mirror of
https://github.com/mpv-player/mpv
synced 2024-12-21 06:14:32 +00:00
68eac1a1e7
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross. What works: - All of mpv's internal shaders should work, including compute shaders. - Some external shaders have been tested and work, including RAVU and adaptive-sharpen. - Non-dumb mode works, even on very old hardware. Most features work at feature level 9_3 and all features work at feature level 10_0. Some features also work at feature level 9_1 and 9_2, but without high-bit- depth FBOs, it's not very useful. (Hardware this old is probably not fast enough for advanced features anyway.) Note: This is more compatible than ANGLE, which requires 9_3 to work at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.) - Hardware decoding with D3D11VA, including decoding of 10-bit formats without truncation to 8-bit. What doesn't work / can be improved: - PBO upload and direct rendering does not work yet. Direct rendering requires persistent-mapped PBOs because the decoder needs to be able to read data from images that have already been decoded and uploaded. Unfortunately, it seems like persistent-mapped PBOs are fundamentally incompatible with D3D11, which requires all resources to use driver- managed memory and requires memory to be unmapped (and hence pointers to be invalidated) when a resource is used in a draw or copy operation. However it might be possible to use D3D11's limited multithreading capabilities to emulate some features of PBOs, like asynchronous texture uploading. - The blit() and clear() operations don't have equivalents in the D3D11 API that handle all cases, so in most cases, they have to be emulated with a shader. This is currently done inside ra_d3d11, but ideally it would be done in generic code, so it can take advantage of mpv's shader generation utilities. - SPIRV-Cross is used through a NIH C-compatible wrapper library, since it does not expose a C interface itself. The library is available here: https://github.com/rossy/crossc - The D3D11 context could be made to support more modern DXGI features in future. For example, it should be possible to add support for high-bit-depth and HDR output with DXGI 1.5/1.6.
224 lines
6.0 KiB
C
224 lines
6.0 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stddef.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdbool.h>
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#include <math.h>
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#include <assert.h>
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#include "config.h"
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#include "common/common.h"
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#include "common/msg.h"
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#include "options/options.h"
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#include "options/m_option.h"
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#include "video/out/vo.h"
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#include "context.h"
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#include "spirv.h"
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/* OpenGL */
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extern const struct ra_ctx_fns ra_ctx_glx;
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extern const struct ra_ctx_fns ra_ctx_glx_probe;
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extern const struct ra_ctx_fns ra_ctx_x11_egl;
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extern const struct ra_ctx_fns ra_ctx_drm_egl;
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extern const struct ra_ctx_fns ra_ctx_cocoa;
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extern const struct ra_ctx_fns ra_ctx_wayland_egl;
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extern const struct ra_ctx_fns ra_ctx_wgl;
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extern const struct ra_ctx_fns ra_ctx_angle;
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extern const struct ra_ctx_fns ra_ctx_dxgl;
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extern const struct ra_ctx_fns ra_ctx_rpi;
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extern const struct ra_ctx_fns ra_ctx_android;
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extern const struct ra_ctx_fns ra_ctx_mali_fbdev;
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extern const struct ra_ctx_fns ra_ctx_vdpauglx;
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/* Vulkan */
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extern const struct ra_ctx_fns ra_ctx_vulkan_wayland;
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extern const struct ra_ctx_fns ra_ctx_vulkan_win;
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extern const struct ra_ctx_fns ra_ctx_vulkan_xlib;
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/* Direct3D 11 */
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extern const struct ra_ctx_fns ra_ctx_d3d11;
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static const struct ra_ctx_fns *contexts[] = {
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#if HAVE_D3D11
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&ra_ctx_d3d11,
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#endif
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// OpenGL contexts:
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#if HAVE_ANDROID
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&ra_ctx_android,
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#endif
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#if HAVE_RPI
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&ra_ctx_rpi,
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#endif
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#if HAVE_GL_COCOA
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&ra_ctx_cocoa,
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#endif
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#if HAVE_EGL_ANGLE_WIN32
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&ra_ctx_angle,
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#endif
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#if HAVE_GL_WIN32
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&ra_ctx_wgl,
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#endif
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#if HAVE_GL_DXINTEROP
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&ra_ctx_dxgl,
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#endif
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#if HAVE_GL_X11
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&ra_ctx_glx_probe,
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#endif
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#if HAVE_EGL_X11
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&ra_ctx_x11_egl,
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#endif
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#if HAVE_GL_X11
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&ra_ctx_glx,
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#endif
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#if HAVE_GL_WAYLAND
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&ra_ctx_wayland_egl,
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#endif
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#if HAVE_EGL_DRM
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&ra_ctx_drm_egl,
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#endif
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#if HAVE_MALI_FBDEV
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&ra_ctx_mali_fbdev,
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#endif
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#if HAVE_VDPAU_GL_X11
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&ra_ctx_vdpauglx,
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#endif
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// Vulkan contexts:
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#if HAVE_VULKAN
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#if HAVE_WIN32_DESKTOP
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&ra_ctx_vulkan_win,
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#endif
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#if HAVE_WAYLAND
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&ra_ctx_vulkan_wayland,
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#endif
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#if HAVE_X11
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&ra_ctx_vulkan_xlib,
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#endif
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#endif
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};
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int ra_ctx_validate_api(struct mp_log *log, const struct m_option *opt,
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struct bstr name, struct bstr param)
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{
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if (bstr_equals0(param, "help")) {
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mp_info(log, "GPU APIs (contexts):\n");
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mp_info(log, " auto (autodetect)\n");
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for (int n = 0; n < MP_ARRAY_SIZE(contexts); n++)
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mp_info(log, " %s (%s)\n", contexts[n]->type, contexts[n]->name);
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return M_OPT_EXIT;
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}
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if (bstr_equals0(param, "auto"))
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return 1;
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for (int i = 0; i < MP_ARRAY_SIZE(contexts); i++) {
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if (bstr_equals0(param, contexts[i]->type))
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return 1;
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}
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return M_OPT_INVALID;
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}
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int ra_ctx_validate_context(struct mp_log *log, const struct m_option *opt,
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struct bstr name, struct bstr param)
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{
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if (bstr_equals0(param, "help")) {
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mp_info(log, "GPU contexts (APIs):\n");
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mp_info(log, " auto (autodetect)\n");
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for (int n = 0; n < MP_ARRAY_SIZE(contexts); n++)
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mp_info(log, " %s (%s)\n", contexts[n]->name, contexts[n]->type);
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return M_OPT_EXIT;
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}
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if (bstr_equals0(param, "auto"))
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return 1;
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for (int i = 0; i < MP_ARRAY_SIZE(contexts); i++) {
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if (bstr_equals0(param, contexts[i]->name))
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return 1;
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}
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return M_OPT_INVALID;
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}
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// Create a VO window and create a RA context on it.
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// vo_flags: passed to the backend's create window function
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struct ra_ctx *ra_ctx_create(struct vo *vo, const char *context_type,
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const char *context_name, struct ra_ctx_opts opts)
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{
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bool api_auto = !context_type || strcmp(context_type, "auto") == 0;
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bool ctx_auto = !context_name || strcmp(context_name, "auto") == 0;
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if (ctx_auto) {
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MP_VERBOSE(vo, "Probing for best GPU context.\n");
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opts.probing = true;
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}
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// Hack to silence backend (X11/Wayland/etc.) errors. Kill it once backends
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// are separate from `struct vo`
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bool old_probing = vo->probing;
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vo->probing = opts.probing;
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for (int i = 0; i < MP_ARRAY_SIZE(contexts); i++) {
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if (!opts.probing && strcmp(contexts[i]->name, context_name) != 0)
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continue;
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if (!api_auto && strcmp(contexts[i]->type, context_type) != 0)
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continue;
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struct ra_ctx *ctx = talloc_ptrtype(NULL, ctx);
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*ctx = (struct ra_ctx) {
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.vo = vo,
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.global = vo->global,
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.log = mp_log_new(ctx, vo->log, contexts[i]->type),
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.opts = opts,
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.fns = contexts[i],
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};
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MP_VERBOSE(ctx, "Initializing GPU context '%s'\n", ctx->fns->name);
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if (contexts[i]->init(ctx)) {
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vo->probing = old_probing;
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return ctx;
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}
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talloc_free(ctx);
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}
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vo->probing = old_probing;
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// If we've reached this point, then none of the contexts matched the name
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// requested, or the backend creation failed for all of them.
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if (!vo->probing)
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MP_ERR(vo, "Failed initializing any suitable GPU context!\n");
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return NULL;
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}
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void ra_ctx_destroy(struct ra_ctx **ctx_ptr)
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{
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struct ra_ctx *ctx = *ctx_ptr;
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if (!ctx)
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return;
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if (ctx->spirv && ctx->spirv->fns->uninit)
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ctx->spirv->fns->uninit(ctx);
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ctx->fns->uninit(ctx);
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talloc_free(ctx);
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*ctx_ptr = NULL;
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}
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