Y8, true);
|
||||
shader_d3dfmts[1] = check_format(priv, IMGFMT_YA8, true);
|
||||
if (shader_d3dfmts[0] && shader_d3dfmts[1])
|
||||
return SHADER_NV12;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Return if the image format can be used. If it can, decide which rendering
|
||||
|
@ -1040,41 +1076,42 @@ static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize)
|
|||
int n;
|
||||
int blit_d3dfmt = check_format(priv, fmt, false);
|
||||
int texture_d3dfmt = check_format(priv, fmt, true);
|
||||
int shader_d3dfmt = check_shader_conversion(priv, fmt);
|
||||
D3DFORMAT shader_d3dfmts[MP_MAX_PLANES] = {0};
|
||||
int shader = check_shader_conversion(priv, fmt, shader_d3dfmts);
|
||||
|
||||
if (priv->opt_disable_textures)
|
||||
texture_d3dfmt = 0;
|
||||
if (priv->opt_disable_shaders || !priv->pixel_shader)
|
||||
shader_d3dfmt = 0;
|
||||
if (priv->opt_disable_shaders || !priv->pixel_shaders[shader])
|
||||
shader = 0;
|
||||
if (priv->opt_disable_stretchrect)
|
||||
blit_d3dfmt = 0;
|
||||
|
||||
if (!(blit_d3dfmt || shader_d3dfmt || texture_d3dfmt))
|
||||
if (!(blit_d3dfmt || shader || texture_d3dfmt))
|
||||
return false;
|
||||
|
||||
MP_VERBOSE(priv, "Accepted rendering methods for "
|
||||
"format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%#x.\n",
|
||||
vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader_d3dfmt);
|
||||
"format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%d.\n",
|
||||
vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader);
|
||||
|
||||
if (!initialize)
|
||||
return true;
|
||||
|
||||
// initialization doesn't fail beyond this point
|
||||
|
||||
priv->use_shaders = false;
|
||||
priv->use_shaders = 0;
|
||||
priv->use_textures = false;
|
||||
priv->movie_src_fmt = 0;
|
||||
priv->plane_count = 0;
|
||||
priv->image_format = fmt;
|
||||
|
||||
if (blit_d3dfmt && priv->opt_prefer_stretchrect)
|
||||
texture_d3dfmt = shader_d3dfmt = 0;
|
||||
texture_d3dfmt = shader = 0;
|
||||
|
||||
if (texture_d3dfmt) {
|
||||
priv->use_textures = true;
|
||||
} else if (shader_d3dfmt) {
|
||||
} else if (shader) {
|
||||
priv->use_textures = true;
|
||||
priv->use_shaders = true;
|
||||
priv->use_shaders = shader;
|
||||
} else {
|
||||
assert(!!blit_d3dfmt);
|
||||
}
|
||||
|
@ -1095,9 +1132,9 @@ static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize)
|
|||
MP_VERBOSE(priv, "Using YUV shaders.\n");
|
||||
|
||||
struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(priv->image_format);
|
||||
priv->plane_count = 3;
|
||||
for (n = 0; n < 3; n++) {
|
||||
planes[n].d3d_format = shader_d3dfmt;
|
||||
priv->plane_count = desc.num_planes;
|
||||
for (n = 0; n < priv->plane_count; n++) {
|
||||
planes[n].d3d_format = shader_d3dfmts[n];
|
||||
planes[n].bits_per_pixel = desc.plane_bits;
|
||||
planes[n].shift_x = desc.xs[n];
|
||||
planes[n].shift_y = desc.ys[n];
|
||||
|
|
Loading…
Reference in New Issue