#include #include #include #include #include #include #include #include "common/msg.h" #include "osdep/io.h" #include "osdep/subprocess.h" #include "osdep/timer.h" #include "osdep/windows_utils.h" #include "video/out/gpu/spirv.h" #include "video/out/gpu/utils.h" #include "ra_d3d11.h" #ifndef D3D11_1_UAV_SLOT_COUNT #define D3D11_1_UAV_SLOT_COUNT (64) #endif struct ra_d3d11 { struct spirv_compiler *spirv; ID3D11Device *dev; ID3D11Device1 *dev1; ID3D11DeviceContext *ctx; ID3D11DeviceContext1 *ctx1; pD3DCompile D3DCompile; // Debug interfaces (--gpu-debug) ID3D11Debug *debug; ID3D11InfoQueue *iqueue; // Device capabilities D3D_FEATURE_LEVEL fl; bool has_clear_view; int max_uavs; // Streaming dynamic vertex buffer, which is used for all renderpasses ID3D11Buffer *vbuf; size_t vbuf_size; size_t vbuf_used; // clear() renderpass resources (only used when has_clear_view is false) ID3D11PixelShader *clear_ps; ID3D11VertexShader *clear_vs; ID3D11InputLayout *clear_layout; ID3D11Buffer *clear_vbuf; ID3D11Buffer *clear_cbuf; // blit() renderpass resources ID3D11PixelShader *blit_float_ps; ID3D11VertexShader *blit_vs; ID3D11InputLayout *blit_layout; ID3D11Buffer *blit_vbuf; ID3D11SamplerState *blit_sampler; }; struct d3d_tex { // res mirrors one of tex1d, tex2d or tex3d for convenience. It does not // hold an additional reference to the texture object. ID3D11Resource *res; ID3D11Texture1D *tex1d; ID3D11Texture2D *tex2d; ID3D11Texture3D *tex3d; ID3D11ShaderResourceView *srv; ID3D11RenderTargetView *rtv; ID3D11UnorderedAccessView *uav; ID3D11SamplerState *sampler; }; struct d3d_buf { ID3D11Buffer *buf; ID3D11Buffer *staging; ID3D11UnorderedAccessView *uav; void *data; // Data for mapped staging texture }; struct d3d_rpass { ID3D11PixelShader *ps; ID3D11VertexShader *vs; ID3D11ComputeShader *cs; ID3D11InputLayout *layout; ID3D11BlendState *bstate; }; struct d3d_timer { ID3D11Query *ts_start; ID3D11Query *ts_end; ID3D11Query *disjoint; uint64_t result; // Latches the result from the previous use of the timer }; struct d3d_fmt { const char *name; int components; int bytes; int bits[4]; DXGI_FORMAT fmt; enum ra_ctype ctype; bool unordered; }; static const char clear_vs[] = "\ float4 main(float2 pos : POSITION) : SV_Position\n\ {\n\ return float4(pos, 0.0, 1.0);\n\ }\n\ "; static const char clear_ps[] = "\ cbuffer ps_cbuf : register(b0) {\n\ float4 color : packoffset(c0);\n\ }\n\ \n\ float4 main(float4 pos : SV_Position) : SV_Target\n\ {\n\ return color;\n\ }\n\ "; struct blit_vert { float x, y, u, v; }; static const char blit_vs[] = "\ void main(float2 pos : POSITION, float2 coord : TEXCOORD0,\n\ out float4 out_pos : SV_Position, out float2 out_coord : TEXCOORD0)\n\ {\n\ out_pos = float4(pos, 0.0, 1.0);\n\ out_coord = coord;\n\ }\n\ "; static const char blit_float_ps[] = "\ Texture2D tex : register(t0);\n\ SamplerState samp : register(s0);\n\ \n\ float4 main(float4 pos : SV_Position, float2 coord : TEXCOORD0) : SV_Target\n\ {\n\ return tex.Sample(samp, coord);\n\ }\n\ "; #define DXFMT(f, t) .fmt = DXGI_FORMAT_##f##_##t, .ctype = RA_CTYPE_##t static struct d3d_fmt formats[] = { { "r8", 1, 1, { 8}, DXFMT(R8, UNORM) }, { "rg8", 2, 2, { 8, 8}, DXFMT(R8G8, UNORM) }, { "rgba8", 4, 4, { 8, 8, 8, 8}, DXFMT(R8G8B8A8, UNORM) }, { "r16", 1, 2, {16}, DXFMT(R16, UNORM) }, { "rg16", 2, 4, {16, 16}, DXFMT(R16G16, UNORM) }, { "rgba16", 4, 8, {16, 16, 16, 16}, DXFMT(R16G16B16A16, UNORM) }, { "r32ui", 1, 4, {32}, DXFMT(R32, UINT) }, { "rg32ui", 2, 8, {32, 32}, DXFMT(R32G32, UINT) }, { "rgb32ui", 3, 12, {32, 32, 32}, DXFMT(R32G32B32, UINT) }, { "rgba32ui", 4, 16, {32, 32, 32, 32}, DXFMT(R32G32B32A32, UINT) }, { "r16hf", 1, 2, {16}, DXFMT(R16, FLOAT) }, { "rg16hf", 2, 4, {16, 16}, DXFMT(R16G16, FLOAT) }, { "rgba16hf", 4, 8, {16, 16, 16, 16}, DXFMT(R16G16B16A16, FLOAT) }, { "r32f", 1, 4, {32}, DXFMT(R32, FLOAT) }, { "rg32f", 2, 8, {32, 32}, DXFMT(R32G32, FLOAT) }, { "rgb32f", 3, 12, {32, 32, 32}, DXFMT(R32G32B32, FLOAT) }, { "rgba32f", 4, 16, {32, 32, 32, 32}, DXFMT(R32G32B32A32, FLOAT) }, { "rgb10_a2", 4, 4, {10, 10, 10, 2}, DXFMT(R10G10B10A2, UNORM) }, { "bgra8", 4, 4, { 8, 8, 8, 8}, DXFMT(B8G8R8A8, UNORM), .unordered = false }, }; static DXGI_FORMAT fmt_to_dxgi(const struct ra_format *fmt) { struct d3d_fmt *d3d = fmt->priv; return d3d->fmt; } static void setup_formats(struct ra *ra) { // All formats must be usable as a 2D texture static const UINT sup_basic = D3D11_FORMAT_SUPPORT_TEXTURE2D; // SHADER_SAMPLE indicates support for linear sampling, point always works static const UINT sup_filter = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; // RA requires renderable surfaces to be blendable as well static const UINT sup_render = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE; struct ra_d3d11 *p = ra->priv; HRESULT hr; for (int i = 0; i < MP_ARRAY_SIZE(formats); i++) { struct d3d_fmt *d3dfmt = &formats[i]; UINT support = 0; hr = ID3D11Device_CheckFormatSupport(p->dev, d3dfmt->fmt, &support); if (FAILED(hr)) continue; if ((support & sup_basic) != sup_basic) continue; struct ra_format *fmt = talloc_zero(ra, struct ra_format); *fmt = (struct ra_format) { .name = d3dfmt->name, .priv = d3dfmt, .ctype = d3dfmt->ctype, .ordered = !d3dfmt->unordered, .num_components = d3dfmt->components, .pixel_size = d3dfmt->bytes, .linear_filter = (support & sup_filter) == sup_filter, .renderable = (support & sup_render) == sup_render, }; if (support & D3D11_FORMAT_SUPPORT_TEXTURE1D) ra->caps |= RA_CAP_TEX_1D; for (int j = 0; j < d3dfmt->components; j++) fmt->component_size[j] = fmt->component_depth[j] = d3dfmt->bits[j]; fmt->glsl_format = ra_fmt_glsl_format(fmt); MP_TARRAY_APPEND(ra, ra->formats, ra->num_formats, fmt); } } static bool tex_init(struct ra *ra, struct ra_tex *tex) { struct ra_d3d11 *p = ra->priv; struct d3d_tex *tex_p = tex->priv; struct ra_tex_params *params = &tex->params; HRESULT hr; // A SRV is required for renderpasses and blitting, since blitting can use // a renderpass internally if (params->render_src || params->blit_src) { // Always specify the SRV format for simplicity. This will match the // texture format for textures created with tex_create, but it can be // different for wrapped planar video textures. D3D11_SHADER_RESOURCE_VIEW_DESC srvdesc = { .Format = fmt_to_dxgi(params->format), }; switch (params->dimensions) { case 1: srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D; srvdesc.Texture1D.MipLevels = 1; break; case 2: srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvdesc.Texture2D.MipLevels = 1; break; case 3: srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D; srvdesc.Texture3D.MipLevels = 1; break; } hr = ID3D11Device_CreateShaderResourceView(p->dev, tex_p->res, &srvdesc, &tex_p->srv); if (FAILED(hr)) { MP_ERR(ra, "Failed to create SRV: %s\n", mp_HRESULT_to_str(hr)); goto error; } } // Samplers are required for renderpasses, but not blitting, since the blit // code uses its own point sampler if (params->render_src) { D3D11_SAMPLER_DESC sdesc = { .AddressU = D3D11_TEXTURE_ADDRESS_CLAMP, .AddressV = D3D11_TEXTURE_ADDRESS_CLAMP, .AddressW = D3D11_TEXTURE_ADDRESS_CLAMP, .ComparisonFunc = D3D11_COMPARISON_NEVER, .MinLOD = 0, .MaxLOD = D3D11_FLOAT32_MAX, .MaxAnisotropy = 1, }; if (params->src_linear) sdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; if (params->src_repeat) { sdesc.AddressU = sdesc.AddressV = sdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; } // The runtime pools sampler state objects internally, so we don't have // to worry about resource usage when creating one for every ra_tex hr = ID3D11Device_CreateSamplerState(p->dev, &sdesc, &tex_p->sampler); if (FAILED(hr)) { MP_ERR(ra, "Failed to create sampler: %s\n", mp_HRESULT_to_str(hr)); goto error; } } // Like SRVs, an RTV is required for renderpass output and blitting if (params->render_dst || params->blit_dst) { hr = ID3D11Device_CreateRenderTargetView(p->dev, tex_p->res, NULL, &tex_p->rtv); if (FAILED(hr)) { MP_ERR(ra, "Failed to create RTV: %s\n", mp_HRESULT_to_str(hr)); goto error; } } if (p->fl >= D3D_FEATURE_LEVEL_11_0 && params->storage_dst) { hr = ID3D11Device_CreateUnorderedAccessView(p->dev, tex_p->res, NULL, &tex_p->uav); if (FAILED(hr)) { MP_ERR(ra, "Failed to create UAV: %s\n", mp_HRESULT_to_str(hr)); goto error; } } return true; error: return false; } static void tex_destroy(struct ra *ra, struct ra_tex *tex) { if (!tex) return; struct d3d_tex *tex_p = tex->priv; SAFE_RELEASE(tex_p->srv); SAFE_RELEASE(tex_p->rtv); SAFE_RELEASE(tex_p->uav); SAFE_RELEASE(tex_p->sampler); SAFE_RELEASE(tex_p->res); talloc_free(tex); } static struct ra_tex *tex_create(struct ra *ra, const struct ra_tex_params *params) { struct ra_d3d11 *p = ra->priv; HRESULT hr; struct ra_tex *tex = talloc_zero(NULL, struct ra_tex); tex->params = *params; tex->params.initial_data = NULL; struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex); DXGI_FORMAT fmt = fmt_to_dxgi(params->format); D3D11_SUBRESOURCE_DATA *pdata = NULL; if (params->initial_data) { pdata = &(D3D11_SUBRESOURCE_DATA) { .pSysMem = params->initial_data, .SysMemPitch = params->w * params->format->pixel_size, }; if (params->dimensions >= 3) pdata->SysMemSlicePitch = pdata->SysMemPitch * params->h; } D3D11_USAGE usage = D3D11_USAGE_DEFAULT; D3D11_BIND_FLAG bind_flags = 0; if (params->render_src || params->blit_src) bind_flags |= D3D11_BIND_SHADER_RESOURCE; if (params->render_dst || params->blit_dst) bind_flags |= D3D11_BIND_RENDER_TARGET; if (p->fl >= D3D_FEATURE_LEVEL_11_0 && params->storage_dst) bind_flags |= D3D11_BIND_UNORDERED_ACCESS; // Apparently IMMUTABLE textures are efficient, so try to infer whether we // can use one if (params->initial_data && !params->render_dst && !params->storage_dst && !params->blit_dst && !params->host_mutable) usage = D3D11_USAGE_IMMUTABLE; switch (params->dimensions) { case 1:; D3D11_TEXTURE1D_DESC desc1d = { .Width = params->w, .MipLevels = 1, .ArraySize = 1, .Format = fmt, .Usage = usage, .BindFlags = bind_flags, }; hr = ID3D11Device_CreateTexture1D(p->dev, &desc1d, pdata, &tex_p->tex1d); if (FAILED(hr)) { MP_ERR(ra, "Failed to create Texture1D: %s\n", mp_HRESULT_to_str(hr)); goto error; } tex_p->res = (ID3D11Resource *)tex_p->tex1d; break; case 2:; D3D11_TEXTURE2D_DESC desc2d = { .Width = params->w, .Height = params->h, .MipLevels = 1, .ArraySize = 1, .SampleDesc.Count = 1, .Format = fmt, .Usage = usage, .BindFlags = bind_flags, }; hr = ID3D11Device_CreateTexture2D(p->dev, &desc2d, pdata, &tex_p->tex2d); if (FAILED(hr)) { MP_ERR(ra, "Failed to create Texture2D: %s\n", mp_HRESULT_to_str(hr)); goto error; } tex_p->res = (ID3D11Resource *)tex_p->tex2d; break; case 3:; D3D11_TEXTURE3D_DESC desc3d = { .Width = params->w, .Height = params->h, .Depth = params->d, .MipLevels = 1, .Format = fmt, .Usage = usage, .BindFlags = bind_flags, }; hr = ID3D11Device_CreateTexture3D(p->dev, &desc3d, pdata, &tex_p->tex3d); if (FAILED(hr)) { MP_ERR(ra, "Failed to create Texture3D: %s\n", mp_HRESULT_to_str(hr)); goto error; } tex_p->res = (ID3D11Resource *)tex_p->tex3d; break; default: abort(); } if (!tex_init(ra, tex)) goto error; return tex; error: tex_destroy(ra, tex); return NULL; } struct ra_tex *ra_d3d11_wrap_tex(struct ra *ra, ID3D11Resource *res) { HRESULT hr; struct ra_tex *tex = talloc_zero(NULL, struct ra_tex); struct ra_tex_params *params = &tex->params; struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex); DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN; D3D11_USAGE usage = D3D11_USAGE_DEFAULT; D3D11_BIND_FLAG bind_flags = 0; D3D11_RESOURCE_DIMENSION type; ID3D11Resource_GetType(res, &type); switch (type) { case D3D11_RESOURCE_DIMENSION_TEXTURE2D: hr = ID3D11Resource_QueryInterface(res, &IID_ID3D11Texture2D, (void**)&tex_p->tex2d); if (FAILED(hr)) { MP_ERR(ra, "Resource is not a ID3D11Texture2D\n"); goto error; } tex_p->res = (ID3D11Resource *)tex_p->tex2d; D3D11_TEXTURE2D_DESC desc2d; ID3D11Texture2D_GetDesc(tex_p->tex2d, &desc2d); if (desc2d.MipLevels != 1 || desc2d.ArraySize != 1) goto error; if (desc2d.SampleDesc.Count != 1) goto error; params->dimensions = 2; params->w = desc2d.Width; params->h = desc2d.Height; params->d = 1; usage = desc2d.Usage; bind_flags = desc2d.BindFlags; fmt = desc2d.Format; break; default: // We could wrap Texture1D/3D as well, but keep it simple, since this // function is only used for swapchain backbuffers at the moment MP_ERR(ra, "Resource is not suitable to wrap\n"); goto error; } for (int i = 0; i < ra->num_formats; i++) { DXGI_FORMAT target_fmt = fmt_to_dxgi(ra->formats[i]); if (fmt == target_fmt) { params->format = ra->formats[i]; break; } } if (!params->format) { MP_ERR(ra, "Could not find a suitable RA format for wrapped resource\n"); goto error; } if (bind_flags & D3D11_BIND_SHADER_RESOURCE) params->render_src = params->blit_src = true; if (bind_flags & D3D11_BIND_RENDER_TARGET) params->render_dst = params->blit_dst = true; if (bind_flags & D3D11_BIND_UNORDERED_ACCESS) params->storage_dst = true; if (usage != D3D11_USAGE_DEFAULT) { MP_ERR(ra, "Resource is not D3D11_USAGE_DEFAULT\n"); goto error; } if (!tex_init(ra, tex)) goto error; return tex; error: tex_destroy(ra, tex); return NULL; } struct ra_tex *ra_d3d11_wrap_tex_video(struct ra *ra, ID3D11Texture2D *res, int w, int h, const struct ra_format *fmt) { struct ra_tex *tex = talloc_zero(NULL, struct ra_tex); struct ra_tex_params *params = &tex->params; struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex); tex_p->tex2d = res; tex_p->res = (ID3D11Resource *)tex_p->tex2d; ID3D11Texture2D_AddRef(res); D3D11_TEXTURE2D_DESC desc2d; ID3D11Texture2D_GetDesc(tex_p->tex2d, &desc2d); if (!(desc2d.BindFlags & D3D11_BIND_SHADER_RESOURCE)) { MP_ERR(ra, "Video resource is not bindable\n"); goto error; } params->dimensions = 2; params->w = w; params->h = h; params->d = 1; params->render_src = true; params->src_linear = true; // fmt can be different to the texture format for planar video textures params->format = fmt; if (!tex_init(ra, tex)) goto error; return tex; error: tex_destroy(ra, tex); return NULL; } static bool tex_upload(struct ra *ra, const struct ra_tex_upload_params *params) { struct ra_d3d11 *p = ra->priv; struct ra_tex *tex = params->tex; struct d3d_tex *tex_p = tex->priv; if (!params->src) { MP_ERR(ra, "Pixel buffers are not supported\n"); return false; } const char *src = params->src; ptrdiff_t stride = tex->params.dimensions >= 2 ? tex->params.w : 0; ptrdiff_t pitch = tex->params.dimensions >= 3 ? stride * tex->params.h : 0; bool invalidate = true; D3D11_BOX *rc = NULL; if (tex->params.dimensions == 2) { stride = params->stride; // stride can be negative, but vo_gpu expects the RA backend to ignore // the negative stride and upload the image "upside-down" for now if (stride < 0) { int h = params->rc ? mp_rect_h(*params->rc) : tex->params.h; src += (h - 1) * stride; stride = -stride; } if (params->rc && (params->rc->x0 != 0 || params->rc->y0 != 0 || params->rc->x1 != tex->params.w || params->rc->y1 != tex->params.h)) { rc = &(D3D11_BOX) { .left = params->rc->x0, .top = params->rc->y0, .front = 0, .right = params->rc->x1, .bottom = params->rc->y1, .back = 1, }; invalidate = params->invalidate; } } if (p->ctx1) { ID3D11DeviceContext1_UpdateSubresource1(p->ctx1, tex_p->res, 0, rc, src, stride, pitch, invalidate ? D3D11_COPY_DISCARD : 0); } else { ID3D11DeviceContext_UpdateSubresource(p->ctx, tex_p->res, 0, rc, src, stride, pitch); } return true; } static void buf_destroy(struct ra *ra, struct ra_buf *buf) { if (!buf) return; struct ra_d3d11 *p = ra->priv; struct d3d_buf *buf_p = buf->priv; if (buf_p->data) ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)buf_p->staging, 0); SAFE_RELEASE(buf_p->buf); SAFE_RELEASE(buf_p->staging); SAFE_RELEASE(buf_p->uav); talloc_free(buf); } static struct ra_buf *buf_create(struct ra *ra, const struct ra_buf_params *params) { // D3D11 does not support permanent mapping or pixel buffers if (params->host_mapped || params->type == RA_BUF_TYPE_TEX_UPLOAD) return NULL; struct ra_d3d11 *p = ra->priv; HRESULT hr; struct ra_buf *buf = talloc_zero(NULL, struct ra_buf); buf->params = *params; buf->params.initial_data = NULL; struct d3d_buf *buf_p = buf->priv = talloc_zero(buf, struct d3d_buf); D3D11_SUBRESOURCE_DATA *pdata = NULL; if (params->initial_data) pdata = &(D3D11_SUBRESOURCE_DATA) { .pSysMem = params->initial_data }; D3D11_BUFFER_DESC desc = { .ByteWidth = params->size }; switch (params->type) { case RA_BUF_TYPE_SHADER_STORAGE: desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; desc.ByteWidth = MP_ALIGN_UP(desc.ByteWidth, sizeof(float)); desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; break; case RA_BUF_TYPE_UNIFORM: desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.ByteWidth = MP_ALIGN_UP(desc.ByteWidth, sizeof(float[4])); break; } hr = ID3D11Device_CreateBuffer(p->dev, &desc, pdata, &buf_p->buf); if (FAILED(hr)) { MP_ERR(ra, "Failed to create buffer: %s\n", mp_HRESULT_to_str(hr)); goto error; } if (params->host_mutable) { // D3D11 doesn't allow constant buffer updates that aren't aligned to a // full constant boundary (vec4,) and some drivers don't allow partial // constant buffer updates at all, but the RA consumer is allowed to // partially update an ra_buf. The best way to handle partial updates // without causing a pipeline stall is probably to keep a copy of the // data in a staging buffer. desc.Usage = D3D11_USAGE_STAGING; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.BindFlags = 0; hr = ID3D11Device_CreateBuffer(p->dev, &desc, NULL, &buf_p->staging); if (FAILED(hr)) { MP_ERR(ra, "Failed to create staging buffer: %s\n", mp_HRESULT_to_str(hr)); goto error; } } if (params->type == RA_BUF_TYPE_SHADER_STORAGE) { D3D11_UNORDERED_ACCESS_VIEW_DESC udesc = { .Format = DXGI_FORMAT_R32_TYPELESS, .ViewDimension = D3D11_UAV_DIMENSION_BUFFER, .Buffer = { .NumElements = desc.ByteWidth / sizeof(float), .Flags = D3D11_BUFFER_UAV_FLAG_RAW, }, }; hr = ID3D11Device_CreateUnorderedAccessView(p->dev, (ID3D11Resource *)buf_p->buf, &udesc, &buf_p->uav); if (FAILED(hr)) { MP_ERR(ra, "Failed to create UAV: %s\n", mp_HRESULT_to_str(hr)); goto error; } } return buf; error: buf_destroy(ra, buf); return NULL; } static void buf_resolve(struct ra *ra, struct ra_buf *buf) { struct ra_d3d11 *p = ra->priv; struct d3d_buf *buf_p = buf->priv; assert(buf->params.host_mutable); if (!buf_p->data) return; ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)buf_p->staging, 0); buf_p->data = NULL; // Synchronize the GPU buffer with the staging buffer ID3D11DeviceContext_CopyResource(p->ctx, (ID3D11Resource *)buf_p->buf, (ID3D11Resource *)buf_p->staging); } static void buf_update(struct ra *ra, struct ra_buf *buf, ptrdiff_t offset, const void *data, size_t size) { struct ra_d3d11 *p = ra->priv; struct d3d_buf *buf_p = buf->priv; HRESULT hr; if (!buf_p->data) { // If this is the first update after the buffer was created or after it // has been used in a renderpass, it will be unmapped, so map it D3D11_MAPPED_SUBRESOURCE map = {0}; hr = ID3D11DeviceContext_Map(p->ctx, (ID3D11Resource *)buf_p->staging, 0, D3D11_MAP_WRITE, 0, &map); if (FAILED(hr)) { MP_ERR(ra, "Failed to map resource\n"); return; } buf_p->data = map.pData; } char *cdata = buf_p->data; memcpy(cdata + offset, data, size); } static const char *get_shader_target(struct ra *ra, enum glsl_shader type) { struct ra_d3d11 *p = ra->priv; switch (p->fl) { default: switch (type) { case GLSL_SHADER_VERTEX: return "vs_5_0"; case GLSL_SHADER_FRAGMENT: return "ps_5_0"; case GLSL_SHADER_COMPUTE: return "cs_5_0"; } break; case D3D_FEATURE_LEVEL_10_1: switch (type) { case GLSL_SHADER_VERTEX: return "vs_4_1"; case GLSL_SHADER_FRAGMENT: return "ps_4_1"; case GLSL_SHADER_COMPUTE: return "cs_4_1"; } break; case D3D_FEATURE_LEVEL_10_0: switch (type) { case GLSL_SHADER_VERTEX: return "vs_4_0"; case GLSL_SHADER_FRAGMENT: return "ps_4_0"; case GLSL_SHADER_COMPUTE: return "cs_4_0"; } break; case D3D_FEATURE_LEVEL_9_3: switch (type) { case GLSL_SHADER_VERTEX: return "vs_4_0_level_9_3"; case GLSL_SHADER_FRAGMENT: return "ps_4_0_level_9_3"; } break; case D3D_FEATURE_LEVEL_9_2: case D3D_FEATURE_LEVEL_9_1: switch (type) { case GLSL_SHADER_VERTEX: return "vs_4_0_level_9_1"; case GLSL_SHADER_FRAGMENT: return "ps_4_0_level_9_1"; } break; } return NULL; } static const char *shader_type_name(enum glsl_shader type) { switch (type) { case GLSL_SHADER_VERTEX: return "vertex"; case GLSL_SHADER_FRAGMENT: return "fragment"; case GLSL_SHADER_COMPUTE: return "compute"; default: return "unknown"; } } static bool setup_clear_rpass(struct ra *ra) { struct ra_d3d11 *p = ra->priv; ID3DBlob *vs_blob = NULL; ID3DBlob *ps_blob = NULL; HRESULT hr; hr = p->D3DCompile(clear_vs, sizeof(clear_vs), NULL, NULL, NULL, "main", get_shader_target(ra, GLSL_SHADER_VERTEX), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vs_blob, NULL); if (FAILED(hr)) { MP_ERR(ra, "Failed to compile clear() vertex shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = ID3D11Device_CreateVertexShader(p->dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &p->clear_vs); if (FAILED(hr)) { MP_ERR(ra, "Failed to create clear() vertex shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = p->D3DCompile(clear_ps, sizeof(clear_ps), NULL, NULL, NULL, "main", get_shader_target(ra, GLSL_SHADER_FRAGMENT), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &ps_blob, NULL); if (FAILED(hr)) { MP_ERR(ra, "Failed to compile clear() pixel shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = ID3D11Device_CreatePixelShader(p->dev, ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), NULL, &p->clear_ps); if (FAILED(hr)) { MP_ERR(ra, "Failed to create clear() pixel shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } D3D11_INPUT_ELEMENT_DESC in_descs[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 }, }; hr = ID3D11Device_CreateInputLayout(p->dev, in_descs, MP_ARRAY_SIZE(in_descs), ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &p->clear_layout); if (FAILED(hr)) { MP_ERR(ra, "Failed to create clear() IA layout: %s\n", mp_HRESULT_to_str(hr)); goto error; } // clear() always draws to a quad covering the whole viewport static const float verts[] = { -1, -1, 1, -1, 1, 1, -1, 1, -1, -1, 1, 1, }; D3D11_BUFFER_DESC vdesc = { .ByteWidth = sizeof(verts), .Usage = D3D11_USAGE_IMMUTABLE, .BindFlags = D3D11_BIND_VERTEX_BUFFER, }; D3D11_SUBRESOURCE_DATA vdata = { .pSysMem = verts, }; hr = ID3D11Device_CreateBuffer(p->dev, &vdesc, &vdata, &p->clear_vbuf); if (FAILED(hr)) { MP_ERR(ra, "Failed to create clear() vertex buffer: %s\n", mp_HRESULT_to_str(hr)); goto error; } D3D11_BUFFER_DESC cdesc = { .ByteWidth = sizeof(float[4]), .BindFlags = D3D11_BIND_CONSTANT_BUFFER, }; hr = ID3D11Device_CreateBuffer(p->dev, &cdesc, NULL, &p->clear_cbuf); if (FAILED(hr)) { MP_ERR(ra, "Failed to create clear() constant buffer: %s\n", mp_HRESULT_to_str(hr)); goto error; } SAFE_RELEASE(vs_blob); SAFE_RELEASE(ps_blob); return true; error: SAFE_RELEASE(vs_blob); SAFE_RELEASE(ps_blob); return false; } static void clear_rpass(struct ra *ra, struct ra_tex *tex, float color[4], struct mp_rect *rc) { struct ra_d3d11 *p = ra->priv; struct d3d_tex *tex_p = tex->priv; struct ra_tex_params *params = &tex->params; ID3D11DeviceContext_UpdateSubresource(p->ctx, (ID3D11Resource *)p->clear_cbuf, 0, NULL, color, 0, 0); ID3D11DeviceContext_IASetInputLayout(p->ctx, p->clear_layout); ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->clear_vbuf, &(UINT) { sizeof(float[2]) }, &(UINT) { 0 }); ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D11DeviceContext_VSSetShader(p->ctx, p->clear_vs, NULL, 0); ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) { .Width = params->w, .Height = params->h, .MinDepth = 0, .MaxDepth = 1, })); ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) { .left = rc->x0, .top = rc->y0, .right = rc->x1, .bottom = rc->y1, })); ID3D11DeviceContext_PSSetShader(p->ctx, p->clear_ps, NULL, 0); ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, 1, &p->clear_cbuf); ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 1, &tex_p->rtv, NULL); ID3D11DeviceContext_OMSetBlendState(p->ctx, NULL, NULL, D3D11_DEFAULT_SAMPLE_MASK); ID3D11DeviceContext_Draw(p->ctx, 6, 0); ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, 1, &(ID3D11Buffer *){ NULL }); ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 0, NULL, NULL); } static void clear(struct ra *ra, struct ra_tex *tex, float color[4], struct mp_rect *rc) { struct ra_d3d11 *p = ra->priv; struct d3d_tex *tex_p = tex->priv; struct ra_tex_params *params = &tex->params; if (!tex_p->rtv) return; if (rc->x0 || rc->y0 || rc->x1 != params->w || rc->y1 != params->h) { if (p->has_clear_view) { ID3D11DeviceContext1_ClearView(p->ctx1, (ID3D11View *)tex_p->rtv, color, (&(D3D11_RECT) { .left = rc->x0, .top = rc->y0, .right = rc->x1, .bottom = rc->y1, }), 1); } else { clear_rpass(ra, tex, color, rc); } } else { ID3D11DeviceContext_ClearRenderTargetView(p->ctx, tex_p->rtv, color); } } static bool setup_blit_rpass(struct ra *ra) { struct ra_d3d11 *p = ra->priv; ID3DBlob *vs_blob = NULL; ID3DBlob *float_ps_blob = NULL; HRESULT hr; hr = p->D3DCompile(blit_vs, sizeof(blit_vs), NULL, NULL, NULL, "main", get_shader_target(ra, GLSL_SHADER_VERTEX), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vs_blob, NULL); if (FAILED(hr)) { MP_ERR(ra, "Failed to compile blit() vertex shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = ID3D11Device_CreateVertexShader(p->dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &p->blit_vs); if (FAILED(hr)) { MP_ERR(ra, "Failed to create blit() vertex shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = p->D3DCompile(blit_float_ps, sizeof(blit_float_ps), NULL, NULL, NULL, "main", get_shader_target(ra, GLSL_SHADER_FRAGMENT), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &float_ps_blob, NULL); if (FAILED(hr)) { MP_ERR(ra, "Failed to compile blit() pixel shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = ID3D11Device_CreatePixelShader(p->dev, ID3D10Blob_GetBufferPointer(float_ps_blob), ID3D10Blob_GetBufferSize(float_ps_blob), NULL, &p->blit_float_ps); if (FAILED(hr)) { MP_ERR(ra, "Failed to create blit() pixel shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } D3D11_INPUT_ELEMENT_DESC in_descs[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8 }, }; hr = ID3D11Device_CreateInputLayout(p->dev, in_descs, MP_ARRAY_SIZE(in_descs), ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &p->blit_layout); if (FAILED(hr)) { MP_ERR(ra, "Failed to create blit() IA layout: %s\n", mp_HRESULT_to_str(hr)); goto error; } D3D11_BUFFER_DESC vdesc = { .ByteWidth = sizeof(struct blit_vert[6]), .Usage = D3D11_USAGE_DEFAULT, .BindFlags = D3D11_BIND_VERTEX_BUFFER, }; hr = ID3D11Device_CreateBuffer(p->dev, &vdesc, NULL, &p->blit_vbuf); if (FAILED(hr)) { MP_ERR(ra, "Failed to create blit() vertex buffer: %s\n", mp_HRESULT_to_str(hr)); goto error; } // Blit always uses point sampling, regardless of the source texture D3D11_SAMPLER_DESC sdesc = { .AddressU = D3D11_TEXTURE_ADDRESS_CLAMP, .AddressV = D3D11_TEXTURE_ADDRESS_CLAMP, .AddressW = D3D11_TEXTURE_ADDRESS_CLAMP, .ComparisonFunc = D3D11_COMPARISON_NEVER, .MinLOD = 0, .MaxLOD = D3D11_FLOAT32_MAX, .MaxAnisotropy = 1, }; hr = ID3D11Device_CreateSamplerState(p->dev, &sdesc, &p->blit_sampler); if (FAILED(hr)) { MP_ERR(ra, "Failed to create blit() sampler: %s\n", mp_HRESULT_to_str(hr)); goto error; } SAFE_RELEASE(vs_blob); SAFE_RELEASE(float_ps_blob); return true; error: SAFE_RELEASE(vs_blob); SAFE_RELEASE(float_ps_blob); return false; } static void blit_rpass(struct ra *ra, struct ra_tex *dst, struct ra_tex *src, struct mp_rect *dst_rc, struct mp_rect *src_rc) { struct ra_d3d11 *p = ra->priv; struct d3d_tex *dst_p = dst->priv; struct d3d_tex *src_p = src->priv; float u_min = (double)src_rc->x0 / src->params.w; float u_max = (double)src_rc->x1 / src->params.w; float v_min = (double)src_rc->y0 / src->params.h; float v_max = (double)src_rc->y1 / src->params.h; struct blit_vert verts[6] = { { .x = -1, .y = -1, .u = u_min, .v = v_max }, { .x = 1, .y = -1, .u = u_max, .v = v_max }, { .x = 1, .y = 1, .u = u_max, .v = v_min }, { .x = -1, .y = 1, .u = u_min, .v = v_min }, }; verts[4] = verts[0]; verts[5] = verts[2]; ID3D11DeviceContext_UpdateSubresource(p->ctx, (ID3D11Resource *)p->blit_vbuf, 0, NULL, verts, 0, 0); ID3D11DeviceContext_IASetInputLayout(p->ctx, p->blit_layout); ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->blit_vbuf, &(UINT) { sizeof(verts[0]) }, &(UINT) { 0 }); ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D11DeviceContext_VSSetShader(p->ctx, p->blit_vs, NULL, 0); ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) { .TopLeftX = dst_rc->x0, .TopLeftY = dst_rc->y0, .Width = mp_rect_w(*dst_rc), .Height = mp_rect_h(*dst_rc), .MinDepth = 0, .MaxDepth = 1, })); ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) { .left = dst_rc->x0, .top = dst_rc->y0, .right = dst_rc->x1, .bottom = dst_rc->y1, })); ID3D11DeviceContext_PSSetShader(p->ctx, p->blit_float_ps, NULL, 0); ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, 1, &src_p->srv); ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, 1, &p->blit_sampler); ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 1, &dst_p->rtv, NULL); ID3D11DeviceContext_OMSetBlendState(p->ctx, NULL, NULL, D3D11_DEFAULT_SAMPLE_MASK); ID3D11DeviceContext_Draw(p->ctx, 6, 0); ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, 1, &(ID3D11ShaderResourceView *) { NULL }); ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, 1, &(ID3D11SamplerState *) { NULL }); ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 0, NULL, NULL); } static void blit(struct ra *ra, struct ra_tex *dst, struct ra_tex *src, struct mp_rect *dst_rc_ptr, struct mp_rect *src_rc_ptr) { struct ra_d3d11 *p = ra->priv; struct d3d_tex *dst_p = dst->priv; struct d3d_tex *src_p = src->priv; struct mp_rect dst_rc = *dst_rc_ptr; struct mp_rect src_rc = *src_rc_ptr; assert(dst->params.dimensions == 2); assert(src->params.dimensions == 2); // A zero-sized target rectangle is a no-op if (!mp_rect_w(dst_rc) || !mp_rect_h(dst_rc)) return; // ra.h seems to imply that both dst_rc and src_rc can be flipped, but it's // easier for blit_rpass() if only src_rc can be flipped, so unflip dst_rc. if (dst_rc.x0 > dst_rc.x1) { MPSWAP(int, dst_rc.x0, dst_rc.x1); MPSWAP(int, src_rc.x0, src_rc.x1); } if (dst_rc.y0 > dst_rc.y1) { MPSWAP(int, dst_rc.y0, dst_rc.y1); MPSWAP(int, src_rc.y0, src_rc.y1); } // If format conversion, stretching or flipping is required, a renderpass // must be used if (dst->params.format != src->params.format || mp_rect_w(dst_rc) != mp_rect_w(src_rc) || mp_rect_h(dst_rc) != mp_rect_h(src_rc)) { blit_rpass(ra, dst, src, &dst_rc, &src_rc); } else { ID3D11DeviceContext_CopySubresourceRegion(p->ctx, dst_p->res, 0, dst_rc.x0, dst_rc.y0, 0, src_p->res, 0, (&(D3D11_BOX) { .left = src_rc.x0, .top = src_rc.y0, .front = 0, .right = src_rc.x1, .bottom = src_rc.y1, .back = 1, })); } } static int desc_namespace(enum ra_vartype type) { // Images and SSBOs both use UAV bindings if (type == RA_VARTYPE_IMG_W) type = RA_VARTYPE_BUF_RW; return type; } static bool compile_glsl(struct ra *ra, enum glsl_shader type, const char *glsl, ID3DBlob **out) { struct ra_d3d11 *p = ra->priv; struct spirv_compiler *spirv = p->spirv; void *ta_ctx = talloc_new(NULL); crossc_compiler *cross = NULL; const char *hlsl = NULL; ID3DBlob *errors = NULL; bool success = false; HRESULT hr; int cross_shader_model; if (p->fl >= D3D_FEATURE_LEVEL_11_0) { cross_shader_model = 50; } else if (p->fl >= D3D_FEATURE_LEVEL_10_1) { cross_shader_model = 41; } else { cross_shader_model = 40; } int64_t start_us = mp_time_us(); bstr spv_module; if (!spirv->fns->compile_glsl(spirv, ta_ctx, type, glsl, &spv_module)) goto done; int64_t shaderc_us = mp_time_us(); cross = crossc_hlsl_create((uint32_t*)spv_module.start, spv_module.len / sizeof(uint32_t)); crossc_hlsl_set_shader_model(cross, cross_shader_model); crossc_set_flip_vert_y(cross, type == GLSL_SHADER_VERTEX); hlsl = crossc_compile(cross); if (!hlsl) { MP_ERR(ra, "SPIRV-Cross failed: %s\n", crossc_strerror(cross)); goto done; } int64_t cross_us = mp_time_us(); hr = p->D3DCompile(hlsl, strlen(hlsl), NULL, NULL, NULL, "main", get_shader_target(ra, type), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, out, &errors); if (FAILED(hr)) { MP_ERR(ra, "D3DCompile failed: %s\n%.*s", mp_HRESULT_to_str(hr), (int)ID3D10Blob_GetBufferSize(errors), (char*)ID3D10Blob_GetBufferPointer(errors)); goto done; } int64_t d3dcompile_us = mp_time_us(); MP_VERBOSE(ra, "Compiled a %s shader in %lldus\n", shader_type_name(type), d3dcompile_us - start_us); MP_VERBOSE(ra, "shaderc: %lldus, SPIRV-Cross: %lldus, D3DCompile: %lldus\n", shaderc_us - start_us, cross_us - shaderc_us, d3dcompile_us - cross_us); success = true; done:; int level = success ? MSGL_DEBUG : MSGL_ERR; MP_MSG(ra, level, "GLSL source:\n"); mp_log_source(ra->log, level, glsl); if (hlsl) { MP_MSG(ra, level, "HLSL source:\n"); mp_log_source(ra->log, level, hlsl); } SAFE_RELEASE(errors); crossc_destroy(cross); talloc_free(ta_ctx); return success; } static void renderpass_destroy(struct ra *ra, struct ra_renderpass *pass) { if (!pass) return; struct d3d_rpass *pass_p = pass->priv; SAFE_RELEASE(pass_p->vs); SAFE_RELEASE(pass_p->ps); SAFE_RELEASE(pass_p->cs); SAFE_RELEASE(pass_p->layout); SAFE_RELEASE(pass_p->bstate); talloc_free(pass); } static D3D11_BLEND map_ra_blend(enum ra_blend blend) { switch (blend) { default: case RA_BLEND_ZERO: return D3D11_BLEND_ZERO; case RA_BLEND_ONE: return D3D11_BLEND_ONE; case RA_BLEND_SRC_ALPHA: return D3D11_BLEND_SRC_ALPHA; case RA_BLEND_ONE_MINUS_SRC_ALPHA: return D3D11_BLEND_INV_SRC_ALPHA; }; } static size_t vbuf_upload(struct ra *ra, void *data, size_t size) { struct ra_d3d11 *p = ra->priv; HRESULT hr; // Arbitrary size limit in case there is an insane number of vertices if (size > 1e9) { MP_ERR(ra, "Vertex buffer is too large\n"); return -1; } // If the vertex data doesn't fit, realloc the vertex buffer if (size > p->vbuf_size) { size_t new_size = p->vbuf_size; // Arbitrary base size if (!new_size) new_size = 64 * 1024; while (new_size < size) new_size *= 2; ID3D11Buffer *new_buf; D3D11_BUFFER_DESC vbuf_desc = { .ByteWidth = new_size, .Usage = D3D11_USAGE_DYNAMIC, .BindFlags = D3D11_BIND_VERTEX_BUFFER, .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, }; hr = ID3D11Device_CreateBuffer(p->dev, &vbuf_desc, NULL, &new_buf); if (FAILED(hr)) { MP_ERR(ra, "Failed to create vertex buffer: %s\n", mp_HRESULT_to_str(hr)); return -1; } SAFE_RELEASE(p->vbuf); p->vbuf = new_buf; p->vbuf_size = new_size; p->vbuf_used = 0; } bool discard = false; size_t offset = p->vbuf_used; if (offset + size > p->vbuf_size) { // We reached the end of the buffer, so discard and wrap around discard = true; offset = 0; } D3D11_MAPPED_SUBRESOURCE map = { 0 }; hr = ID3D11DeviceContext_Map(p->ctx, (ID3D11Resource *)p->vbuf, 0, discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map); if (FAILED(hr)) { MP_ERR(ra, "Failed to map vertex buffer: %s\n", mp_HRESULT_to_str(hr)); return -1; } char *cdata = map.pData; memcpy(cdata + offset, data, size); ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)p->vbuf, 0); p->vbuf_used = offset + size; return offset; } static const char cache_magic[4] = "RD11"; static const int cache_version = 1; struct cache_header { char magic[sizeof(cache_magic)]; int cache_version; char compiler[SPIRV_NAME_MAX_LEN]; int compiler_version; int feature_level; size_t vert_bytecode_len; size_t frag_bytecode_len; size_t comp_bytecode_len; }; static void load_cached_program(struct ra *ra, const struct ra_renderpass_params *params, bstr *vert_bc, bstr *frag_bc, bstr *comp_bc) { struct ra_d3d11 *p = ra->priv; struct spirv_compiler *spirv = p->spirv; bstr cache = params->cached_program; if (cache.len < sizeof(struct cache_header)) return; struct cache_header *header = (struct cache_header *)cache.start; cache = bstr_cut(cache, sizeof(*header)); if (strncmp(header->magic, cache_magic, sizeof(cache_magic)) != 0) return; if (header->cache_version != cache_version) return; if (strncmp(header->compiler, spirv->name, sizeof(header->compiler)) != 0) return; if (header->compiler_version != spirv->compiler_version) return; if (header->feature_level != p->fl) return; if (header->vert_bytecode_len && vert_bc) { *vert_bc = bstr_splice(cache, 0, header->vert_bytecode_len); MP_VERBOSE(ra, "Using cached vertex shader\n"); } cache = bstr_cut(cache, header->vert_bytecode_len); if (header->frag_bytecode_len && frag_bc) { *frag_bc = bstr_splice(cache, 0, header->frag_bytecode_len); MP_VERBOSE(ra, "Using cached fragment shader\n"); } cache = bstr_cut(cache, header->frag_bytecode_len); if (header->comp_bytecode_len && comp_bc) { *comp_bc = bstr_splice(cache, 0, header->comp_bytecode_len); MP_VERBOSE(ra, "Using cached compute shader\n"); } cache = bstr_cut(cache, header->comp_bytecode_len); } static void save_cached_program(struct ra *ra, struct ra_renderpass *pass, bstr vert_bc, bstr frag_bc, bstr comp_bc) { struct ra_d3d11 *p = ra->priv; struct spirv_compiler *spirv = p->spirv; struct cache_header header = { .cache_version = cache_version, .compiler_version = p->spirv->compiler_version, .feature_level = p->fl, .vert_bytecode_len = vert_bc.len, .frag_bytecode_len = frag_bc.len, .comp_bytecode_len = comp_bc.len, }; strncpy(header.magic, cache_magic, sizeof(header.magic)); strncpy(header.compiler, spirv->name, sizeof(header.compiler)); struct bstr *prog = &pass->params.cached_program; bstr_xappend(pass, prog, (bstr){ (char *) &header, sizeof(header) }); bstr_xappend(pass, prog, vert_bc); bstr_xappend(pass, prog, frag_bc); bstr_xappend(pass, prog, comp_bc); } static struct ra_renderpass *renderpass_create_raster(struct ra *ra, struct ra_renderpass *pass, const struct ra_renderpass_params *params) { struct ra_d3d11 *p = ra->priv; struct d3d_rpass *pass_p = pass->priv; ID3DBlob *vs_blob = NULL; ID3DBlob *ps_blob = NULL; HRESULT hr; // load_cached_program will load compiled shader bytecode into vert_bc and // frag_bc if the cache is valid. If not, vert_bc/frag_bc will remain NULL. bstr vert_bc = {0}; bstr frag_bc = {0}; load_cached_program(ra, params, &vert_bc, &frag_bc, NULL); if (!vert_bc.start) { if (!compile_glsl(ra, GLSL_SHADER_VERTEX, params->vertex_shader, &vs_blob)) goto error; vert_bc = (bstr){ ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), }; } hr = ID3D11Device_CreateVertexShader(p->dev, vert_bc.start, vert_bc.len, NULL, &pass_p->vs); if (FAILED(hr)) { MP_ERR(ra, "Failed to create vertex shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } if (!frag_bc.start) { if (!compile_glsl(ra, GLSL_SHADER_FRAGMENT, params->frag_shader, &ps_blob)) goto error; frag_bc = (bstr){ ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), }; } hr = ID3D11Device_CreatePixelShader(p->dev, frag_bc.start, frag_bc.len, NULL, &pass_p->ps); if (FAILED(hr)) { MP_ERR(ra, "Failed to create pixel shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } D3D11_INPUT_ELEMENT_DESC *in_descs = talloc_array(pass, D3D11_INPUT_ELEMENT_DESC, params->num_vertex_attribs); for (int i = 0; i < params->num_vertex_attribs; i++) { struct ra_renderpass_input *inp = ¶ms->vertex_attribs[i]; DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN; switch (inp->type) { case RA_VARTYPE_FLOAT: switch (inp->dim_v) { case 1: fmt = DXGI_FORMAT_R32_FLOAT; break; case 2: fmt = DXGI_FORMAT_R32G32_FLOAT; break; case 3: fmt = DXGI_FORMAT_R32G32B32_FLOAT; break; case 4: fmt = DXGI_FORMAT_R32G32B32A32_FLOAT; break; } break; case RA_VARTYPE_BYTE_UNORM: switch (inp->dim_v) { case 1: fmt = DXGI_FORMAT_R8_UNORM; break; case 2: fmt = DXGI_FORMAT_R8G8_UNORM; break; // There is no 3-component 8-bit DXGI format case 4: fmt = DXGI_FORMAT_R8G8B8A8_UNORM; break; } break; } if (fmt == DXGI_FORMAT_UNKNOWN) { MP_ERR(ra, "Could not find suitable vertex input format\n"); goto error; } in_descs[i] = (D3D11_INPUT_ELEMENT_DESC) { // The semantic name doesn't mean much and is just used to verify // the input description matches the shader. SPIRV-Cross always // uses TEXCOORD, so we should too. .SemanticName = "TEXCOORD", .SemanticIndex = i, .AlignedByteOffset = inp->offset, .Format = fmt, }; } hr = ID3D11Device_CreateInputLayout(p->dev, in_descs, params->num_vertex_attribs, vert_bc.start, vert_bc.len, &pass_p->layout); if (FAILED(hr)) { MP_ERR(ra, "Failed to create IA layout: %s\n", mp_HRESULT_to_str(hr)); goto error; } talloc_free(in_descs); in_descs = NULL; D3D11_BLEND_DESC bdesc = { .RenderTarget[0] = { .BlendEnable = params->enable_blend, .SrcBlend = map_ra_blend(params->blend_src_rgb), .DestBlend = map_ra_blend(params->blend_dst_rgb), .BlendOp = D3D11_BLEND_OP_ADD, .SrcBlendAlpha = map_ra_blend(params->blend_src_alpha), .DestBlendAlpha = map_ra_blend(params->blend_dst_alpha), .BlendOpAlpha = D3D11_BLEND_OP_ADD, .RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL, }, }; hr = ID3D11Device_CreateBlendState(p->dev, &bdesc, &pass_p->bstate); if (FAILED(hr)) { MP_ERR(ra, "Failed to create blend state: %s\n", mp_HRESULT_to_str(hr)); goto error; } save_cached_program(ra, pass, vert_bc, frag_bc, (bstr){0}); SAFE_RELEASE(vs_blob); SAFE_RELEASE(ps_blob); return pass; error: renderpass_destroy(ra, pass); SAFE_RELEASE(vs_blob); SAFE_RELEASE(ps_blob); return NULL; } static struct ra_renderpass *renderpass_create_compute(struct ra *ra, struct ra_renderpass *pass, const struct ra_renderpass_params *params) { struct ra_d3d11 *p = ra->priv; struct d3d_rpass *pass_p = pass->priv; ID3DBlob *cs_blob = NULL; HRESULT hr; bstr comp_bc = {0}; load_cached_program(ra, params, NULL, NULL, &comp_bc); if (!comp_bc.start) { if (!compile_glsl(ra, GLSL_SHADER_COMPUTE, params->compute_shader, &cs_blob)) goto error; comp_bc = (bstr){ ID3D10Blob_GetBufferPointer(cs_blob), ID3D10Blob_GetBufferSize(cs_blob), }; } hr = ID3D11Device_CreateComputeShader(p->dev, comp_bc.start, comp_bc.len, NULL, &pass_p->cs); if (FAILED(hr)) { MP_ERR(ra, "Failed to create compute shader: %s\n", mp_HRESULT_to_str(hr)); goto error; } save_cached_program(ra, pass, (bstr){0}, (bstr){0}, comp_bc); SAFE_RELEASE(cs_blob); return pass; error: renderpass_destroy(ra, pass); SAFE_RELEASE(cs_blob); return NULL; } static struct ra_renderpass *renderpass_create(struct ra *ra, const struct ra_renderpass_params *params) { struct ra_renderpass *pass = talloc_zero(NULL, struct ra_renderpass); pass->params = *ra_renderpass_params_copy(pass, params); pass->params.cached_program = (bstr){0}; pass->priv = talloc_zero(pass, struct d3d_rpass); if (params->type == RA_RENDERPASS_TYPE_COMPUTE) { return renderpass_create_compute(ra, pass, params); } else { return renderpass_create_raster(ra, pass, params); } } static void renderpass_run_raster(struct ra *ra, const struct ra_renderpass_run_params *params, ID3D11Buffer *ubos[], int ubos_len, ID3D11SamplerState *samplers[], ID3D11ShaderResourceView *srvs[], int samplers_len, ID3D11UnorderedAccessView *uavs[], int uavs_len) { struct ra_d3d11 *p = ra->priv; struct ra_renderpass *pass = params->pass; struct d3d_rpass *pass_p = pass->priv; UINT vbuf_offset = vbuf_upload(ra, params->vertex_data, pass->params.vertex_stride * params->vertex_count); if (vbuf_offset == (UINT)-1) return; ID3D11DeviceContext_IASetInputLayout(p->ctx, pass_p->layout); ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->vbuf, &pass->params.vertex_stride, &vbuf_offset); ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D11DeviceContext_VSSetShader(p->ctx, pass_p->vs, NULL, 0); ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) { .TopLeftX = params->viewport.x0, .TopLeftY = params->viewport.y0, .Width = mp_rect_w(params->viewport), .Height = mp_rect_h(params->viewport), .MinDepth = 0, .MaxDepth = 1, })); ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) { .left = params->scissors.x0, .top = params->scissors.y0, .right = params->scissors.x1, .bottom = params->scissors.y1, })); ID3D11DeviceContext_PSSetShader(p->ctx, pass_p->ps, NULL, 0); ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, ubos_len, ubos); ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, samplers_len, srvs); ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, samplers_len, samplers); struct ra_tex *target = params->target; struct d3d_tex *target_p = target->priv; ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(p->ctx, 1, &target_p->rtv, NULL, 1, uavs_len, uavs, NULL); ID3D11DeviceContext_OMSetBlendState(p->ctx, pass_p->bstate, NULL, D3D11_DEFAULT_SAMPLE_MASK); ID3D11DeviceContext_Draw(p->ctx, params->vertex_count, 0); // Unbind everything. It's easier to do this than to actually track state, // and if we leave the RTV bound, it could trip up D3D's conflict checker. for (int i = 0; i < ubos_len; i++) ubos[i] = NULL; for (int i = 0; i < samplers_len; i++) { samplers[i] = NULL; srvs[i] = NULL; } for (int i = 0; i < uavs_len; i++) uavs[i] = NULL; ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, ubos_len, ubos); ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, samplers_len, srvs); ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, samplers_len, samplers); ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(p->ctx, 0, NULL, NULL, 1, uavs_len, uavs, NULL); } static void renderpass_run_compute(struct ra *ra, const struct ra_renderpass_run_params *params, ID3D11Buffer *ubos[], int ubos_len, ID3D11SamplerState *samplers[], ID3D11ShaderResourceView *srvs[], int samplers_len, ID3D11UnorderedAccessView *uavs[], int uavs_len) { struct ra_d3d11 *p = ra->priv; struct ra_renderpass *pass = params->pass; struct d3d_rpass *pass_p = pass->priv; ID3D11DeviceContext_CSSetShader(p->ctx, pass_p->cs, NULL, 0); ID3D11DeviceContext_CSSetConstantBuffers(p->ctx, 0, ubos_len, ubos); ID3D11DeviceContext_CSSetShaderResources(p->ctx, 0, samplers_len, srvs); ID3D11DeviceContext_CSSetSamplers(p->ctx, 0, samplers_len, samplers); ID3D11DeviceContext_CSSetUnorderedAccessViews(p->ctx, 0, uavs_len, uavs, NULL); ID3D11DeviceContext_Dispatch(p->ctx, params->compute_groups[0], params->compute_groups[1], params->compute_groups[2]); for (int i = 0; i < ubos_len; i++) ubos[i] = NULL; for (int i = 0; i < samplers_len; i++) { samplers[i] = NULL; srvs[i] = NULL; } for (int i = 0; i < uavs_len; i++) uavs[i] = NULL; ID3D11DeviceContext_CSSetConstantBuffers(p->ctx, 0, ubos_len, ubos); ID3D11DeviceContext_CSSetShaderResources(p->ctx, 0, samplers_len, srvs); ID3D11DeviceContext_CSSetSamplers(p->ctx, 0, samplers_len, samplers); ID3D11DeviceContext_CSSetUnorderedAccessViews(p->ctx, 0, uavs_len, uavs, NULL); } static void renderpass_run(struct ra *ra, const struct ra_renderpass_run_params *params) { struct ra_d3d11 *p = ra->priv; struct ra_renderpass *pass = params->pass; enum ra_renderpass_type type = pass->params.type; ID3D11Buffer *ubos[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] = {0}; int ubos_len = 0; ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {0}; ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {0}; int samplers_len = 0; ID3D11UnorderedAccessView *uavs[D3D11_1_UAV_SLOT_COUNT] = {0}; int uavs_len = 0; // In a raster pass, one of the UAV slots is used by the runtime for the RTV int uavs_max = type == RA_RENDERPASS_TYPE_COMPUTE ? p->max_uavs : p->max_uavs - 1; // Gather the input variables used in this pass. These will be mapped to // HLSL registers. for (int i = 0; i < params->num_values; i++) { struct ra_renderpass_input_val *val = ¶ms->values[i]; int binding = pass->params.inputs[val->index].binding; switch (pass->params.inputs[val->index].type) { case RA_VARTYPE_BUF_RO: if (binding > MP_ARRAY_SIZE(ubos)) { MP_ERR(ra, "Too many constant buffers in pass\n"); return; } struct ra_buf *buf_ro = *(struct ra_buf **)val->data; buf_resolve(ra, buf_ro); struct d3d_buf *buf_ro_p = buf_ro->priv; ubos[binding] = buf_ro_p->buf; ubos_len = MPMAX(ubos_len, binding + 1); break; case RA_VARTYPE_BUF_RW: if (binding > uavs_max) { MP_ERR(ra, "Too many UAVs in pass\n"); return; } struct ra_buf *buf_rw = *(struct ra_buf **)val->data; buf_resolve(ra, buf_rw); struct d3d_buf *buf_rw_p = buf_rw->priv; uavs[binding] = buf_rw_p->uav; uavs_len = MPMAX(uavs_len, binding + 1); break; case RA_VARTYPE_TEX: if (binding > MP_ARRAY_SIZE(samplers)) { MP_ERR(ra, "Too many textures in pass\n"); return; } struct ra_tex *tex = *(struct ra_tex **)val->data; struct d3d_tex *tex_p = tex->priv; samplers[binding] = tex_p->sampler; srvs[binding] = tex_p->srv; samplers_len = MPMAX(samplers_len, binding + 1); break; case RA_VARTYPE_IMG_W: if (binding > uavs_max) { MP_ERR(ra, "Too many UAVs in pass\n"); return; } struct ra_tex *img = *(struct ra_tex **)val->data; struct d3d_tex *img_p = img->priv; uavs[binding] = img_p->uav; uavs_len = MPMAX(uavs_len, binding + 1); break; } } if (type == RA_RENDERPASS_TYPE_COMPUTE) { renderpass_run_compute(ra, params, ubos, ubos_len, samplers, srvs, samplers_len, uavs, uavs_len); } else { renderpass_run_raster(ra, params, ubos, ubos_len, samplers, srvs, samplers_len, uavs, uavs_len); } } static void timer_destroy(struct ra *ra, ra_timer *ratimer) { if (!ratimer) return; struct d3d_timer *timer = ratimer; SAFE_RELEASE(timer->ts_start); SAFE_RELEASE(timer->ts_end); SAFE_RELEASE(timer->disjoint); talloc_free(timer); } static ra_timer *timer_create(struct ra *ra) { struct ra_d3d11 *p = ra->priv; struct d3d_timer *timer = talloc_zero(NULL, struct d3d_timer); HRESULT hr; hr = ID3D11Device_CreateQuery(p->dev, &(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, &timer->ts_start); if (FAILED(hr)) { MP_ERR(ra, "Failed to create start query: %s\n", mp_HRESULT_to_str(hr)); goto error; } hr = ID3D11Device_CreateQuery(p->dev, &(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, &timer->ts_end); if (FAILED(hr)) { MP_ERR(ra, "Failed to create end query: %s\n", mp_HRESULT_to_str(hr)); goto error; } // Measuring duration in D3D11 requires three queries: start and end // timestamps, and a disjoint query containing a flag which says whether // the timestamps are usable or if a discontinuity occured between them, // like a change in power state or clock speed. The disjoint query also // contains the timer frequency, so the timestamps are useless without it. hr = ID3D11Device_CreateQuery(p->dev, &(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP_DISJOINT }, &timer->disjoint); if (FAILED(hr)) { MP_ERR(ra, "Failed to create timer query: %s\n", mp_HRESULT_to_str(hr)); goto error; } return timer; error: timer_destroy(ra, timer); return NULL; } static uint64_t timestamp_to_ns(uint64_t timestamp, uint64_t freq) { static const uint64_t ns_per_s = 1000000000llu; return timestamp / freq * ns_per_s + timestamp % freq * ns_per_s / freq; } static uint64_t timer_get_result(struct ra *ra, ra_timer *ratimer) { struct ra_d3d11 *p = ra->priv; struct d3d_timer *timer = ratimer; HRESULT hr; UINT64 start, end; D3D11_QUERY_DATA_TIMESTAMP_DISJOINT dj; hr = ID3D11DeviceContext_GetData(p->ctx, (ID3D11Asynchronous *)timer->ts_end, &end, sizeof(end), D3D11_ASYNC_GETDATA_DONOTFLUSH); if (FAILED(hr) || hr == S_FALSE) return 0; hr = ID3D11DeviceContext_GetData(p->ctx, (ID3D11Asynchronous *)timer->ts_start, &start, sizeof(start), D3D11_ASYNC_GETDATA_DONOTFLUSH); if (FAILED(hr) || hr == S_FALSE) return 0; hr = ID3D11DeviceContext_GetData(p->ctx, (ID3D11Asynchronous *)timer->disjoint, &dj, sizeof(dj), D3D11_ASYNC_GETDATA_DONOTFLUSH); if (FAILED(hr) || hr == S_FALSE || dj.Disjoint || !dj.Frequency) return 0; return timestamp_to_ns(end - start, dj.Frequency); } static void timer_start(struct ra *ra, ra_timer *ratimer) { struct ra_d3d11 *p = ra->priv; struct d3d_timer *timer = ratimer; // Latch the last result of this ra_timer (returned by timer_stop) timer->result = timer_get_result(ra, ratimer); ID3D11DeviceContext_Begin(p->ctx, (ID3D11Asynchronous *)timer->disjoint); ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->ts_start); } static uint64_t timer_stop(struct ra *ra, ra_timer *ratimer) { struct ra_d3d11 *p = ra->priv; struct d3d_timer *timer = ratimer; ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->ts_end); ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->disjoint); return timer->result; } static int map_msg_severity(D3D11_MESSAGE_SEVERITY sev) { switch (sev) { case D3D11_MESSAGE_SEVERITY_CORRUPTION: return MSGL_FATAL; case D3D11_MESSAGE_SEVERITY_ERROR: return MSGL_ERR; case D3D11_MESSAGE_SEVERITY_WARNING: return MSGL_WARN; default: case D3D11_MESSAGE_SEVERITY_INFO: case D3D11_MESSAGE_SEVERITY_MESSAGE: return MSGL_DEBUG; } } static void debug_marker(struct ra *ra, const char *msg) { struct ra_d3d11 *p = ra->priv; void *talloc_ctx = talloc_new(NULL); HRESULT hr; if (!p->iqueue) goto done; // Copy debug-layer messages to mpv's log output bool printed_header = false; uint64_t messages = ID3D11InfoQueue_GetNumStoredMessages(p->iqueue); for (uint64_t i = 0; i < messages; i++) { size_t len; hr = ID3D11InfoQueue_GetMessage(p->iqueue, i, NULL, &len); if (FAILED(hr) || !len) goto done; D3D11_MESSAGE *d3dmsg = talloc_size(talloc_ctx, len); hr = ID3D11InfoQueue_GetMessage(p->iqueue, i, d3dmsg, &len); if (FAILED(hr)) goto done; int msgl = map_msg_severity(d3dmsg->Severity); if (mp_msg_test(ra->log, msgl)) { if (!printed_header) MP_INFO(ra, "%s:\n", msg); printed_header = true; MP_MSG(ra, msgl, "%d: %.*s\n", (int)d3dmsg->ID, (int)d3dmsg->DescriptionByteLength, d3dmsg->pDescription); talloc_free(d3dmsg); } } ID3D11InfoQueue_ClearStoredMessages(p->iqueue); done: talloc_free(talloc_ctx); } static void destroy(struct ra *ra) { struct ra_d3d11 *p = ra->priv; // Release everything except the interfaces needed to perform leak checking SAFE_RELEASE(p->clear_ps); SAFE_RELEASE(p->clear_vs); SAFE_RELEASE(p->clear_layout); SAFE_RELEASE(p->clear_vbuf); SAFE_RELEASE(p->clear_cbuf); SAFE_RELEASE(p->blit_float_ps); SAFE_RELEASE(p->blit_vs); SAFE_RELEASE(p->blit_layout); SAFE_RELEASE(p->blit_vbuf); SAFE_RELEASE(p->blit_sampler); SAFE_RELEASE(p->vbuf); SAFE_RELEASE(p->ctx1); SAFE_RELEASE(p->dev1); SAFE_RELEASE(p->dev); if (p->debug && p->ctx) { // Destroy the device context synchronously so referenced objects don't // show up in the leak check ID3D11DeviceContext_ClearState(p->ctx); ID3D11DeviceContext_Flush(p->ctx); } SAFE_RELEASE(p->ctx); if (p->debug) { // Report any leaked objects debug_marker(ra, "after destroy"); ID3D11Debug_ReportLiveDeviceObjects(p->debug, D3D11_RLDO_DETAIL); debug_marker(ra, "after leak check"); ID3D11Debug_ReportLiveDeviceObjects(p->debug, D3D11_RLDO_SUMMARY); debug_marker(ra, "after leak summary"); } SAFE_RELEASE(p->debug); SAFE_RELEASE(p->iqueue); talloc_free(ra); } static struct ra_fns ra_fns_d3d11 = { .destroy = destroy, .tex_create = tex_create, .tex_destroy = tex_destroy, .tex_upload = tex_upload, .buf_create = buf_create, .buf_destroy = buf_destroy, .buf_update = buf_update, .clear = clear, .blit = blit, .uniform_layout = std140_layout, .desc_namespace = desc_namespace, .renderpass_create = renderpass_create, .renderpass_destroy = renderpass_destroy, .renderpass_run = renderpass_run, .timer_create = timer_create, .timer_destroy = timer_destroy, .timer_start = timer_start, .timer_stop = timer_stop, .debug_marker = debug_marker, }; void ra_d3d11_flush(struct ra *ra) { struct ra_d3d11 *p = ra->priv; ID3D11DeviceContext_Flush(p->ctx); } static void init_debug_layer(struct ra *ra) { struct ra_d3d11 *p = ra->priv; HRESULT hr; hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11Debug, (void**)&p->debug); if (FAILED(hr)) { MP_ERR(ra, "Failed to get debug device: %s\n", mp_HRESULT_to_str(hr)); return; } hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11InfoQueue, (void**)&p->iqueue); if (FAILED(hr)) { MP_ERR(ra, "Failed to get info queue: %s\n", mp_HRESULT_to_str(hr)); return; } // Store an unlimited amount of messages in the buffer. This is fine // because we flush stored messages regularly (in debug_marker.) ID3D11InfoQueue_SetMessageCountLimit(p->iqueue, -1); // Filter some annoying messages D3D11_MESSAGE_ID deny_ids[] = { // This error occurs during context creation when we try to figure out // the real maximum texture size by attempting to create a texture // larger than the current feature level allows. D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS, // These are normal. The RA timer queue habitually reuses timer objects // without retrieving the results. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS, D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS, }; D3D11_INFO_QUEUE_FILTER filter = { .DenyList = { .NumIDs = MP_ARRAY_SIZE(deny_ids), .pIDList = deny_ids, }, }; ID3D11InfoQueue_PushStorageFilter(p->iqueue, &filter); } static bool load_d3d_compiler(struct ra *ra) { struct ra_d3d11 *p = ra->priv; HMODULE d3dcompiler = NULL; // Try the inbox D3DCompiler first (Windows 8.1 and up) if (IsWindows8Point1OrGreater()) { d3dcompiler = LoadLibraryExW(L"d3dcompiler_47.dll", NULL, LOAD_LIBRARY_SEARCH_SYSTEM32); } // Check for a packaged version of d3dcompiler_47.dll if (!d3dcompiler) d3dcompiler = LoadLibraryW(L"d3dcompiler_47.dll"); // Try d3dcompiler_46.dll from the Windows 8 SDK if (!d3dcompiler) d3dcompiler = LoadLibraryW(L"d3dcompiler_46.dll"); // Try d3dcompiler_43.dll from the June 2010 DirectX SDK if (!d3dcompiler) d3dcompiler = LoadLibraryW(L"d3dcompiler_43.dll"); // Can't find any compiler DLL, so give up if (!d3dcompiler) return false; p->D3DCompile = (pD3DCompile)GetProcAddress(d3dcompiler, "D3DCompile"); if (!p->D3DCompile) return false; return true; } static void find_max_texture_dimension(struct ra *ra) { struct ra_d3d11 *p = ra->priv; D3D11_TEXTURE2D_DESC desc = { .Width = ra->max_texture_wh, .Height = ra->max_texture_wh, .MipLevels = 1, .ArraySize = 1, .SampleDesc.Count = 1, .Format = DXGI_FORMAT_R8_UNORM, .BindFlags = D3D11_BIND_SHADER_RESOURCE, }; while (true) { desc.Height = desc.Width *= 2; if (desc.Width >= 0x8000000u) return; if (FAILED(ID3D11Device_CreateTexture2D(p->dev, &desc, NULL, NULL))) return; ra->max_texture_wh = desc.Width; } } struct ra *ra_d3d11_create(ID3D11Device *dev, struct mp_log *log, struct spirv_compiler *spirv) { HRESULT hr; struct ra *ra = talloc_zero(NULL, struct ra); ra->log = log; ra->fns = &ra_fns_d3d11; // Even Direct3D 10level9 supports 3D textures ra->caps = RA_CAP_TEX_3D | RA_CAP_DIRECT_UPLOAD | RA_CAP_BUF_RO | RA_CAP_BLIT | spirv->ra_caps; ra->glsl_version = spirv->glsl_version; ra->glsl_vulkan = true; struct ra_d3d11 *p = ra->priv = talloc_zero(ra, struct ra_d3d11); p->spirv = spirv; int minor = 0; ID3D11Device_AddRef(dev); p->dev = dev; ID3D11Device_GetImmediateContext(p->dev, &p->ctx); hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11Device1, (void**)&p->dev1); if (SUCCEEDED(hr)) { minor = 1; ID3D11Device1_GetImmediateContext1(p->dev1, &p->ctx1); D3D11_FEATURE_DATA_D3D11_OPTIONS fopts = { 0 }; hr = ID3D11Device_CheckFeatureSupport(p->dev, D3D11_FEATURE_D3D11_OPTIONS, &fopts, sizeof(fopts)); if (SUCCEEDED(hr)) { p->has_clear_view = fopts.ClearView; } } MP_VERBOSE(ra, "Using Direct3D 11.%d runtime\n", minor); p->fl = ID3D11Device_GetFeatureLevel(p->dev); if (p->fl >= D3D_FEATURE_LEVEL_11_0) { ra->max_texture_wh = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; } else if (p->fl >= D3D_FEATURE_LEVEL_10_0) { ra->max_texture_wh = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; } else if (p->fl >= D3D_FEATURE_LEVEL_9_3) { ra->max_texture_wh = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; } else { ra->max_texture_wh = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; } if (p->fl >= D3D_FEATURE_LEVEL_11_0) ra->caps |= RA_CAP_GATHER; if (p->fl >= D3D_FEATURE_LEVEL_10_0) ra->caps |= RA_CAP_FRAGCOORD; // Some 10_0 hardware has compute shaders, but only 11_0 has image load/store if (p->fl >= D3D_FEATURE_LEVEL_11_0) { ra->caps |= RA_CAP_COMPUTE | RA_CAP_BUF_RW; ra->max_shmem = 32 * 1024; } if (p->fl >= D3D_FEATURE_LEVEL_11_1 && minor >= 1) { p->max_uavs = D3D11_1_UAV_SLOT_COUNT; } else { p->max_uavs = D3D11_PS_CS_UAV_REGISTER_COUNT; } if (ID3D11Device_GetCreationFlags(p->dev) & D3D11_CREATE_DEVICE_DEBUG) init_debug_layer(ra); // According to MSDN, the above texture sizes are just minimums and drivers // may support larger textures. See: // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476874.aspx find_max_texture_dimension(ra); MP_VERBOSE(ra, "Maximum Texture2D size: %dx%d\n", ra->max_texture_wh, ra->max_texture_wh); if (!load_d3d_compiler(ra)) { MP_FATAL(ra, "Could not find D3DCompiler DLL\n"); goto error; } setup_formats(ra); // The rasterizer state never changes, so set it up here ID3D11RasterizerState *rstate; D3D11_RASTERIZER_DESC rdesc = { .FillMode = D3D11_FILL_SOLID, .CullMode = D3D11_CULL_NONE, .FrontCounterClockwise = FALSE, .DepthClipEnable = TRUE, // Required for 10level9 .ScissorEnable = TRUE, }; hr = ID3D11Device_CreateRasterizerState(p->dev, &rdesc, &rstate); if (FAILED(hr)) { MP_ERR(ra, "Failed to create rasterizer state: %s\n", mp_HRESULT_to_str(hr)); goto error; } ID3D11DeviceContext_RSSetState(p->ctx, rstate); SAFE_RELEASE(rstate); // If the device doesn't support ClearView, we have to set up a // shader-based clear() implementation if (!p->has_clear_view && !setup_clear_rpass(ra)) goto error; if (!setup_blit_rpass(ra)) goto error; return ra; error: destroy(ra); return NULL; } ID3D11Device *ra_d3d11_get_device(struct ra *ra) { struct ra_d3d11 *p = ra->priv; ID3D11Device_AddRef(p->dev); return p->dev; } bool ra_is_d3d11(struct ra *ra) { return ra->fns == &ra_fns_d3d11; }