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mirror of https://github.com/mpv-player/mpv synced 2024-12-28 18:12:22 +00:00

vo_direct3d: add EOSD support

This allows rendering subtitles in display resolution. It also makes
inserting the vf_ass video filter unnecessary.
This commit is contained in:
wm4 2011-10-26 11:44:30 +02:00
parent a7fde0bcd9
commit fdc8b0451c

View File

@ -21,8 +21,11 @@
#include <windows.h>
#include <errno.h>
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <d3d9.h>
#include "config.h"
#include "talloc.h"
#include "video_out.h"
#include "video_out_internal.h"
#include "fastmemcpy.h"
@ -32,6 +35,7 @@
#include "libavutil/common.h"
#include "sub/font_load.h"
#include "sub/sub.h"
#include "eosd_packer.h"
static const vo_info_t info =
{
@ -41,6 +45,11 @@ static const vo_info_t info =
""
};
// texture format for EOSD
// 0: use D3DFMT_A8L8
// 1: use D3DFMT_A8 (doesn't work with wine)
#define USE_A8 0
/*
* Link essential libvo functions: preinit, config, control, draw_frame,
* draw_slice, draw_osd, flip_page, check_events, uninit and
@ -48,6 +57,20 @@ static const vo_info_t info =
*/
const LIBVO_EXTERN(direct3d)
#define D3DFVF_OSD_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
typedef struct {
float x, y, z; /* Position of vertex in 3D space */
float tu, tv; /* Texture coordinates */
} vertex_osd;
#define D3DFVF_EOSD_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE)
typedef struct {
float x, y, z;
D3DCOLOR color;
float tu, tv;
} vertex_eosd;
/* Global variables "priv" structure. I try to keep their count low.
*/
@ -84,6 +107,7 @@ static struct global_priv {
cannot lock a normal texture. Uses RGBA */
IDirect3DSurface9 *d3d_backbuf; /**< Video card's back buffer (used to
display next frame) */
IDirect3DTexture9 *d3d_texture_eosd; /**< Direct3D Texture. Uses A8L8 */
int cur_backbuf_width; /**< Current backbuffer width */
int cur_backbuf_height; /**< Current backbuffer height */
int is_osd_populated; /**< 1 = OSD texture has something to display,
@ -100,6 +124,11 @@ static struct global_priv {
int osd_height; /**< current height of the OSD */
int osd_texture_width; /**< current width of the OSD texture */
int osd_texture_height; /**< current height of the OSD texture */
int eosd_texture_width;
int eosd_texture_height;
struct eosd_packer *eosd; /**< EOSD packer (image positions etc.) */
vertex_eosd *eosd_vb; /**< temporary memory for D3D when rendering EOSD */
} *priv;
typedef struct {
@ -127,17 +156,15 @@ static const struct_fmt_table fmt_table[] = {
#define DISPLAY_FORMAT_TABLE_ENTRIES (sizeof(fmt_table) / sizeof(fmt_table[0]))
#define D3DFVF_MY_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
typedef struct {
float x, y, z; /* Position of vertex in 3D space */
float tu, tv; /* Texture coordinates */
} struct_vertex;
typedef enum back_buffer_action {
BACKBUFFER_CREATE,
BACKBUFFER_RESET
} back_buffer_action_e;
static void generate_eosd(mp_eosd_images_t *);
static void draw_eosd(void);
/****************************************************************************
* *
* *
@ -208,6 +235,41 @@ static void destroy_d3d_surfaces(void)
if (priv->d3d_backbuf)
IDirect3DSurface9_Release(priv->d3d_backbuf);
priv->d3d_backbuf = NULL;
if (priv->d3d_texture_eosd)
IDirect3DSurface9_Release(priv->d3d_texture_eosd);
priv->d3d_texture_eosd = NULL;
priv->eosd_texture_width = priv->eosd_texture_height = 0;
if (priv->eosd)
eosd_packer_reinit(priv->eosd, 0, 0);
}
// Adjust the texture size *width/*height to fit the requirements of the D3D
// device. The texture size is only increased.
// xxx make clear what happens when exceeding max_texture_width/height,
// see create_d3d_surfaces(), not sure why that does what it does
static void d3d_fix_texture_size(int *width, int *height)
{
int tex_width = *width;
int tex_height = *height;
if (priv->device_caps_power2_only) {
tex_width = 1;
tex_height = 1;
while (tex_width < *width) tex_width <<= 1;
while (tex_height < *height) tex_height <<= 1;
}
if (priv->device_caps_square_only)
/* device only supports square textures */
tex_width = tex_height = tex_width > tex_height ? tex_width : tex_height;
// better round up to a multiple of 16
// (xxx: why???)
tex_width = (tex_width + 15) & ~15;
tex_height = (tex_height + 15) & ~15;
*width = tex_width;
*height = tex_height;
}
/** @brief Create D3D Offscreen and Backbuffer surfaces. Each
@ -237,19 +299,7 @@ static int create_d3d_surfaces(void)
return 0;
}
/* calculate the best size for the OSD depending on the factors from the device */
if (priv->device_caps_power2_only) {
tex_width = 1;
tex_height = 1;
while (tex_width < osd_width ) tex_width <<= 1;
while (tex_height < osd_height) tex_height <<= 1;
}
if (priv->device_caps_square_only)
/* device only supports square textures */
tex_width = tex_height = tex_width > tex_height ? tex_width : tex_height;
// better round up to a multiple of 16
tex_width = (tex_width + 15) & ~15;
tex_height = (tex_height + 15) & ~15;
d3d_fix_texture_size(&tex_width, &tex_height);
// make sure we respect the size limits without breaking aspect or pow2-requirements
while (tex_width > priv->max_texture_width || tex_height > priv->max_texture_height) {
@ -310,6 +360,10 @@ static int create_d3d_surfaces(void)
IDirect3DDevice9_SetSamplerState(priv->d3d_device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(priv->d3d_device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
if (priv->eosd)
eosd_packer_reinit(priv->eosd, priv->max_texture_width,
priv->max_texture_height);
return 1;
}
@ -646,8 +700,11 @@ static int query_format(uint32_t movie_fmt)
if (!check_format(movie_fmt))
return 0;
return (VFCAP_CSP_SUPPORTED | VFCAP_CSP_SUPPORTED_BY_HW
| VFCAP_OSD | VFCAP_HWSCALE_UP | VFCAP_HWSCALE_DOWN);
int eosd_caps = VFCAP_CSP_SUPPORTED | VFCAP_CSP_SUPPORTED_BY_HW
| VFCAP_OSD | VFCAP_HWSCALE_UP | VFCAP_HWSCALE_DOWN;
if (priv->eosd)
eosd_caps |= VFCAP_EOSD | VFCAP_EOSD_UNSCALED;
return eosd_caps;
}
/****************************************************************************
@ -678,16 +735,13 @@ static int preinit(const char *arg)
DWORD dev_caps;
/* Set to zero all global variables. */
priv = calloc(1, sizeof(struct global_priv));
if (!priv) {
mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Allocating private memory failed.\n");
goto err_out;
}
priv = talloc_zero(NULL, struct global_priv);
/* FIXME
> Please use subopt-helper.h for this, see vo_gl.c:preinit for
> an example of how to use it.
*/
//xxx make it possible to disable eosd by command line
bool enable_eosd = true;
if (enable_eosd)
priv->eosd = eosd_packer_create(priv);
priv->d3d9_dll = LoadLibraryA("d3d9.dll");
if (!priv->d3d9_dll) {
@ -809,6 +863,22 @@ static int control(uint32_t request, void *data)
return VO_TRUE;
case VOCTRL_GET_PANSCAN:
return VO_TRUE;
case VOCTRL_DRAW_EOSD:
if (!data)
return VO_FALSE;
assert(priv->eosd);
generate_eosd(data);
draw_eosd();
return VO_TRUE;
case VOCTRL_GET_EOSD_RES: {
assert(priv->eosd);
struct mp_eosd_res *r = data;
r->w = vo_dwidth;
r->h = vo_dheight;
r->ml = r->mr = priv->border_x;
r->mt = r->mb = priv->border_y;
return VO_TRUE;
}
}
return VO_FALSE;
}
@ -850,7 +920,6 @@ static int config(uint32_t width, uint32_t height, uint32_t d_width,
* call, we should destroy Direct3D adapter and surfaces before
* calling configure_d3d, which will create them again.
*/
destroy_d3d_surfaces();
/* Destroy the D3D Device */
@ -895,7 +964,7 @@ static void uninit(void)
if (priv->d3d9_dll)
FreeLibrary(priv->d3d9_dll);
priv->d3d9_dll = NULL;
free(priv);
talloc_free(priv);
priv = NULL;
}
@ -1086,7 +1155,7 @@ static void draw_osd(void)
if (priv->is_osd_populated) {
struct_vertex osd_quad_vb[] = {
vertex_osd osd_quad_vb[] = {
{-1.0f, 1.0f, 0.0f, 0, 0 },
{ 1.0f, 1.0f, 0.0f, 1, 0 },
{-1.0f,-1.0f, 0.0f, 0, 1 },
@ -1113,8 +1182,8 @@ static void draw_osd(void)
(IDirect3DBaseTexture9 *)(priv->device_texture_sys
? priv->d3d_texture_system : priv->d3d_texture_osd));
IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_MY_VERTEX);
IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLESTRIP, 2, osd_quad_vb, sizeof(struct_vertex));
IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_OSD_VERTEX);
IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLESTRIP, 2, osd_quad_vb, sizeof(vertex_osd));
/* turn off alpha test */
IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, FALSE);
@ -1126,3 +1195,233 @@ static void draw_osd(void)
}
}
}
static void d3d_realloc_eosd_texture(void)
{
int new_w = priv->eosd->surface.w;
int new_h = priv->eosd->surface.h;
d3d_fix_texture_size(&new_w, &new_h);
if (new_w == priv->eosd_texture_width && new_h == priv->eosd_texture_height)
return;
// fortunately, we don't need to keep the old image data
// we can always free it
if (priv->d3d_texture_eosd)
IDirect3DTexture9_Release(priv->d3d_texture_eosd);
priv->d3d_texture_eosd = NULL;
priv->eosd_texture_width = new_w;
priv->eosd_texture_height = new_h;
mp_msg(MSGT_VO, MSGL_DBG2, "<vo_direct3d>reallocate EOSD surface.\n");
if (FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device,
priv->eosd_texture_width,
priv->eosd_texture_height,
1,
D3DUSAGE_DYNAMIC,
#if USE_A8
D3DFMT_A8,
#else
D3DFMT_A8L8,
#endif
D3DPOOL_DEFAULT,
&priv->d3d_texture_eosd,
NULL))) {
mp_msg(MSGT_VO,MSGL_ERR,
"<vo_direct3d>Allocating EOSD texture failed.\n");
priv->eosd_texture_width = 0;
priv->eosd_texture_height = 0;
return;
}
}
static D3DCOLOR ass_to_d3d_color(uint32_t color)
{
uint32_t r = (color >> 24) & 0xff;
uint32_t g = (color >> 16) & 0xff;
uint32_t b = (color >> 8) & 0xff;
uint32_t a = 0xff - (color & 0xff);
return D3DCOLOR_ARGB(a, r, g, b);
}
static void generate_eosd(mp_eosd_images_t *imgs)
{
bool need_reposition, need_upload, need_resize;
eosd_packer_generate(priv->eosd, imgs, &need_reposition, &need_upload,
&need_resize);
if (!need_upload)
return;
// even if the texture size is unchanged, the texture might have been free'd
d3d_realloc_eosd_texture();
if (!priv->d3d_texture_eosd)
return; // failed to allocate
// reupload all EOSD images
// we need 2 primitives per quad which makes 6 vertices (we could reduce the
// number of vertices by using an indexed vertex array, but it's probably
// not worth doing)
priv->eosd_vb = talloc_realloc_size(priv->eosd, priv->eosd_vb,
priv->eosd->targets_count
* sizeof(vertex_eosd) * 6);
struct eosd_rect rc;
eosd_packer_calculate_source_bb(priv->eosd, &rc);
RECT dirty_rc = { rc.x0, rc.y0, rc.x1, rc.y1 };
D3DLOCKED_RECT locked_rect;
if (FAILED(IDirect3DTexture9_LockRect(priv->d3d_texture_eosd, 0,
&locked_rect, &dirty_rc, 0)))
{
mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>EOSD texture lock failed.\n");
return;
}
//memset(locked_rect.pBits, 0, locked_rect.Pitch * priv->eosd_texture_height);
float eosd_w = priv->eosd_texture_width;
float eosd_h = priv->eosd_texture_height;
for (int i = 0; i < priv->eosd->targets_count; i++) {
struct eosd_target *target = &priv->eosd->targets[i];
ASS_Image *img = target->ass_img;
char *src = img->bitmap;
#if USE_A8
char *dst = (char*)locked_rect.pBits + target->source.x0
+ locked_rect.Pitch * target->source.y0;
#else
char *dst = (char*)locked_rect.pBits + target->source.x0*2
+ locked_rect.Pitch * target->source.y0;
#endif
for (int y = 0; y < img->h; y++) {
#if USE_A8
memcpy(dst, src, img->w);
#else
for (int x = 0; x < img->w; x++) {
dst[x*2+0] = 255;
dst[x*2+1] = src[x];
}
#endif
src += img->stride;
dst += locked_rect.Pitch;
}
D3DCOLOR color = ass_to_d3d_color(img->color);
float x0 = target->dest.x0;
float y0 = target->dest.y0;
float x1 = target->dest.x1;
float y1 = target->dest.y1;
float tx0 = target->source.x0 / eosd_w;
float ty0 = target->source.y0 / eosd_h;
float tx1 = target->source.x1 / eosd_w;
float ty1 = target->source.y1 / eosd_h;
vertex_eosd *v = &priv->eosd_vb[i*6];
v[0] = (vertex_eosd) { x0, y0, 0, color, tx0, ty0 };
v[1] = (vertex_eosd) { x1, y0, 0, color, tx1, ty0 };
v[2] = (vertex_eosd) { x0, y1, 0, color, tx0, ty1 };
v[3] = (vertex_eosd) { x1, y1, 0, color, tx1, ty1 };
v[4] = v[2];
v[5] = v[1];
}
if (FAILED(IDirect3DTexture9_UnlockRect(priv->d3d_texture_eosd, 0))) {
mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>EOSD texture unlock failed.\n");
return;
}
}
// unfortunately we can't use the D3DX library
static void d3d_matrix_identity(D3DMATRIX *m)
{
memset(m, 0, sizeof(D3DMATRIX));
m->_11 = m->_22 = m->_33 = m->_44 = 1.0f;
}
static void d3d_matrix_ortho(D3DMATRIX *m, float left, float right,
float bottom, float top)
{
d3d_matrix_identity(m);
m->_11 = 2.0f / (right - left);
m->_22 = 2.0f / (top - bottom);
m->_33 = 1.0f;
m->_41 = -(right + left) / (right - left);
m->_42 = -(top + bottom) / (top - bottom);
m->_43 = 0;
m->_44 = 1.0f;
}
static void draw_eosd(void)
{
// we can not render OSD if we lost the device e.g. because it was uncooperative
if (!priv->d3d_device)
return;
if (!priv->eosd->targets_count)
return;
//xxx need to set up a transform for EOSD rendering when drawing it
if (FAILED(IDirect3DDevice9_BeginScene(priv->d3d_device))) {
mp_msg(MSGT_VO,MSGL_ERR,"<vo_direct3d>BeginScene failed (EOSD).\n");
return;
}
IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHABLENDENABLE, TRUE);
//IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, TRUE);
D3DMATRIX m;
// so that screen coordinates map to D3D ones
D3DVIEWPORT9 p;
IDirect3DDevice9_GetViewport(priv->d3d_device, &p);
d3d_matrix_ortho(&m, 0.5f, p.Width + 0.5f, p.Height + 0.5f, 0.5f);
IDirect3DDevice9_SetTransform(priv->d3d_device, D3DTS_VIEW, &m);
IDirect3DDevice9_SetTexture(priv->d3d_device, 0,
(IDirect3DBaseTexture9*)priv->d3d_texture_eosd);
IDirect3DDevice9_SetRenderState(priv->d3d_device,
D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(priv->d3d_device,
D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
#if USE_A8
// do not use the color value from the A8 texture, because that is black
// we need either white, or no blending with the texture color at all
// use the value in D3DTSS_CONSTANT instead (0xffffffff=white by default)
// xxx wine doesn't like this (fails to compile the generated GL shader)
// and D3DTA_SPECULAR leaves the images black
IDirect3DDevice9_SetTextureStageState(priv->d3d_device, 0,
D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(priv->d3d_device,0,
D3DTSS_COLORARG1, D3DTA_CONSTANT);
#endif
IDirect3DDevice9_SetTextureStageState(priv->d3d_device, 0,
D3DTSS_ALPHAOP, D3DTOP_MODULATE);
IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_EOSD_VERTEX);
IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLELIST,
priv->eosd->targets_count * 2,
priv->eosd_vb, sizeof(vertex_eosd));
d3d_matrix_identity(&m);
IDirect3DDevice9_SetTransform(priv->d3d_device, D3DTS_VIEW, &m);
IDirect3DDevice9_SetTextureStageState(priv->d3d_device, 0,
D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHABLENDENABLE, FALSE);
//IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_ALPHATESTENABLE, FALSE);
if (FAILED(IDirect3DDevice9_EndScene(priv->d3d_device))) {
mp_msg(MSGT_VO,MSGL_ERR,"<vo_direct3d>EndScene failed (EOSD).\n");
return;
}
}