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https://github.com/mpv-player/mpv
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vo_gpu: d3d11: add support for presentation feedback
This adds vsync reporting to the D3D11 backend using the presentation feedback provided by DXGI, which is pretty similar to what's provided by GLX_OML_sync_control in the GLX backend. In DirectX, PresentCount is the SBC, PresentRefreshCount and SyncRefreshCount are kind of like the MSC and SyncQPCTime is the UST. Unlike GLX, the DXGI API makes it possible for PresentCount and SyncQPCTime to refer to different physical vsyncs, in which case PresentRefreshCount and SyncRefreshCount will be different. The code supports this possibility, even though it's not clear whether it can happen when using flip-model presentation. The docs say for flip-model apps, PresentRefreshCount is equal to SyncRefreshCount "when the app presents on every vsync," but on my hardware, they're always equal, even when mpv misses a vsync. They can definitely be different in exclusive fullscreen bitblt mode, though, which mpv doesn't support now, but might support in future. Another difference to GLX is that, at least on my hardware, PresentRefreshCount and SyncRefreshCount always refer to the last physical vsync on which mpv presented a frame, but glxGetSyncValues can apparently return a MSC and UST from the most recent physical vsync, even if mpv didn't present a new frame on it. This might result in different behaviour between the two backends after dropped frames or brief pauses. Also note, the docs for the DXGI presentation feedback APIs are pretty awful, even by Microsoft standards. In particular the docs for DXGI_FRAME_STATISTICS are misleading (PresentCount really is the number of times Present() has been called for that frame, not "the running total count of times that an image was presented to the monitor since the computer booted.") For good documentation, try these: https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/dxgi-flip-model https://docs.microsoft.com/en-us/windows/win32/direct3d9/d3dpresentstats https://docs.microsoft.com/en-us/windows-hardware/drivers/ddi/content/d3dkmthk/ns-d3dkmthk-_d3dkmt_present_stats (Yeah, the docs for the D3D9Ex and even the kernel-mode version of this structure are better than the DXGI ones. It seems possible that they're all rewordings of the same internal Microsoft docs, but whoever wrote the DXGI one didn't really understand it.)
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@ -17,6 +17,7 @@
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#include "common/msg.h"
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#include "options/m_config.h"
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#include "osdep/timer.h"
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#include "osdep/windows_utils.h"
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#include "video/out/gpu/context.h"
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@ -68,6 +69,12 @@ struct priv {
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struct ra_tex *backbuffer;
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ID3D11Device *device;
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IDXGISwapChain *swapchain;
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int64_t perf_freq;
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unsigned last_sync_refresh_count;
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int64_t last_sync_qpc_time;
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int64_t vsync_duration_qpc;
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int64_t last_submit_qpc;
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};
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static struct ra_tex *get_backbuffer(struct ra_ctx *ctx)
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@ -141,15 +148,127 @@ static bool d3d11_submit_frame(struct ra_swapchain *sw,
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return true;
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}
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static int64_t qpc_to_us(struct ra_swapchain *sw, int64_t qpc)
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{
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struct priv *p = sw->priv;
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// Convert QPC units (1/perf_freq seconds) to microseconds. This will work
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// without overflow because the QPC value is guaranteed not to roll-over
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// within 100 years, so perf_freq must be less than 2.9*10^9.
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return qpc / p->perf_freq * 1000000 +
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qpc % p->perf_freq * 1000000 / p->perf_freq;
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}
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static int64_t qpc_us_now(struct ra_swapchain *sw)
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{
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LARGE_INTEGER perf_count;
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QueryPerformanceCounter(&perf_count);
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return qpc_to_us(sw, perf_count.QuadPart);
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}
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static void d3d11_swap_buffers(struct ra_swapchain *sw)
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{
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struct priv *p = sw->priv;
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LARGE_INTEGER perf_count;
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QueryPerformanceCounter(&perf_count);
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p->last_submit_qpc = perf_count.QuadPart;
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IDXGISwapChain_Present(p->swapchain, p->opts->sync_interval, 0);
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}
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static void d3d11_get_vsync(struct ra_swapchain *sw, struct vo_vsync_info *info)
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{
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struct priv *p = sw->priv;
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HRESULT hr;
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// The calculations below are only valid if mpv presents on every vsync
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if (p->opts->sync_interval != 1)
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return;
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// GetLastPresentCount returns a sequential ID for the frame submitted by
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// the last call to IDXGISwapChain::Present()
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UINT submit_count;
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hr = IDXGISwapChain_GetLastPresentCount(p->swapchain, &submit_count);
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if (FAILED(hr))
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return;
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// GetFrameStatistics returns two pairs. The first is (PresentCount,
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// PresentRefreshCount) which relates a present ID (on the same timeline as
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// GetLastPresentCount) to the physical vsync it was displayed on. The
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// second is (SyncRefreshCount, SyncQPCTime), which relates a physical vsync
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// to a timestamp on the same clock as QueryPerformanceCounter.
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DXGI_FRAME_STATISTICS stats;
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hr = IDXGISwapChain_GetFrameStatistics(p->swapchain, &stats);
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if (hr == DXGI_ERROR_FRAME_STATISTICS_DISJOINT) {
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p->last_sync_refresh_count = 0;
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p->last_sync_qpc_time = 0;
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p->vsync_duration_qpc = 0;
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}
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if (FAILED(hr))
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return;
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// Detecting skipped vsyncs is possible but not supported yet
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info->skipped_vsyncs = 0;
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// Get the number of physical vsyncs that have passed since the last call.
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// Check for 0 here, since sometimes GetFrameStatistics returns S_OK but
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// with 0s in some (all?) members of DXGI_FRAME_STATISTICS.
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unsigned src_passed = 0;
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if (stats.SyncRefreshCount && p->last_sync_refresh_count)
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src_passed = stats.SyncRefreshCount - p->last_sync_refresh_count;
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p->last_sync_refresh_count = stats.SyncRefreshCount;
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// Get the elapsed time passed between the above vsyncs
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unsigned sqt_passed = 0;
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if (stats.SyncQPCTime.QuadPart && p->last_sync_qpc_time)
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sqt_passed = stats.SyncQPCTime.QuadPart - p->last_sync_qpc_time;
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p->last_sync_qpc_time = stats.SyncQPCTime.QuadPart;
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// If any vsyncs have passed, estimate the physical frame rate
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if (src_passed && sqt_passed)
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p->vsync_duration_qpc = sqt_passed / src_passed;
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if (p->vsync_duration_qpc)
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info->vsync_duration = qpc_to_us(sw, p->vsync_duration_qpc);
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// If the physical frame rate is known and the other members of
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// DXGI_FRAME_STATISTICS are non-0, estimate the timing of the next frame
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if (p->vsync_duration_qpc && stats.PresentCount &&
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stats.PresentRefreshCount && stats.SyncRefreshCount &&
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stats.SyncQPCTime.QuadPart)
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{
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// PresentRefreshCount and SyncRefreshCount might refer to different
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// frames (this can definitely occur in bitblt-mode.) Assuming mpv
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// presents on every frame, guess the present count that relates to
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// SyncRefreshCount.
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unsigned expected_sync_pc = stats.PresentCount +
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(stats.SyncRefreshCount - stats.PresentRefreshCount);
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// Now guess the timestamp of the last submitted frame based on the
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// timestamp of the frame at SyncRefreshCount and the frame rate
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int64_t last_queue_display_time_qpc = stats.SyncQPCTime.QuadPart +
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(submit_count - expected_sync_pc) * p->vsync_duration_qpc;
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// Only set the estimated display time if it's after the last submission
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// time. It could be before if mpv skips a lot of frames.
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if (last_queue_display_time_qpc >= p->last_submit_qpc) {
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info->last_queue_display_time = mp_time_us() +
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(qpc_to_us(sw, last_queue_display_time_qpc) - qpc_us_now(sw));
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}
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}
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}
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static int d3d11_control(struct ra_ctx *ctx, int *events, int request, void *arg)
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{
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struct priv *p = ctx->priv;
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int ret = vo_w32_control(ctx->vo, events, request, arg);
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if (request == VOCTRL_RESUME) {
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// Reset frame statistics after pause
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p->last_sync_refresh_count = 0;
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p->last_sync_qpc_time = 0;
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p->vsync_duration_qpc = 0;
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}
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if (*events & VO_EVENT_RESIZE) {
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if (!resize(ctx))
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return VO_ERROR;
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@ -178,6 +297,7 @@ static const struct ra_swapchain_fns d3d11_swapchain = {
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.start_frame = d3d11_start_frame,
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.submit_frame = d3d11_submit_frame,
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.swap_buffers = d3d11_swap_buffers,
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.get_vsync = d3d11_get_vsync,
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};
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static bool d3d11_init(struct ra_ctx *ctx)
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@ -185,6 +305,10 @@ static bool d3d11_init(struct ra_ctx *ctx)
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struct priv *p = ctx->priv = talloc_zero(ctx, struct priv);
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p->opts = mp_get_config_group(ctx, ctx->global, &d3d11_conf);
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LARGE_INTEGER perf_freq;
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QueryPerformanceFrequency(&perf_freq);
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p->perf_freq = perf_freq.QuadPart;
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struct ra_swapchain *sw = ctx->swapchain = talloc_zero(ctx, struct ra_swapchain);
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sw->priv = p;
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sw->ctx = ctx;
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