mpv/video/out/opengl/context_angle.c

702 lines
21 KiB
C

/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <windows.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#include <dwmapi.h>
#include "angle_dynamic.h"
#include "egl_helpers.h"
#include "d3d11_helpers.h"
#include "common/common.h"
#include "options/m_config.h"
#include "video/out/w32_common.h"
#include "osdep/windows_utils.h"
#include "context.h"
#ifndef EGL_D3D_TEXTURE_ANGLE
#define EGL_D3D_TEXTURE_ANGLE 0x33A3
#endif
#ifndef EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE
#define EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE 0x33A7
#define EGL_SURFACE_ORIENTATION_ANGLE 0x33A8
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif
enum {
RENDERER_AUTO,
RENDERER_D3D9,
RENDERER_D3D11,
};
struct angle_opts {
int renderer;
int d3d11_warp;
int d3d11_feature_level;
int egl_windowing;
int swapchain_length; // Currently only works with DXGI 1.2+
int max_frame_latency;
int flip;
};
#define OPT_BASE_STRUCT struct angle_opts
const struct m_sub_options angle_conf = {
.opts = (const struct m_option[]) {
OPT_CHOICE("angle-renderer", renderer, 0,
({"auto", RENDERER_AUTO},
{"d3d9", RENDERER_D3D9},
{"d3d11", RENDERER_D3D11})),
OPT_CHOICE("angle-d3d11-warp", d3d11_warp, 0,
({"auto", -1},
{"no", 0},
{"yes", 1})),
OPT_CHOICE("angle-d3d11-feature-level", d3d11_feature_level, 0,
({"11_0", D3D_FEATURE_LEVEL_11_0},
{"10_1", D3D_FEATURE_LEVEL_10_1},
{"10_0", D3D_FEATURE_LEVEL_10_0},
{"9_3", D3D_FEATURE_LEVEL_9_3})),
OPT_CHOICE("angle-egl-windowing", egl_windowing, 0,
({"auto", -1},
{"no", 0},
{"yes", 1})),
OPT_INTRANGE("angle-swapchain-length", swapchain_length, 0, 2, 16),
OPT_INTRANGE("angle-max-frame-latency", max_frame_latency, 0, 1, 16),
OPT_FLAG("angle-flip", flip, 0),
{0}
},
.defaults = &(const struct angle_opts) {
.renderer = RENDERER_AUTO,
.d3d11_warp = -1,
.d3d11_feature_level = D3D_FEATURE_LEVEL_11_0,
.egl_windowing = -1,
.swapchain_length = 6,
.max_frame_latency = 3,
.flip = 1,
},
.size = sizeof(struct angle_opts),
};
struct priv {
IDXGISwapChain *dxgi_swapchain;
ID3D11Device *d3d11_device;
ID3D11DeviceContext *d3d11_context;
ID3D11Texture2D *d3d11_backbuffer;
EGLConfig egl_config;
EGLDisplay egl_display;
EGLDeviceEXT egl_device;
EGLContext egl_context;
EGLSurface egl_window; // For the EGL windowing surface only
EGLSurface egl_backbuffer; // For the DXGI swap chain based surface
int sc_width, sc_height; // Swap chain width and height
int swapinterval;
bool sw_adapter_msg_shown;
struct angle_opts *opts;
};
static __thread struct MPGLContext *current_ctx;
static void update_sizes(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
p->sc_width = ctx->vo->dwidth ? ctx->vo->dwidth : 1;
p->sc_height = ctx->vo->dheight ? ctx->vo->dheight : 1;
}
static void d3d11_backbuffer_release(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_backbuffer) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglDestroySurface(p->egl_display, p->egl_backbuffer);
}
p->egl_backbuffer = EGL_NO_SURFACE;
SAFE_RELEASE(p->d3d11_backbuffer);
}
static bool d3d11_backbuffer_get(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
HRESULT hr;
hr = IDXGISwapChain_GetBuffer(p->dxgi_swapchain, 0, &IID_ID3D11Texture2D,
(void**)&p->d3d11_backbuffer);
if (FAILED(hr)) {
MP_FATAL(vo, "Couldn't get swap chain back buffer\n");
return false;
}
EGLint pbuffer_attributes[] = {
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_NONE,
};
p->egl_backbuffer = eglCreatePbufferFromClientBuffer(p->egl_display,
EGL_D3D_TEXTURE_ANGLE, p->d3d11_backbuffer, p->egl_config,
pbuffer_attributes);
if (!p->egl_backbuffer) {
MP_FATAL(vo, "Couldn't create EGL pbuffer\n");
return false;
}
eglMakeCurrent(p->egl_display, p->egl_backbuffer, p->egl_backbuffer,
p->egl_context);
return true;
}
static void d3d11_backbuffer_resize(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
HRESULT hr;
int old_sc_width = p->sc_width;
int old_sc_height = p->sc_height;
update_sizes(ctx);
// Avoid unnecessary resizing
if (old_sc_width == p->sc_width && old_sc_height == p->sc_height)
return;
// All references to backbuffers must be released before ResizeBuffers
// (including references held by ANGLE)
d3d11_backbuffer_release(ctx);
// The DirectX runtime may report errors related to the device like
// DXGI_ERROR_DEVICE_REMOVED at this point
hr = IDXGISwapChain_ResizeBuffers(p->dxgi_swapchain, 0, p->sc_width,
p->sc_height, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(hr))
MP_FATAL(vo, "Couldn't resize swapchain: %s\n", mp_HRESULT_to_str(hr));
if (!d3d11_backbuffer_get(ctx))
MP_FATAL(vo, "Couldn't get back buffer after resize\n");
}
static void d3d11_device_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
PFNEGLRELEASEDEVICEANGLEPROC eglReleaseDeviceANGLE =
(PFNEGLRELEASEDEVICEANGLEPROC)eglGetProcAddress("eglReleaseDeviceANGLE");
if (p->egl_display)
eglTerminate(p->egl_display);
p->egl_display = EGL_NO_DISPLAY;
if (p->egl_device && eglReleaseDeviceANGLE)
eglReleaseDeviceANGLE(p->egl_device);
p->egl_device = 0;
SAFE_RELEASE(p->d3d11_device);
}
static bool d3d11_device_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
struct angle_opts *o = p->opts;
struct d3d11_device_opts device_opts = {
.allow_warp = o->d3d11_warp != 0,
.force_warp = o->d3d11_warp == 1,
.max_feature_level = o->d3d11_feature_level,
.min_feature_level = D3D_FEATURE_LEVEL_9_3,
.max_frame_latency = o->max_frame_latency,
};
if (!mp_d3d11_create_present_device(vo->log, &device_opts, &p->d3d11_device))
return false;
ID3D11Device_GetImmediateContext(p->d3d11_device, &p->d3d11_context);
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
MP_FATAL(vo, "Missing EGL_EXT_platform_base\n");
return false;
}
PFNEGLCREATEDEVICEANGLEPROC eglCreateDeviceANGLE =
(PFNEGLCREATEDEVICEANGLEPROC)eglGetProcAddress("eglCreateDeviceANGLE");
if (!eglCreateDeviceANGLE) {
MP_FATAL(vo, "Missing EGL_EXT_platform_device\n");
return false;
}
p->egl_device = eglCreateDeviceANGLE(EGL_D3D11_DEVICE_ANGLE,
p->d3d11_device, NULL);
if (!p->egl_device) {
MP_FATAL(vo, "Couldn't create EGL device\n");
return false;
}
p->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT,
p->egl_device, NULL);
if (!p->egl_display) {
MP_FATAL(vo, "Couldn't get EGL display\n");
return false;
}
return true;
}
static void d3d11_swapchain_surface_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
bool had_swapchain = p->dxgi_swapchain;
SAFE_RELEASE(p->dxgi_swapchain);
d3d11_backbuffer_release(ctx);
// Ensure the swapchain is destroyed by flushing the D3D11 immediate
// context. This is needed because the HWND may be reused. See:
// https://msdn.microsoft.com/en-us/library/windows/desktop/ff476425.aspx
if (had_swapchain && p->d3d11_context)
ID3D11DeviceContext_Flush(p->d3d11_context);
}
static bool d3d11_swapchain_surface_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
struct angle_opts *o = p->opts;
if (!p->d3d11_device)
goto fail;
update_sizes(ctx);
struct d3d11_swapchain_opts swapchain_opts = {
.window = vo_w32_hwnd(vo),
.width = p->sc_width,
.height = p->sc_height,
.flip = o->flip,
.length = o->swapchain_length,
.usage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT,
};
if (!mp_d3d11_create_swapchain(p->d3d11_device, vo->log, &swapchain_opts,
&p->dxgi_swapchain))
goto fail;
if (!d3d11_backbuffer_get(ctx))
goto fail;
// EGL_D3D_TEXTURE_ANGLE pbuffers are always flipped vertically
ctx->flip_v = true;
return true;
fail:
d3d11_swapchain_surface_destroy(ctx);
return false;
}
static void d3d9_device_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_display)
eglTerminate(p->egl_display);
p->egl_display = EGL_NO_DISPLAY;
}
static bool d3d9_device_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
(PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
if (!eglGetPlatformDisplayEXT) {
MP_FATAL(vo, "Missing EGL_EXT_platform_base\n");
return false;
}
EGLint display_attributes[] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE,
EGL_NONE,
};
p->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
EGL_DEFAULT_DISPLAY, display_attributes);
if (p->egl_display == EGL_NO_DISPLAY) {
MP_FATAL(vo, "Couldn't get display\n");
return false;
}
return true;
}
static void egl_window_surface_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_window) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
}
}
static bool egl_window_surface_create(MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
int window_attribs_len = 0;
EGLint *window_attribs = NULL;
EGLint flip_val;
if (eglGetConfigAttrib(p->egl_display, p->egl_config,
EGL_OPTIMAL_SURFACE_ORIENTATION_ANGLE, &flip_val))
{
if (flip_val == EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) {
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len,
EGL_SURFACE_ORIENTATION_ANGLE);
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len,
EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE);
ctx->flip_v = true;
MP_VERBOSE(vo, "Rendering flipped.\n");
}
}
MP_TARRAY_APPEND(NULL, window_attribs, window_attribs_len, EGL_NONE);
p->egl_window = eglCreateWindowSurface(p->egl_display, p->egl_config,
vo_w32_hwnd(vo), window_attribs);
talloc_free(window_attribs);
if (!p->egl_window) {
MP_FATAL(vo, "Could not create EGL surface!\n");
goto fail;
}
eglMakeCurrent(p->egl_display, p->egl_window, p->egl_window,
p->egl_context);
return true;
fail:
egl_window_surface_destroy(ctx);
return false;
}
static void context_destroy(struct MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->egl_context) {
eglMakeCurrent(p->egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE,
EGL_NO_CONTEXT);
eglDestroyContext(p->egl_display, p->egl_context);
}
p->egl_context = EGL_NO_CONTEXT;
}
static bool context_init(struct MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
if (!eglInitialize(p->egl_display, NULL, NULL)) {
MP_FATAL(vo, "Couldn't initialize EGL\n");
goto fail;
}
const char *exts = eglQueryString(p->egl_display, EGL_EXTENSIONS);
if (exts)
MP_DBG(vo, "EGL extensions: %s\n", exts);
if (!mpegl_create_context(p->egl_display, vo->log, flags | VOFLAG_GLES,
&p->egl_context, &p->egl_config))
{
MP_FATAL(vo, "Could not create EGL context!\n");
goto fail;
}
return true;
fail:
context_destroy(ctx);
return false;
}
static void angle_uninit(struct MPGLContext *ctx)
{
struct priv *p = ctx->priv;
DwmEnableMMCSS(FALSE);
// Uninit the EGL surface implementation that is being used. Note: This may
// result in the *_destroy function being called twice since it is also
// called when the surface create function fails. This is fine because the
// *_destroy functions are idempotent.
if (p->dxgi_swapchain)
d3d11_swapchain_surface_destroy(ctx);
else
egl_window_surface_destroy(ctx);
context_destroy(ctx);
// Uninit the EGL device implementation that is being used
if (p->d3d11_device)
d3d11_device_destroy(ctx);
else
d3d9_device_destroy(ctx);
vo_w32_uninit(ctx->vo);
}
static int GLAPIENTRY angle_swap_interval(int interval)
{
if (!current_ctx)
return 0;
struct priv *p = current_ctx->priv;
if (p->dxgi_swapchain) {
p->swapinterval = MPCLAMP(interval, 0, 4);
return 1;
} else {
return eglSwapInterval(p->egl_display, interval);
}
}
static int angle_init(struct MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct vo *vo = ctx->vo;
p->opts = mp_get_config_group(ctx, ctx->global, &angle_conf);
struct angle_opts *o = p->opts;
// DWM MMCSS cargo-cult. The dxinterop backend also does this.
DwmEnableMMCSS(TRUE);
if (!angle_load()) {
MP_VERBOSE(vo, "Failed to load LIBEGL.DLL\n");
goto fail;
}
// Create the underlying EGL device implementation
bool context_ok = false;
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D11) {
context_ok = d3d11_device_create(ctx, flags);
if (context_ok) {
context_ok = context_init(ctx, flags);
if (!context_ok)
d3d11_device_destroy(ctx);
}
}
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D9) {
context_ok = d3d9_device_create(ctx, flags);
if (context_ok) {
MP_VERBOSE(vo, "Using Direct3D 9\n");
context_ok = context_init(ctx, flags);
if (!context_ok)
d3d9_device_destroy(ctx);
}
}
if (!context_ok)
goto fail;
if (!vo_w32_init(vo))
goto fail;
// Create the underlying EGL surface implementation
bool surface_ok = false;
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 0) {
surface_ok = d3d11_swapchain_surface_create(ctx, flags);
}
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 1) {
surface_ok = egl_window_surface_create(ctx, flags);
if (surface_ok)
MP_VERBOSE(vo, "Using EGL windowing\n");
}
if (!surface_ok)
goto fail;
mpegl_load_functions(ctx->gl, vo->log);
current_ctx = ctx;
ctx->gl->SwapInterval = angle_swap_interval;
return 0;
fail:
angle_uninit(ctx);
return -1;
}
static int angle_reconfig(struct MPGLContext *ctx)
{
vo_w32_config(ctx->vo);
return 0;
}
static struct mp_image *d3d11_screenshot(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
ID3D11Texture2D *frontbuffer = NULL;
ID3D11Texture2D *staging = NULL;
struct mp_image *img = NULL;
HRESULT hr;
if (!p->dxgi_swapchain)
goto done;
// Validate the swap chain. This screenshot method will only work on DXGI
// 1.2+ flip/sequential swap chains. It's probably not possible at all with
// discard swap chains, since by definition, the backbuffer contents is
// discarded on Present().
DXGI_SWAP_CHAIN_DESC scd;
hr = IDXGISwapChain_GetDesc(p->dxgi_swapchain, &scd);
if (FAILED(hr))
goto done;
if (scd.SwapEffect != DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
goto done;
// Get the last buffer that was presented with Present(). This should be
// the n-1th buffer for a swap chain of length n.
hr = IDXGISwapChain_GetBuffer(p->dxgi_swapchain, scd.BufferCount - 1,
&IID_ID3D11Texture2D, (void**)&frontbuffer);
if (FAILED(hr))
goto done;
D3D11_TEXTURE2D_DESC td;
ID3D11Texture2D_GetDesc(frontbuffer, &td);
if (td.SampleDesc.Count > 1)
goto done;
// Validate the backbuffer format and convert to an mpv IMGFMT
enum mp_imgfmt fmt;
switch (td.Format) {
case DXGI_FORMAT_B8G8R8A8_UNORM: fmt = IMGFMT_BGR0; break;
case DXGI_FORMAT_R8G8B8A8_UNORM: fmt = IMGFMT_RGB0; break;
default:
goto done;
}
// Create a staging texture based on the frontbuffer with CPU access
td.BindFlags = 0;
td.MiscFlags = 0;
td.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
td.Usage = D3D11_USAGE_STAGING;
hr = ID3D11Device_CreateTexture2D(p->d3d11_device, &td, 0, &staging);
if (FAILED(hr))
goto done;
ID3D11DeviceContext_CopyResource(p->d3d11_context,
(ID3D11Resource*)staging, (ID3D11Resource*)frontbuffer);
// Attempt to map the staging texture to CPU-accessible memory
D3D11_MAPPED_SUBRESOURCE lock;
hr = ID3D11DeviceContext_Map(p->d3d11_context, (ID3D11Resource*)staging,
0, D3D11_MAP_READ, 0, &lock);
if (FAILED(hr))
goto done;
img = mp_image_alloc(fmt, td.Width, td.Height);
if (!img)
return NULL;
for (int i = 0; i < td.Height; i++) {
memcpy(img->planes[0] + img->stride[0] * i,
(char*)lock.pData + lock.RowPitch * i, td.Width * 4);
}
ID3D11DeviceContext_Unmap(p->d3d11_context, (ID3D11Resource*)staging, 0);
done:
SAFE_RELEASE(frontbuffer);
SAFE_RELEASE(staging);
return img;
}
static int angle_control(MPGLContext *ctx, int *events, int request, void *arg)
{
struct priv *p = ctx->priv;
// Try a D3D11-specific method of taking a window screenshot
if (request == VOCTRL_SCREENSHOT_WIN) {
struct mp_image *img = d3d11_screenshot(ctx);
if (img) {
*(struct mp_image **)arg = img;
return true;
}
}
int r = vo_w32_control(ctx->vo, events, request, arg);
if (*events & VO_EVENT_RESIZE) {
if (p->dxgi_swapchain)
d3d11_backbuffer_resize(ctx);
else
eglWaitClient(); // Should get ANGLE to resize its swapchain
}
return r;
}
static void d3d11_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
// Calling Present() on a flip-sequential swap chain will silently change
// the underlying storage of the back buffer to point to the next buffer in
// the chain. This results in the RTVs for the back buffer becoming
// unbound. Since ANGLE doesn't know we called Present(), it will continue
// using the unbound RTVs, so we must save and restore them ourselves.
ID3D11RenderTargetView *rtvs[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D11DepthStencilView *dsv = NULL;
ID3D11DeviceContext_OMGetRenderTargets(p->d3d11_context,
MP_ARRAY_SIZE(rtvs), rtvs, &dsv);
HRESULT hr = IDXGISwapChain_Present(p->dxgi_swapchain, p->swapinterval, 0);
if (FAILED(hr))
MP_FATAL(ctx->vo, "Couldn't present: %s\n", mp_HRESULT_to_str(hr));
// Restore the RTVs and release the objects
ID3D11DeviceContext_OMSetRenderTargets(p->d3d11_context,
MP_ARRAY_SIZE(rtvs), rtvs, dsv);
for (int i = 0; i < 8; i++)
SAFE_RELEASE(rtvs[i]);
SAFE_RELEASE(dsv);
}
static void egl_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
eglSwapBuffers(p->egl_display, p->egl_window);
}
static void angle_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->dxgi_swapchain)
d3d11_swap_buffers(ctx);
else
egl_swap_buffers(ctx);
}
const struct mpgl_driver mpgl_driver_angle = {
.name = "angle",
.priv_size = sizeof(struct priv),
.init = angle_init,
.reconfig = angle_reconfig,
.swap_buffers = angle_swap_buffers,
.control = angle_control,
.uninit = angle_uninit,
};