mpv/options
James Ross-Gowan 68eac1a1e7 vo_gpu: d3d11: initial implementation
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.
2017-11-07 20:27:13 +11:00
..
m_config.c m_config: better variable name 2017-09-22 11:31:23 +02:00
m_config.h options: add a thread-safe way to notify option updates 2017-08-22 15:50:33 +02:00
m_option.c m_option: pretty print mpv_node for OSD 2017-10-30 15:32:24 +01:00
m_option.h lua: integrate stats.lua script 2017-10-09 20:47:33 +02:00
m_property.c m_property: change license to LGPL 2017-06-12 17:00:20 +02:00
m_property.h command: read the diff if you want to know 2017-10-21 21:13:53 +02:00
options.c vo_gpu: d3d11: initial implementation 2017-11-07 20:27:13 +11:00
options.h vo_gpu: d3d11: initial implementation 2017-11-07 20:27:13 +11:00
parse_commandline.c m_option: remove redundant indirections 2017-07-02 13:07:36 +02:00
parse_commandline.h options: change license of most files to LGPL (except options.c/.h) 2017-06-12 20:55:17 +02:00
parse_configfile.c options: change license of most files to LGPL (except options.c/.h) 2017-06-12 20:55:17 +02:00
parse_configfile.h options: change license of most files to LGPL (except options.c/.h) 2017-06-12 20:55:17 +02:00
path.c options/path: fallback to USERPROFILE if HOME isn't set 2017-07-06 15:45:08 +01:00
path.h path: change license to LGPL 2017-06-12 16:41:21 +02:00