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mpv/video/out/d3d11/context.c
Jan Ekström fc29620ec8 vo_gpu/d3d11: add support for configuring swap chain color space
By default utilizes the color space of the desktop on which the
swap chain is located. If a specific value is defined, it will be
instead be utilized.

Enables configuration of the PQ color space (BT.2020 primaries,
PQ transfer function) for HDR.

Additionally, signals the swap chain color space to the renderer,
so that the render looks correct without having to specify
target-trc or target-prim manually.

Due to all of the APIs being Win10+ only, will only work starting
with Windows 10.
2019-10-30 02:41:25 +02:00

425 lines
14 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 "common/msg.h"
#include "options/m_config.h"
#include "osdep/timer.h"
#include "osdep/windows_utils.h"
#include "video/out/gpu/context.h"
#include "video/out/gpu/d3d11_helpers.h"
#include "video/out/gpu/spirv.h"
#include "video/out/w32_common.h"
#include "ra_d3d11.h"
static int d3d11_validate_adapter(struct mp_log *log,
const struct m_option *opt,
struct bstr name, struct bstr param);
struct d3d11_opts {
int feature_level;
int warp;
int flip;
int sync_interval;
char *adapter_name;
int output_format;
int color_space;
};
#define OPT_BASE_STRUCT struct d3d11_opts
const struct m_sub_options d3d11_conf = {
.opts = (const struct m_option[]) {
OPT_CHOICE("d3d11-warp", warp, 0,
({"auto", -1},
{"no", 0},
{"yes", 1})),
OPT_CHOICE("d3d11-feature-level", feature_level, 0,
({"12_1", D3D_FEATURE_LEVEL_12_1},
{"12_0", D3D_FEATURE_LEVEL_12_0},
{"11_1", D3D_FEATURE_LEVEL_11_1},
{"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},
{"9_2", D3D_FEATURE_LEVEL_9_2},
{"9_1", D3D_FEATURE_LEVEL_9_1})),
OPT_FLAG("d3d11-flip", flip, 0),
OPT_INTRANGE("d3d11-sync-interval", sync_interval, 0, 0, 4),
OPT_STRING_VALIDATE("d3d11-adapter", adapter_name, 0,
d3d11_validate_adapter),
OPT_CHOICE("d3d11-output-format", output_format, 0,
({"auto", DXGI_FORMAT_UNKNOWN},
{"rgba8", DXGI_FORMAT_R8G8B8A8_UNORM},
{"bgra8", DXGI_FORMAT_B8G8R8A8_UNORM},
{"rgb10_a2", DXGI_FORMAT_R10G10B10A2_UNORM},
{"rgba16f", DXGI_FORMAT_R16G16B16A16_FLOAT})),
OPT_CHOICE("d3d11-output-csp", color_space, 0,
({"auto", -1},
{"srgb", DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709},
{"linear", DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709},
{"pq", DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020},
{"bt.2020", DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P2020})),
{0}
},
.defaults = &(const struct d3d11_opts) {
.feature_level = D3D_FEATURE_LEVEL_12_1,
.warp = -1,
.flip = 1,
.sync_interval = 1,
.adapter_name = NULL,
.output_format = DXGI_FORMAT_UNKNOWN,
.color_space = -1,
},
.size = sizeof(struct d3d11_opts)
};
struct priv {
struct d3d11_opts *opts;
struct ra_tex *backbuffer;
ID3D11Device *device;
IDXGISwapChain *swapchain;
struct mp_colorspace swapchain_csp;
int64_t perf_freq;
unsigned last_sync_refresh_count;
int64_t last_sync_qpc_time;
int64_t vsync_duration_qpc;
int64_t last_submit_qpc;
};
static int d3d11_validate_adapter(struct mp_log *log,
const struct m_option *opt,
struct bstr name, struct bstr param)
{
bool help = bstr_equals0(param, "help");
bool adapter_matched = false;
struct bstr listing = { 0 };
if (bstr_equals0(param, "")) {
return 0;
}
adapter_matched = mp_d3d11_list_or_verify_adapters(log,
help ? bstr0(NULL) : param,
help ? &listing : NULL);
if (help) {
mp_info(log, "Available D3D11 adapters:\n%.*s",
BSTR_P(listing));
talloc_free(listing.start);
return M_OPT_EXIT;
}
if (!adapter_matched) {
mp_err(log, "No adapter matching '%.*s'!\n", BSTR_P(param));
}
return adapter_matched ? 0 : M_OPT_INVALID;
}
static struct ra_tex *get_backbuffer(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
ID3D11Texture2D *backbuffer = NULL;
struct ra_tex *tex = NULL;
HRESULT hr;
hr = IDXGISwapChain_GetBuffer(p->swapchain, 0, &IID_ID3D11Texture2D,
(void**)&backbuffer);
if (FAILED(hr)) {
MP_ERR(ctx, "Couldn't get swapchain image\n");
goto done;
}
tex = ra_d3d11_wrap_tex(ctx->ra, (ID3D11Resource *)backbuffer);
done:
SAFE_RELEASE(backbuffer);
return tex;
}
static bool resize(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
HRESULT hr;
ra_tex_free(ctx->ra, &p->backbuffer);
hr = IDXGISwapChain_ResizeBuffers(p->swapchain, 0, ctx->vo->dwidth,
ctx->vo->dheight, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(hr)) {
MP_FATAL(ctx, "Couldn't resize swapchain: %s\n", mp_HRESULT_to_str(hr));
return false;
}
p->backbuffer = get_backbuffer(ctx);
return true;
}
static bool d3d11_reconfig(struct ra_ctx *ctx)
{
vo_w32_config(ctx->vo);
return resize(ctx);
}
static int d3d11_color_depth(struct ra_swapchain *sw)
{
struct priv *p = sw->priv;
if (!p->backbuffer)
return 0;
return p->backbuffer->params.format->component_depth[0];
}
static bool d3d11_start_frame(struct ra_swapchain *sw, struct ra_fbo *out_fbo)
{
struct priv *p = sw->priv;
if (!p->backbuffer)
return false;
*out_fbo = (struct ra_fbo) {
.tex = p->backbuffer,
.flip = false,
.color_space = p->swapchain_csp
};
return true;
}
static bool d3d11_submit_frame(struct ra_swapchain *sw,
const struct vo_frame *frame)
{
ra_d3d11_flush(sw->ctx->ra);
return true;
}
static int64_t qpc_to_us(struct ra_swapchain *sw, int64_t qpc)
{
struct priv *p = sw->priv;
// Convert QPC units (1/perf_freq seconds) to microseconds. This will work
// without overflow because the QPC value is guaranteed not to roll-over
// within 100 years, so perf_freq must be less than 2.9*10^9.
return qpc / p->perf_freq * 1000000 +
qpc % p->perf_freq * 1000000 / p->perf_freq;
}
static int64_t qpc_us_now(struct ra_swapchain *sw)
{
LARGE_INTEGER perf_count;
QueryPerformanceCounter(&perf_count);
return qpc_to_us(sw, perf_count.QuadPart);
}
static void d3d11_swap_buffers(struct ra_swapchain *sw)
{
struct priv *p = sw->priv;
LARGE_INTEGER perf_count;
QueryPerformanceCounter(&perf_count);
p->last_submit_qpc = perf_count.QuadPart;
IDXGISwapChain_Present(p->swapchain, p->opts->sync_interval, 0);
}
static void d3d11_get_vsync(struct ra_swapchain *sw, struct vo_vsync_info *info)
{
struct priv *p = sw->priv;
HRESULT hr;
// The calculations below are only valid if mpv presents on every vsync
if (p->opts->sync_interval != 1)
return;
// GetLastPresentCount returns a sequential ID for the frame submitted by
// the last call to IDXGISwapChain::Present()
UINT submit_count;
hr = IDXGISwapChain_GetLastPresentCount(p->swapchain, &submit_count);
if (FAILED(hr))
return;
// GetFrameStatistics returns two pairs. The first is (PresentCount,
// PresentRefreshCount) which relates a present ID (on the same timeline as
// GetLastPresentCount) to the physical vsync it was displayed on. The
// second is (SyncRefreshCount, SyncQPCTime), which relates a physical vsync
// to a timestamp on the same clock as QueryPerformanceCounter.
DXGI_FRAME_STATISTICS stats;
hr = IDXGISwapChain_GetFrameStatistics(p->swapchain, &stats);
if (hr == DXGI_ERROR_FRAME_STATISTICS_DISJOINT) {
p->last_sync_refresh_count = 0;
p->last_sync_qpc_time = 0;
}
if (FAILED(hr))
return;
// Detecting skipped vsyncs is possible but not supported yet
info->skipped_vsyncs = 0;
// Get the number of physical vsyncs that have passed since the last call.
// Check for 0 here, since sometimes GetFrameStatistics returns S_OK but
// with 0s in some (all?) members of DXGI_FRAME_STATISTICS.
unsigned src_passed = 0;
if (stats.SyncRefreshCount && p->last_sync_refresh_count)
src_passed = stats.SyncRefreshCount - p->last_sync_refresh_count;
p->last_sync_refresh_count = stats.SyncRefreshCount;
// Get the elapsed time passed between the above vsyncs
unsigned sqt_passed = 0;
if (stats.SyncQPCTime.QuadPart && p->last_sync_qpc_time)
sqt_passed = stats.SyncQPCTime.QuadPart - p->last_sync_qpc_time;
p->last_sync_qpc_time = stats.SyncQPCTime.QuadPart;
// If any vsyncs have passed, estimate the physical frame rate
if (src_passed && sqt_passed)
p->vsync_duration_qpc = sqt_passed / src_passed;
if (p->vsync_duration_qpc)
info->vsync_duration = qpc_to_us(sw, p->vsync_duration_qpc);
// If the physical frame rate is known and the other members of
// DXGI_FRAME_STATISTICS are non-0, estimate the timing of the next frame
if (p->vsync_duration_qpc && stats.PresentCount &&
stats.PresentRefreshCount && stats.SyncRefreshCount &&
stats.SyncQPCTime.QuadPart)
{
// PresentRefreshCount and SyncRefreshCount might refer to different
// frames (this can definitely occur in bitblt-mode.) Assuming mpv
// presents on every frame, guess the present count that relates to
// SyncRefreshCount.
unsigned expected_sync_pc = stats.PresentCount +
(stats.SyncRefreshCount - stats.PresentRefreshCount);
// Now guess the timestamp of the last submitted frame based on the
// timestamp of the frame at SyncRefreshCount and the frame rate
int queued_frames = submit_count - expected_sync_pc;
int64_t last_queue_display_time_qpc = stats.SyncQPCTime.QuadPart +
queued_frames * p->vsync_duration_qpc;
// Only set the estimated display time if it's after the last submission
// time. It could be before if mpv skips a lot of frames.
if (last_queue_display_time_qpc >= p->last_submit_qpc) {
info->last_queue_display_time = mp_time_us() +
(qpc_to_us(sw, last_queue_display_time_qpc) - qpc_us_now(sw));
}
}
}
static int d3d11_control(struct ra_ctx *ctx, int *events, int request, void *arg)
{
int ret = vo_w32_control(ctx->vo, events, request, arg);
if (*events & VO_EVENT_RESIZE) {
if (!resize(ctx))
return VO_ERROR;
}
return ret;
}
static void d3d11_uninit(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (ctx->ra)
ra_tex_free(ctx->ra, &p->backbuffer);
SAFE_RELEASE(p->swapchain);
vo_w32_uninit(ctx->vo);
SAFE_RELEASE(p->device);
// Destory the RA last to prevent objects we hold from showing up in D3D's
// leak checker
if (ctx->ra)
ctx->ra->fns->destroy(ctx->ra);
}
static const struct ra_swapchain_fns d3d11_swapchain = {
.color_depth = d3d11_color_depth,
.start_frame = d3d11_start_frame,
.submit_frame = d3d11_submit_frame,
.swap_buffers = d3d11_swap_buffers,
.get_vsync = d3d11_get_vsync,
};
static bool d3d11_init(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv = talloc_zero(ctx, struct priv);
p->opts = mp_get_config_group(ctx, ctx->global, &d3d11_conf);
LARGE_INTEGER perf_freq;
QueryPerformanceFrequency(&perf_freq);
p->perf_freq = perf_freq.QuadPart;
struct ra_swapchain *sw = ctx->swapchain = talloc_zero(ctx, struct ra_swapchain);
sw->priv = p;
sw->ctx = ctx;
sw->fns = &d3d11_swapchain;
struct d3d11_device_opts dopts = {
.debug = ctx->opts.debug,
.allow_warp = p->opts->warp != 0,
.force_warp = p->opts->warp == 1,
.max_feature_level = p->opts->feature_level,
.max_frame_latency = ctx->vo->opts->swapchain_depth,
.adapter_name = p->opts->adapter_name,
};
if (!mp_d3d11_create_present_device(ctx->log, &dopts, &p->device))
goto error;
if (!spirv_compiler_init(ctx))
goto error;
ctx->ra = ra_d3d11_create(p->device, ctx->log, ctx->spirv);
if (!ctx->ra)
goto error;
if (!vo_w32_init(ctx->vo))
goto error;
struct d3d11_swapchain_opts scopts = {
.window = vo_w32_hwnd(ctx->vo),
.width = ctx->vo->dwidth,
.height = ctx->vo->dheight,
.format = p->opts->output_format,
.color_space = p->opts->color_space,
.configured_csp = &p->swapchain_csp,
.flip = p->opts->flip,
// Add one frame for the backbuffer and one frame of "slack" to reduce
// contention with the window manager when acquiring the backbuffer
.length = ctx->vo->opts->swapchain_depth + 2,
.usage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
};
if (!mp_d3d11_create_swapchain(p->device, ctx->log, &scopts, &p->swapchain))
goto error;
p->backbuffer = get_backbuffer(ctx);
if (!p->backbuffer)
goto error;
return true;
error:
d3d11_uninit(ctx);
return false;
}
const struct ra_ctx_fns ra_ctx_d3d11 = {
.type = "d3d11",
.name = "d3d11",
.reconfig = d3d11_reconfig,
.control = d3d11_control,
.init = d3d11_init,
.uninit = d3d11_uninit,
};