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mirror of https://github.com/mpv-player/mpv synced 2024-12-26 00:42:57 +00:00

d3d: implement screenshots for --hwdec=d3d11va

No method of taking a screenshot was implemented at all. vo_opengl
lacked window screenshotting, because ANGLE doesn't allow reading the
frontbuffer. There was no way to read back from a D3D11 texture either.

Implement reading image data from D3D11 textures. This is a low-quality
effort to get basic screenshots done. Eventually there will be a better
implementation: once we use AVHWFramesContext natively, the readback
implementation will be in libavcodec, and will be able to cache the
staging texture correctly. Hopefully. (For now it doesn't even have a
AVHWFramesContext for D3D11 yet. But the abstraction is more appropriate
for this purpose.)
This commit is contained in:
wm4 2016-06-28 20:36:00 +02:00
parent 17c5738cb4
commit 9ca1592f3f
3 changed files with 86 additions and 0 deletions

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@ -24,6 +24,7 @@
#include "common/av_common.h"
#include "video/fmt-conversion.h"
#include "video/mp_image.h"
#include "video/mp_image_pool.h"
#include "osdep/windows_utils.h"
#include "d3d.h"
@ -278,3 +279,83 @@ bool d3d11_check_decoding(ID3D11Device *dev)
hr = ID3D11Device_CheckFormatSupport(dev, DXGI_FORMAT_NV12, &supported);
return !FAILED(hr) && (supported & D3D11_BIND_DECODER);
}
static int get_dxgi_mpfmt(DWORD dxgi_fmt)
{
switch (dxgi_fmt) {
case DXGI_FORMAT_NV12: return IMGFMT_NV12;
case DXGI_FORMAT_P010: return IMGFMT_P010;
case DXGI_FORMAT_P016: return IMGFMT_P010;
}
return 0;
}
struct mp_image *d3d11_download_image(struct mp_hwdec_ctx *ctx,
struct mp_image *mpi,
struct mp_image_pool *swpool)
{
HRESULT hr;
ID3D11Device *device = ctx->ctx;
if (mpi->imgfmt != IMGFMT_D3D11VA && mpi->imgfmt != IMGFMT_D3D11NV12)
return NULL;
ID3D11Texture2D *texture = (void *)mpi->planes[1];
int subindex = (intptr_t)mpi->planes[2];
if (!texture)
return NULL;
D3D11_TEXTURE2D_DESC tex_desc;
ID3D11Texture2D_GetDesc(texture, &tex_desc);
int mpfmt = get_dxgi_mpfmt(tex_desc.Format);
if (!mpfmt)
return NULL;
// create staging texture shared with the CPU with mostly the same
// parameters as the source texture
tex_desc.MipLevels = 1;
tex_desc.MiscFlags = 0;
tex_desc.ArraySize = 1;
tex_desc.Usage = D3D11_USAGE_STAGING;
tex_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
tex_desc.BindFlags = 0;
ID3D11Texture2D *staging = NULL;
hr = ID3D11Device_CreateTexture2D(device, &tex_desc, NULL, &staging);
if (FAILED(hr))
return NULL;
bool ok = false;
struct mp_image *sw_img = NULL;
ID3D11DeviceContext *device_ctx = NULL;
ID3D11Device_GetImmediateContext(device, &device_ctx);
// copy to the staging texture
ID3D11DeviceContext_CopySubresourceRegion(
device_ctx,
(ID3D11Resource *)staging, 0, 0, 0, 0,
(ID3D11Resource *)texture, subindex, NULL);
sw_img = mp_image_pool_get(swpool, mpfmt, tex_desc.Width, tex_desc.Height);
if (!sw_img)
goto done;
// copy staging texture to the cpu mp_image
D3D11_MAPPED_SUBRESOURCE lock;
hr = ID3D11DeviceContext_Map(device_ctx, (ID3D11Resource *)staging,
0, D3D11_MAP_READ, 0, &lock);
if (FAILED(hr))
goto done;
copy_nv12(sw_img, lock.pData, lock.RowPitch, tex_desc.Height);
ID3D11DeviceContext_Unmap(device_ctx, (ID3D11Resource *)staging, 0);
mp_image_set_size(sw_img, mpi->w, mpi->h);
mp_image_copy_attributes(sw_img, mpi);
ok = true;
done:
ID3D11Texture2D_Release(staging);
ID3D11DeviceContext_Release(device_ctx);
if (!ok)
mp_image_unrefp(&sw_img);
return sw_img;
}

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@ -67,4 +67,8 @@ void copy_nv12(struct mp_image *dest, uint8_t *src_bits,
bool d3d11_check_decoding(ID3D11Device *dev);
struct mp_image *d3d11_download_image(struct mp_hwdec_ctx *ctx,
struct mp_image *mpi,
struct mp_image_pool *swpool);
#endif

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@ -195,6 +195,7 @@ static int create(struct gl_hwdec *hw)
.type = HWDEC_D3D11VA,
.driver_name = hw->driver->name,
.ctx = p->d3d11_device,
.download_image = d3d11_download_image,
};
hwdec_devices_add(hw->devs, &p->hwctx);