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mpv/video/out/opengl/context_angle.c
James Ross-Gowan 1b80e124db vo_gpu: d3d11: implement tex_download()
This allows the new GPU screenshot functionality introduced in
9f595f3a80 to work with the D3D11 backend. It replaces the old window
screenshot functionality, which was shared between D3D11 and ANGLE. The
old code can be removed, since it's not needed by ANGLE anymore either.
2018-02-13 21:25:15 +11:00

655 lines
19 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 "video/out/gpu/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"
#include "utils.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 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_FLAG("angle-flip", flip, 0),
OPT_REPLACED("angle-max-frame-latency", "swapchain-depth"),
OPT_REMOVED("angle-swapchain-length", "controlled by --swapchain-depth"),
{0}
},
.defaults = &(const struct angle_opts) {
.renderer = RENDERER_AUTO,
.d3d11_warp = -1,
.d3d11_feature_level = D3D_FEATURE_LEVEL_11_0,
.egl_windowing = -1,
.flip = 1,
},
.size = sizeof(struct angle_opts),
};
struct priv {
GL gl;
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 flipped;
struct angle_opts *opts;
};
static __thread struct ra_ctx *current_ctx;
static void update_sizes(struct ra_ctx *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(struct ra_ctx *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(struct ra_ctx *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(struct ra_ctx *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(struct ra_ctx *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(struct ra_ctx *ctx)
{
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 = ctx->opts.swapchain_depth,
};
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(struct ra_ctx *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(struct ra_ctx *ctx)
{
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,
// Add one frame for the backbuffer and one frame of "slack" to reduce
// contention with the window manager when acquiring the backbuffer
.length = ctx->opts.swapchain_depth + 2,
.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;
p->flipped = true;
return true;
fail:
d3d11_swapchain_surface_destroy(ctx);
return false;
}
static void d3d9_device_destroy(struct ra_ctx *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(struct ra_ctx *ctx)
{
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(struct ra_ctx *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(struct ra_ctx *ctx)
{
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);
p->flipped = 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 ra_ctx *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 ra_ctx *ctx)
{
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(ctx, p->egl_display, &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 ra_ctx *ctx)
{
struct priv *p = ctx->priv;
ra_gl_ctx_uninit(ctx);
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 void d3d11_swap_buffers(struct ra_ctx *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 < MP_ARRAY_SIZE(rtvs); i++)
SAFE_RELEASE(rtvs[i]);
SAFE_RELEASE(dsv);
}
static void egl_swap_buffers(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
eglSwapBuffers(p->egl_display, p->egl_window);
}
static void angle_swap_buffers(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->dxgi_swapchain)
d3d11_swap_buffers(ctx);
else
egl_swap_buffers(ctx);
}
static int angle_color_depth(struct ra_swapchain *sw)
{
// Only 8-bit output is supported at the moment
return 8;
}
static bool angle_submit_frame(struct ra_swapchain *sw,
const struct vo_frame *frame)
{
struct priv *p = sw->ctx->priv;
bool ret = ra_gl_ctx_submit_frame(sw, frame);
if (p->d3d11_context) {
// DXGI Present doesn't flush the immediate context, which can make
// timers inaccurate, since the end queries might not be sent until the
// next frame. Fix this by flushing the context now.
ID3D11DeviceContext_Flush(p->d3d11_context);
}
return ret;
}
static bool angle_init(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv = talloc_zero(ctx, struct priv);
struct vo *vo = ctx->vo;
GL *gl = &p->gl;
p->opts = mp_get_config_group(ctx, ctx->global, &angle_conf);
struct angle_opts *o = p->opts;
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);
if (context_ok) {
context_ok = context_init(ctx);
if (!context_ok)
d3d11_device_destroy(ctx);
}
}
if ((!context_ok && !o->renderer) || o->renderer == RENDERER_D3D9) {
context_ok = d3d9_device_create(ctx);
if (context_ok) {
MP_VERBOSE(vo, "Using Direct3D 9\n");
context_ok = context_init(ctx);
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);
}
if ((!surface_ok && o->egl_windowing == -1) || o->egl_windowing == 1) {
surface_ok = egl_window_surface_create(ctx);
if (surface_ok)
MP_VERBOSE(vo, "Using EGL windowing\n");
}
if (!surface_ok)
goto fail;
mpegl_load_functions(gl, vo->log);
current_ctx = ctx;
gl->SwapInterval = angle_swap_interval;
// Custom swapchain impl for the D3D11 swapchain-based surface
static const struct ra_swapchain_fns dxgi_swapchain_fns = {
.color_depth = angle_color_depth,
.submit_frame = angle_submit_frame,
};
struct ra_gl_ctx_params params = {
.swap_buffers = angle_swap_buffers,
.flipped = p->flipped,
.external_swapchain = p->dxgi_swapchain ? &dxgi_swapchain_fns : NULL,
};
if (!ra_gl_ctx_init(ctx, gl, params))
goto fail;
DwmEnableMMCSS(TRUE); // DWM MMCSS cargo-cult. The dxgl backend also does this.
return true;
fail:
angle_uninit(ctx);
return false;
}
static void resize(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (p->dxgi_swapchain)
d3d11_backbuffer_resize(ctx);
else
eglWaitClient(); // Should get ANGLE to resize its swapchain
ra_gl_ctx_resize(ctx->swapchain, ctx->vo->dwidth, ctx->vo->dheight, 0);
}
static bool angle_reconfig(struct ra_ctx *ctx)
{
vo_w32_config(ctx->vo);
resize(ctx);
return true;
}
static int angle_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)
resize(ctx);
return ret;
}
const struct ra_ctx_fns ra_ctx_angle = {
.type = "opengl",
.name = "angle",
.init = angle_init,
.reconfig = angle_reconfig,
.control = angle_control,
.uninit = angle_uninit,
};