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authorGravatar James Ross-Gowan <rossy@jrg.systems>2017-09-07 20:18:06 +1000
committerGravatar James Ross-Gowan <rossy@jrg.systems>2017-11-07 20:27:13 +1100
commit68eac1a1e7ac931576a8b59dd159a7961189ca48 (patch)
treeef25b97dd381bc5429138f256ae113339a9f353a
parent8020a62953926cd6d672e9151290bd4d65e8ee08 (diff)
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.
-rw-r--r--DOCS/man/options.rst41
-rw-r--r--options/options.c5
-rw-r--r--options/options.h1
-rw-r--r--video/out/d3d11/context.c235
-rw-r--r--video/out/d3d11/hwdec_d3d11va.c195
-rw-r--r--video/out/d3d11/ra_d3d11.c2235
-rw-r--r--video/out/d3d11/ra_d3d11.h34
-rw-r--r--video/out/gpu/context.c7
-rw-r--r--video/out/gpu/d3d11_helpers.c (renamed from video/out/opengl/d3d11_helpers.c)26
-rw-r--r--video/out/gpu/d3d11_helpers.h (renamed from video/out/opengl/d3d11_helpers.h)6
-rw-r--r--video/out/gpu/hwdec.c4
-rw-r--r--video/out/opengl/context_angle.c2
-rw-r--r--wscript17
-rw-r--r--wscript_build.py5
14 files changed, 2797 insertions, 16 deletions
diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst
index a6c2136947..d6dfc48535 100644
--- a/DOCS/man/options.rst
+++ b/DOCS/man/options.rst
@@ -686,8 +686,8 @@ Video
:dxva2: requires ``--vo=gpu`` with ``--gpu-context=angle`` or
``--gpu-context=dxinterop`` (Windows only)
:dxva2-copy: copies video back to system RAM (Windows only)
- :d3d11va: requires ``--vo=gpu`` with ``--gpu-context=angle``
- (Windows 8+ only)
+ :d3d11va: requires ``--vo=gpu`` with ``--gpu-context=d3d11`` or
+ ``--gpu-context=angle`` (Windows 8+ only)
:d3d11va-copy: copies video back to system RAM (Windows 8+ only)
:mediacodec: requires ``--vo=mediacodec_embed`` (Android only)
:mediacodec-copy: copies video back to system RAM (Android only)
@@ -775,10 +775,11 @@ Video
BT.601 or BT.709, a forced, low-quality but correct RGB conversion is
performed. Otherwise, the result will be totally incorrect.
- ``d3d11va`` is usually safe (if used with ANGLE builds that support
- ``EGL_KHR_stream path`` - otherwise, it converts to RGB), except that
- 10 bit input (HEVC main 10 profiles) will be rounded down to 8 bits,
- which results in reduced quality.
+ ``d3d11va`` is safe when used with the ``d3d11`` backend. If used with
+ ``angle`` is it usually safe, except that 10 bit input (HEVC main 10
+ profiles) will be rounded down to 8 bits, which will result in reduced
+ quality. Also note that with very old ANGLE builds (without
+ ``EGL_KHR_stream path``,) all input will be converted to RGB.
``dxva2`` is not safe. It appears to always use BT.601 for forced RGB
conversion, but actual behavior depends on the GPU drivers. Some drivers
@@ -4272,6 +4273,30 @@ The following video options are currently all specific to ``--vo=gpu`` and
as mpv's vulkan implementation currently does not try and protect textures
against concurrent access.
+``--d3d11-warp=<yes|no|auto>``
+ Use WARP (Windows Advanced Rasterization Platform) with the D3D11 GPU
+ backend (default: auto). This is a high performance software renderer. By
+ default, it is only used when the system has no hardware adapters that
+ support D3D11. While the extended GPU features will work with WARP, they
+ can be very slow.
+
+``--d3d11-feature-level=<12_1|12_0|11_1|11_0|10_1|10_0|9_3|9_2|9_1>``
+ Select a specific feature level when using the D3D11 GPU backend. By
+ default, the highest available feature level is used. This option can be
+ used to select a lower feature level, which is mainly useful for debugging.
+ Most extended GPU features will not work at 9_x feature levels.
+
+``--d3d11-flip=<yes|no>``
+ Enable flip-model presentation, which avoids unnecessarily copying the
+ backbuffer by sharing surfaces with the DWM (default: yes). This may cause
+ performance issues with older drivers. If flip-model presentation is not
+ supported (for example, on Windows 7 without the platform update), mpv will
+ automatically fall back to the older bitblt presentation model.
+
+``--d3d11-sync-interval=<0..4>``
+ Schedule each frame to be presented for this number of VBlank intervals.
+ (default: 1) Setting to 1 will enable VSync, setting to 0 will disable it.
+
``--spirv-compiler=<compiler>``
Controls which compiler is used to translate GLSL to SPIR-V. This is
(currently) only relevant for ``--gpu-api=vulkan``. The possible choices
@@ -4694,6 +4719,8 @@ The following video options are currently all specific to ``--vo=gpu`` and
Win32, using WGL for rendering and Direct3D 9Ex for presentation. Works
on Nvidia and AMD. Newer Intel chips with the latest drivers may also
work.
+ d3d11
+ Win32, with native Direct3D 11 rendering.
x11
X11/GLX
x11vk
@@ -4728,6 +4755,8 @@ The following video options are currently all specific to ``--vo=gpu`` and
Allow only OpenGL (requires OpenGL 2.1+ or GLES 2.0+)
vulkan
Allow only Vulkan (requires a valid/working ``--spirv-compiler``)
+ d3d11
+ Allow only ``--gpu-context=d3d11``
``--opengl-es=<mode>``
Controls which type of OpenGL context will be accepted:
diff --git a/options/options.c b/options/options.c
index 22e448d22f..3bf4ee1108 100644
--- a/options/options.c
+++ b/options/options.c
@@ -90,6 +90,7 @@ extern const struct m_obj_list ao_obj_list;
extern const struct m_sub_options opengl_conf;
extern const struct m_sub_options vulkan_conf;
extern const struct m_sub_options spirv_conf;
+extern const struct m_sub_options d3d11_conf;
extern const struct m_sub_options angle_conf;
extern const struct m_sub_options cocoa_conf;
@@ -699,6 +700,10 @@ const m_option_t mp_opts[] = {
OPT_SUBSTRUCT("", vulkan_opts, vulkan_conf, 0),
#endif
+#if HAVE_D3D11
+ OPT_SUBSTRUCT("", d3d11_opts, d3d11_conf, 0),
+#endif
+
#if HAVE_EGL_ANGLE_WIN32
OPT_SUBSTRUCT("", angle_opts, angle_conf, 0),
#endif
diff --git a/options/options.h b/options/options.h
index 0d697a717c..47a4622430 100644
--- a/options/options.h
+++ b/options/options.h
@@ -332,6 +332,7 @@ typedef struct MPOpts {
struct opengl_opts *opengl_opts;
struct vulkan_opts *vulkan_opts;
struct spirv_opts *spirv_opts;
+ struct d3d11_opts *d3d11_opts;
struct cocoa_opts *cocoa_opts;
struct dvd_opts *dvd_opts;
diff --git a/video/out/d3d11/context.c b/video/out/d3d11/context.c
new file mode 100644
index 0000000000..018fd99934
--- /dev/null
+++ b/video/out/d3d11/context.c
@@ -0,0 +1,235 @@
+/*
+ * 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/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"
+
+struct d3d11_opts {
+ int feature_level;
+ int warp;
+ int flip;
+ int sync_interval;
+};
+
+#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),
+ {0}
+ },
+ .defaults = &(const struct d3d11_opts) {
+ .feature_level = D3D_FEATURE_LEVEL_12_1,
+ .warp = -1,
+ .flip = 1,
+ .sync_interval = 1,
+ },
+ .size = sizeof(struct d3d11_opts)
+};
+
+struct priv {
+ struct d3d11_opts *opts;
+
+ struct ra_tex *backbuffer;
+ ID3D11Device *device;
+ IDXGISwapChain *swapchain;
+};
+
+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)
+{
+ return 8;
+}
+
+static bool d3d11_start_frame(struct ra_swapchain *sw, struct ra_fbo *out_fbo)
+{
+ struct priv *p = sw->priv;
+ *out_fbo = (struct ra_fbo) {
+ .tex = p->backbuffer,
+ .flip = false,
+ };
+ 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 void d3d11_swap_buffers(struct ra_swapchain *sw)
+{
+ struct priv *p = sw->priv;
+ IDXGISwapChain_Present(p->swapchain, p->opts->sync_interval, 0);
+}
+
+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;
+
+ 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
+ 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,
+};
+
+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);
+
+ 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->opts.swapchain_depth,
+ };
+ 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,
+ .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->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);
+
+ 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,
+};
diff --git a/video/out/d3d11/hwdec_d3d11va.c b/video/out/d3d11/hwdec_d3d11va.c
new file mode 100644
index 0000000000..f179298ac1
--- /dev/null
+++ b/video/out/d3d11/hwdec_d3d11va.c
@@ -0,0 +1,195 @@
+/*
+ * 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 <d3d11.h>
+#include <d3d11_1.h>
+
+#include "config.h"
+
+#include "common/common.h"
+#include "osdep/windows_utils.h"
+#include "video/hwdec.h"
+#include "video/decode/d3d.h"
+#include "video/out/d3d11/ra_d3d11.h"
+#include "video/out/gpu/hwdec.h"
+
+struct priv_owner {
+ struct mp_hwdec_ctx hwctx;
+ ID3D11Device *device;
+ ID3D11Device1 *device1;
+};
+
+struct priv {
+ ID3D11DeviceContext1 *ctx;
+ ID3D11Texture2D *copy_tex;
+};
+
+static void uninit(struct ra_hwdec *hw)
+{
+ struct priv_owner *p = hw->priv;
+ if (p->hwctx.ctx)
+ hwdec_devices_remove(hw->devs, &p->hwctx);
+ SAFE_RELEASE(p->device);
+ SAFE_RELEASE(p->device1);
+}
+
+static int init(struct ra_hwdec *hw)
+{
+ struct priv_owner *p = hw->priv;
+ HRESULT hr;
+
+ if (!ra_is_d3d11(hw->ra))
+ return -1;
+ p->device = ra_d3d11_get_device(hw->ra);
+ if (!p->device)
+ return -1;
+
+ // D3D11VA requires Direct3D 11.1, so this should always succeed
+ hr = ID3D11Device_QueryInterface(p->device, &IID_ID3D11Device1,
+ (void**)&p->device1);
+ if (FAILED(hr)) {
+ MP_ERR(hw, "Failed to get D3D11.1 interface: %s\n",
+ mp_HRESULT_to_str(hr));
+ return -1;
+ }
+
+ ID3D10Multithread *multithread;
+ hr = ID3D11Device_QueryInterface(p->device, &IID_ID3D10Multithread,
+ (void **)&multithread);
+ if (FAILED(hr)) {
+ MP_ERR(hw, "Failed to get Multithread interface: %s\n",
+ mp_HRESULT_to_str(hr));
+ return -1;
+ }
+ ID3D10Multithread_SetMultithreadProtected(multithread, TRUE);
+ ID3D10Multithread_Release(multithread);
+
+ p->hwctx = (struct mp_hwdec_ctx){
+ .type = HWDEC_D3D11VA,
+ .driver_name = hw->driver->name,
+ .ctx = p->device,
+ .av_device_ref = d3d11_wrap_device_ref(p->device),
+ };
+ hwdec_devices_add(hw->devs, &p->hwctx);
+ return 0;
+}
+
+static void mapper_uninit(struct ra_hwdec_mapper *mapper)
+{
+ struct priv *p = mapper->priv;
+ for (int i = 0; i < 4; i++)
+ ra_tex_free(mapper->ra, &mapper->tex[i]);
+ SAFE_RELEASE(p->copy_tex);
+ SAFE_RELEASE(p->ctx);
+}
+
+static int mapper_init(struct ra_hwdec_mapper *mapper)
+{
+ struct priv_owner *o = mapper->owner->priv;
+ struct priv *p = mapper->priv;
+ HRESULT hr;
+
+ mapper->dst_params = mapper->src_params;
+ mapper->dst_params.imgfmt = mapper->src_params.hw_subfmt;
+ mapper->dst_params.hw_subfmt = 0;
+
+ struct ra_imgfmt_desc desc = {0};
+ struct mp_image layout = {0};
+
+ if (!ra_get_imgfmt_desc(mapper->ra, mapper->dst_params.imgfmt, &desc))
+ return -1;
+
+ mp_image_set_params(&layout, &mapper->dst_params);
+
+ DXGI_FORMAT copy_fmt;
+ switch (mapper->dst_params.imgfmt) {
+ case IMGFMT_NV12: copy_fmt = DXGI_FORMAT_NV12; break;
+ case IMGFMT_P010: copy_fmt = DXGI_FORMAT_P010; break;
+ default: return -1;
+ }
+
+ // We copy decoder images to an intermediate texture. This is slower than
+ // the zero-copy path, but according to MSDN, decoder textures should not
+ // be bound to SRVs, so it is technically correct, and it works around some
+ // driver "bugs" that can happen with the zero-copy path. It also allows
+ // samplers to work correctly when the decoder image includes padding.
+ D3D11_TEXTURE2D_DESC copy_desc = {
+ .Width = mapper->dst_params.w,
+ .Height = mapper->dst_params.h,
+ .MipLevels = 1,
+ .ArraySize = 1,
+ .SampleDesc.Count = 1,
+ .Format = copy_fmt,
+ .BindFlags = D3D11_BIND_SHADER_RESOURCE,
+ };
+ hr = ID3D11Device_CreateTexture2D(o->device, &copy_desc, NULL, &p->copy_tex);
+ if (FAILED(hr)) {
+ MP_FATAL(mapper, "Could not create shader resource texture\n");
+ return -1;
+ }
+
+ for (int i = 0; i < desc.num_planes; i++) {
+ mapper->tex[i] = ra_d3d11_wrap_tex_video(mapper->ra, p->copy_tex,
+ mp_image_plane_w(&layout, i),
+ mp_image_plane_h(&layout, i),
+ desc.planes[i]);
+ if (!mapper->tex[i]) {
+ MP_FATAL(mapper, "Could not create RA texture view\n");
+ return -1;
+ }
+ }
+
+ ID3D11Device1_GetImmediateContext1(o->device1, &p->ctx);
+
+ return 0;
+}
+
+static int mapper_map(struct ra_hwdec_mapper *mapper)
+{
+ struct priv *p = mapper->priv;
+ ID3D11Texture2D *tex = (void *)mapper->src->planes[0];
+ int subresource = (intptr_t)mapper->src->planes[1];
+
+ ID3D11DeviceContext1_CopySubresourceRegion1(p->ctx,
+ (ID3D11Resource *)p->copy_tex, 0, 0, 0, 0,
+ (ID3D11Resource *)tex, subresource, (&(D3D11_BOX) {
+ .left = 0,
+ .top = 0,
+ .front = 0,
+ .right = mapper->dst_params.w,
+ .bottom = mapper->dst_params.h,
+ .back = 1,
+ }), D3D11_COPY_DISCARD);
+
+ return 0;
+}
+
+const struct ra_hwdec_driver ra_hwdec_d3d11va = {
+ .name = "d3d11va",
+ .priv_size = sizeof(struct priv_owner),
+ .api = HWDEC_D3D11VA,
+ .imgfmts = {IMGFMT_D3D11VA, IMGFMT_D3D11NV12, 0},
+ .init = init,
+ .uninit = uninit,
+ .mapper = &(const struct ra_hwdec_mapper_driver){
+ .priv_size = sizeof(struct priv),
+ .init = mapper_init,
+ .uninit = mapper_uninit,
+ .map = mapper_map,
+ },
+};
diff --git a/video/out/d3d11/ra_d3d11.c b/video/out/d3d11/ra_d3d11.c
new file mode 100644
index 0000000000..372b65d49f
--- /dev/null
+++ b/video/out/d3d11/ra_d3d11.c
@@ -0,0 +1,2235 @@
+#include <windows.h>
+#include <versionhelpers.h>
+#include <d3d11_1.h>
+#include <d3d11sdklayers.h>
+#include <dxgi1_2.h>
+#include <d3dcompiler.h>
+#include <crossc.h>
+
+#include "common/msg.h"
+#include "osdep/io.h"
+#include "osdep/subprocess.h"
+#include "osdep/windows_utils.h"
+#include "video/out/gpu/spirv.h"
+#include "video/out/gpu/utils.h"
+
+#include "ra_d3d11.h"
+
+#ifndef D3D11_1_UAV_SLOT_COUNT
+#define D3D11_1_UAV_SLOT_COUNT (64)
+#endif
+
+struct ra_d3d11 {
+ struct spirv_compiler *spirv;
+
+ ID3D11Device *dev;
+ ID3D11Device1 *dev1;
+ ID3D11DeviceContext *ctx;
+ ID3D11DeviceContext1 *ctx1;
+ pD3DCompile D3DCompile;
+
+ // Debug interfaces (--gpu-debug)
+ ID3D11Debug *debug;
+ ID3D11InfoQueue *iqueue;
+
+ // Device capabilities
+ D3D_FEATURE_LEVEL fl;
+ bool has_clear_view;
+ int max_uavs;
+
+ // Streaming dynamic vertex buffer, which is used for all renderpasses
+ ID3D11Buffer *vbuf;
+ size_t vbuf_size;
+ size_t vbuf_used;
+
+ // clear() renderpass resources (only used when has_clear_view is false)
+ ID3D11PixelShader *clear_ps;
+ ID3D11VertexShader *clear_vs;
+ ID3D11InputLayout *clear_layout;
+ ID3D11Buffer *clear_vbuf;
+ ID3D11Buffer *clear_cbuf;
+
+ // blit() renderpass resources
+ ID3D11PixelShader *blit_float_ps;
+ ID3D11VertexShader *blit_vs;
+ ID3D11InputLayout *blit_layout;
+ ID3D11Buffer *blit_vbuf;
+ ID3D11SamplerState *blit_sampler;
+};
+
+struct d3d_tex {
+ // res mirrors one of tex1d, tex2d or tex3d for convenience. It does not
+ // hold an additional reference to the texture object.
+ ID3D11Resource *res;
+
+ ID3D11Texture1D *tex1d;
+ ID3D11Texture2D *tex2d;
+ ID3D11Texture3D *tex3d;
+
+ ID3D11ShaderResourceView *srv;
+ ID3D11RenderTargetView *rtv;
+ ID3D11UnorderedAccessView *uav;
+ ID3D11SamplerState *sampler;
+};
+
+struct d3d_buf {
+ ID3D11Buffer *buf;
+ ID3D11Buffer *staging;
+ ID3D11UnorderedAccessView *uav;
+ void *data; // Data for mapped staging texture
+};
+
+struct d3d_rpass {
+ ID3D11PixelShader *ps;
+ ID3D11VertexShader *vs;
+ ID3D11ComputeShader *cs;
+ ID3D11InputLayout *layout;
+ ID3D11BlendState *bstate;
+};
+
+struct d3d_timer {
+ ID3D11Query *ts_start;
+ ID3D11Query *ts_end;
+ ID3D11Query *disjoint;
+ uint64_t result; // Latches the result from the previous use of the timer
+};
+
+struct d3d_fmt {
+ const char *name;
+ int components;
+ int bytes;
+ int bits[4];
+ DXGI_FORMAT fmt;
+ enum ra_ctype ctype;
+ bool unordered;
+};
+
+static const char clear_vs[] = "\
+float4 main(float2 pos : POSITION) : SV_Position\n\
+{\n\
+ return float4(pos, 0.0, 1.0);\n\
+}\n\
+";
+
+static const char clear_ps[] = "\
+cbuffer ps_cbuf : register(b0) {\n\
+ float4 color : packoffset(c0);\n\
+}\n\
+\n\
+float4 main(float4 pos : SV_Position) : SV_Target\n\
+{\n\
+ return color;\n\
+}\n\
+";
+
+struct blit_vert {
+ float x, y, u, v;
+};
+
+static const char blit_vs[] = "\
+void main(float2 pos : POSITION, float2 coord : TEXCOORD0,\n\
+ out float4 out_pos : SV_Position, out float2 out_coord : TEXCOORD0)\n\
+{\n\
+ out_pos = float4(pos, 0.0, 1.0);\n\
+ out_coord = coord;\n\
+}\n\
+";
+
+static const char blit_float_ps[] = "\
+Texture2D<float4> tex : register(t0);\n\
+SamplerState samp : register(s0);\n\
+\n\
+float4 main(float4 pos : SV_Position, float2 coord : TEXCOORD0) : SV_Target\n\
+{\n\
+ return tex.Sample(samp, coord);\n\
+}\n\
+";
+
+#define DXFMT(f, t) .fmt = DXGI_FORMAT_##f##_##t, .ctype = RA_CTYPE_##t
+static struct d3d_fmt formats[] = {
+ { "r8", 1, 1, { 8}, DXFMT(R8, UNORM) },
+ { "rg8", 2, 2, { 8, 8}, DXFMT(R8G8, UNORM) },
+ { "rgba8", 4, 4, { 8, 8, 8, 8}, DXFMT(R8G8B8A8, UNORM) },
+ { "r16", 1, 2, {16}, DXFMT(R16, UNORM) },
+ { "rg16", 2, 4, {16, 16}, DXFMT(R16G16, UNORM) },
+ { "rgba16", 4, 8, {16, 16, 16, 16}, DXFMT(R16G16B16A16, UNORM) },
+
+ { "r32ui", 1, 4, {32}, DXFMT(R32, UINT) },
+ { "rg32ui", 2, 8, {32, 32}, DXFMT(R32G32, UINT) },
+ { "rgb32ui", 3, 12, {32, 32, 32}, DXFMT(R32G32B32, UINT) },
+ { "rgba32ui", 4, 16, {32, 32, 32, 32}, DXFMT(R32G32B32A32, UINT) },
+
+ { "r16hf", 1, 2, {16}, DXFMT(R16, FLOAT) },
+ { "rg16hf", 2, 4, {16, 16}, DXFMT(R16G16, FLOAT) },
+ { "rgba16hf", 4, 8, {16, 16, 16, 16}, DXFMT(R16G16B16A16, FLOAT) },
+ { "r32f", 1, 4, {32}, DXFMT(R32, FLOAT) },
+ { "rg32f", 2, 8, {32, 32}, DXFMT(R32G32, FLOAT) },
+ { "rgb32f", 3, 12, {32, 32, 32}, DXFMT(R32G32B32, FLOAT) },
+ { "rgba32f", 4, 16, {32, 32, 32, 32}, DXFMT(R32G32B32A32, FLOAT) },
+
+ { "rgb10_a2", 4, 4, {10, 10, 10, 2}, DXFMT(R10G10B10A2, UNORM) },
+ { "bgra8", 4, 4, { 8, 8, 8, 8}, DXFMT(B8G8R8A8, UNORM), .unordered = false },
+};
+
+static DXGI_FORMAT fmt_to_dxgi(const struct ra_format *fmt)
+{
+ struct d3d_fmt *d3d = fmt->priv;
+ return d3d->fmt;
+}
+
+static void setup_formats(struct ra *ra)
+{
+ // All formats must be usable as a 2D texture
+ static const UINT sup_basic = D3D11_FORMAT_SUPPORT_TEXTURE2D;
+ // SHADER_SAMPLE indicates support for linear sampling, point always works
+ static const UINT sup_filter = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
+ // RA requires renderable surfaces to be blendable as well
+ static const UINT sup_render = D3D11_FORMAT_SUPPORT_RENDER_TARGET |
+ D3D11_FORMAT_SUPPORT_BLENDABLE;
+
+ struct ra_d3d11 *p = ra->priv;
+ HRESULT hr;
+
+ for (int i = 0; i < MP_ARRAY_SIZE(formats); i++) {
+ struct d3d_fmt *d3dfmt = &formats[i];
+ UINT support = 0;
+ hr = ID3D11Device_CheckFormatSupport(p->dev, d3dfmt->fmt, &support);
+ if (FAILED(hr))
+ continue;
+ if ((support & sup_basic) != sup_basic)
+ continue;
+
+ struct ra_format *fmt = talloc_zero(ra, struct ra_format);
+ *fmt = (struct ra_format) {
+ .name = d3dfmt->name,
+ .priv = d3dfmt,
+ .ctype = d3dfmt->ctype,
+ .ordered = !d3dfmt->unordered,
+ .num_components = d3dfmt->components,
+ .pixel_size = d3dfmt->bytes,
+ .linear_filter = (support & sup_filter) == sup_filter,
+ .renderable = (support & sup_render) == sup_render,
+ };
+
+ if (support & D3D11_FORMAT_SUPPORT_TEXTURE1D)
+ ra->caps |= RA_CAP_TEX_1D;
+
+ for (int j = 0; j < d3dfmt->components; j++)
+ fmt->component_size[j] = fmt->component_depth[j] = d3dfmt->bits[j];
+
+ fmt->glsl_format = ra_fmt_glsl_format(fmt);
+
+ MP_TARRAY_APPEND(ra, ra->formats, ra->num_formats, fmt);
+ }
+}
+
+static bool tex_init(struct ra *ra, struct ra_tex *tex)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_tex *tex_p = tex->priv;
+ struct ra_tex_params *params = &tex->params;
+ HRESULT hr;
+
+ // A SRV is required for renderpasses and blitting, since blitting can use
+ // a renderpass internally
+ if (params->render_src || params->blit_src) {
+ // Always specify the SRV format for simplicity. This will match the
+ // texture format for textures created with tex_create, but it can be
+ // different for wrapped planar video textures.
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvdesc = {
+ .Format = fmt_to_dxgi(params->format),
+ };
+ switch (params->dimensions) {
+ case 1:
+ srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
+ srvdesc.Texture1D.MipLevels = 1;
+ break;
+ case 2:
+ srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvdesc.Texture2D.MipLevels = 1;
+ break;
+ case 3:
+ srvdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvdesc.Texture3D.MipLevels = 1;
+ break;
+ }
+ hr = ID3D11Device_CreateShaderResourceView(p->dev, tex_p->res, &srvdesc,
+ &tex_p->srv);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create SRV: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ }
+
+ // Samplers are required for renderpasses, but not blitting, since the blit
+ // code uses its own point sampler
+ if (params->render_src) {
+ D3D11_SAMPLER_DESC sdesc = {
+ .AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
+ .AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
+ .AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
+ .ComparisonFunc = D3D11_COMPARISON_NEVER,
+ .MinLOD = 0,
+ .MaxLOD = D3D11_FLOAT32_MAX,
+ .MaxAnisotropy = 1,
+ };
+ if (params->src_linear)
+ sdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ if (params->src_repeat) {
+ sdesc.AddressU = sdesc.AddressV = sdesc.AddressW =
+ D3D11_TEXTURE_ADDRESS_WRAP;
+ }
+ // The runtime pools sampler state objects internally, so we don't have
+ // to worry about resource usage when creating one for every ra_tex
+ hr = ID3D11Device_CreateSamplerState(p->dev, &sdesc, &tex_p->sampler);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create sampler: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ }
+
+ // Like SRVs, an RTV is required for renderpass output and blitting
+ if (params->render_dst || params->blit_dst) {
+ hr = ID3D11Device_CreateRenderTargetView(p->dev, tex_p->res, NULL,
+ &tex_p->rtv);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create RTV: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ }
+
+ if (p->fl >= D3D_FEATURE_LEVEL_11_0 && params->storage_dst) {
+ hr = ID3D11Device_CreateUnorderedAccessView(p->dev, tex_p->res, NULL,
+ &tex_p->uav);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create UAV: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ }
+
+ return true;
+error:
+ return false;
+}
+
+static void tex_destroy(struct ra *ra, struct ra_tex *tex)
+{
+ if (!tex)
+ return;
+ struct d3d_tex *tex_p = tex->priv;
+
+ SAFE_RELEASE(tex_p->srv);
+ SAFE_RELEASE(tex_p->rtv);
+ SAFE_RELEASE(tex_p->uav);
+ SAFE_RELEASE(tex_p->sampler);
+ SAFE_RELEASE(tex_p->res);
+ talloc_free(tex);
+}
+
+static struct ra_tex *tex_create(struct ra *ra,
+ const struct ra_tex_params *params)
+{
+ struct ra_d3d11 *p = ra->priv;
+ HRESULT hr;
+
+ struct ra_tex *tex = talloc_zero(NULL, struct ra_tex);
+ tex->params = *params;
+ tex->params.initial_data = NULL;
+
+ struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex);
+ DXGI_FORMAT fmt = fmt_to_dxgi(params->format);
+
+ D3D11_SUBRESOURCE_DATA *pdata = NULL;
+ if (params->initial_data) {
+ pdata = &(D3D11_SUBRESOURCE_DATA) {
+ .pSysMem = params->initial_data,
+ .SysMemPitch = params->w * params->format->pixel_size,
+ };
+ if (params->dimensions >= 3)
+ pdata->SysMemSlicePitch = pdata->SysMemPitch * params->h;
+ }
+
+ D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
+ D3D11_BIND_FLAG bind_flags = 0;
+
+ if (params->render_src || params->blit_src)
+ bind_flags |= D3D11_BIND_SHADER_RESOURCE;
+ if (params->render_dst || params->blit_dst)
+ bind_flags |= D3D11_BIND_RENDER_TARGET;
+ if (p->fl >= D3D_FEATURE_LEVEL_11_0 && params->storage_dst)
+ bind_flags |= D3D11_BIND_UNORDERED_ACCESS;
+
+ // Apparently IMMUTABLE textures are efficient, so try to infer whether we
+ // can use one
+ if (params->initial_data && !params->render_dst && !params->storage_dst &&
+ !params->blit_dst && !params->host_mutable)
+ usage = D3D11_USAGE_IMMUTABLE;
+
+ switch (params->dimensions) {
+ case 1:;
+ D3D11_TEXTURE1D_DESC desc1d = {
+ .Width = params->w,
+ .MipLevels = 1,
+ .ArraySize = 1,
+ .Format = fmt,
+ .Usage = usage,
+ .BindFlags = bind_flags,
+ };
+ hr = ID3D11Device_CreateTexture1D(p->dev, &desc1d, pdata, &tex_p->tex1d);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create Texture1D: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ tex_p->res = (ID3D11Resource *)tex_p->tex1d;
+ break;
+ case 2:;
+ D3D11_TEXTURE2D_DESC desc2d = {
+ .Width = params->w,
+ .Height = params->h,
+ .MipLevels = 1,
+ .ArraySize = 1,
+ .SampleDesc.Count = 1,
+ .Format = fmt,
+ .Usage = usage,
+ .BindFlags = bind_flags,
+ };
+ hr = ID3D11Device_CreateTexture2D(p->dev, &desc2d, pdata, &tex_p->tex2d);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create Texture2D: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ tex_p->res = (ID3D11Resource *)tex_p->tex2d;
+ break;
+ case 3:;
+ D3D11_TEXTURE3D_DESC desc3d = {
+ .Width = params->w,
+ .Height = params->h,
+ .Depth = params->d,
+ .MipLevels = 1,
+ .Format = fmt,
+ .Usage = usage,
+ .BindFlags = bind_flags,
+ };
+ hr = ID3D11Device_CreateTexture3D(p->dev, &desc3d, pdata, &tex_p->tex3d);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create Texture3D: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ tex_p->res = (ID3D11Resource *)tex_p->tex3d;
+ break;
+ default:
+ abort();
+ }
+
+ if (!tex_init(ra, tex))
+ goto error;
+
+ return tex;
+
+error:
+ tex_destroy(ra, tex);
+ return NULL;
+}
+
+struct ra_tex *ra_d3d11_wrap_tex(struct ra *ra, ID3D11Resource *res)
+{
+ HRESULT hr;
+
+ struct ra_tex *tex = talloc_zero(NULL, struct ra_tex);
+ struct ra_tex_params *params = &tex->params;
+ struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex);
+
+ DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN;
+ D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
+ D3D11_BIND_FLAG bind_flags = 0;
+
+ D3D11_RESOURCE_DIMENSION type;
+ ID3D11Resource_GetType(res, &type);
+ switch (type) {
+ case D3D11_RESOURCE_DIMENSION_TEXTURE2D:
+ hr = ID3D11Resource_QueryInterface(res, &IID_ID3D11Texture2D,
+ (void**)&tex_p->tex2d);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Resource is not a ID3D11Texture2D\n");
+ goto error;
+ }
+ tex_p->res = (ID3D11Resource *)tex_p->tex2d;
+
+ D3D11_TEXTURE2D_DESC desc2d;
+ ID3D11Texture2D_GetDesc(tex_p->tex2d, &desc2d);
+ if (desc2d.MipLevels != 1 || desc2d.ArraySize != 1)
+ goto error;
+ if (desc2d.SampleDesc.Count != 1)
+ goto error;
+
+ params->dimensions = 2;
+ params->w = desc2d.Width;
+ params->h = desc2d.Height;
+ params->d = 1;
+ usage = desc2d.Usage;
+ bind_flags = desc2d.BindFlags;
+ fmt = desc2d.Format;
+ break;
+ default:
+ // We could wrap Texture1D/3D as well, but keep it simple, since this
+ // function is only used for swapchain backbuffers at the moment
+ MP_ERR(ra, "Resource is not suitable to wrap\n");
+ goto error;
+ }
+
+ for (int i = 0; i < ra->num_formats; i++) {
+ DXGI_FORMAT target_fmt = fmt_to_dxgi(ra->formats[i]);
+ if (fmt == target_fmt) {
+ params->format = ra->formats[i];
+ break;
+ }
+ }
+ if (!params->format) {
+ MP_ERR(ra, "Could not find a suitable RA format for wrapped resource\n");
+ goto error;
+ }
+
+ if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
+ params->render_src = params->blit_src = true;
+ if (bind_flags & D3D11_BIND_RENDER_TARGET)
+ params->render_dst = params->blit_dst = true;
+ if (bind_flags & D3D11_BIND_UNORDERED_ACCESS)
+ params->storage_dst = true;
+
+ if (usage != D3D11_USAGE_DEFAULT) {
+ MP_ERR(ra, "Resource is not D3D11_USAGE_DEFAULT\n");
+ goto error;
+ }
+
+ if (!tex_init(ra, tex))
+ goto error;
+
+ return tex;
+error:
+ tex_destroy(ra, tex);
+ return NULL;
+}
+
+struct ra_tex *ra_d3d11_wrap_tex_video(struct ra *ra, ID3D11Texture2D *res,
+ int w, int h,
+ const struct ra_format *fmt)
+{
+ struct ra_tex *tex = talloc_zero(NULL, struct ra_tex);
+ struct ra_tex_params *params = &tex->params;
+ struct d3d_tex *tex_p = tex->priv = talloc_zero(tex, struct d3d_tex);
+
+ tex_p->tex2d = res;
+ tex_p->res = (ID3D11Resource *)tex_p->tex2d;
+ ID3D11Texture2D_AddRef(res);
+
+ D3D11_TEXTURE2D_DESC desc2d;
+ ID3D11Texture2D_GetDesc(tex_p->tex2d, &desc2d);
+ if (!(desc2d.BindFlags & D3D11_BIND_SHADER_RESOURCE)) {
+ MP_ERR(ra, "Video resource is not bindable\n");
+ goto error;
+ }
+
+ params->dimensions = 2;
+ params->w = w;
+ params->h = h;
+ params->d = 1;
+ params->render_src = true;
+ params->src_linear = true;
+ // fmt can be different to the texture format for planar video textures
+ params->format = fmt;
+
+ if (!tex_init(ra, tex))
+ goto error;
+
+ return tex;
+error:
+ tex_destroy(ra, tex);
+ return NULL;
+}
+
+static bool tex_upload(struct ra *ra, const struct ra_tex_upload_params *params)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct ra_tex *tex = params->tex;
+ struct d3d_tex *tex_p = tex->priv;
+
+ if (!params->src) {
+ MP_ERR(ra, "Pixel buffers are not supported\n");
+ return false;
+ }
+
+ const char *src = params->src;
+ ptrdiff_t stride = tex->params.dimensions >= 2 ? tex->params.w : 0;
+ ptrdiff_t pitch = tex->params.dimensions >= 3 ? stride * tex->params.h : 0;
+ bool invalidate = true;
+ D3D11_BOX *rc = NULL;
+
+ if (tex->params.dimensions == 2) {
+ stride = params->stride;
+
+ // stride can be negative, but vo_gpu expects the RA backend to ignore
+ // the negative stride and upload the image "upside-down" for now
+ if (stride < 0) {
+ int h = params->rc ? mp_rect_h(*params->rc) : tex->params.h;
+ src += (h - 1) * stride;
+ stride = -stride;
+ }
+
+ if (params->rc && (params->rc->x0 != 0 || params->rc->y0 != 0 ||
+ params->rc->x1 != tex->params.w || params->rc->y1 != tex->params.h))
+ {
+ rc = &(D3D11_BOX) {
+ .left = params->rc->x0,
+ .top = params->rc->y0,
+ .front = 0,
+ .right = params->rc->x1,
+ .bottom = params->rc->y1,
+ .back = 1,
+ };
+ invalidate = params->invalidate;
+ }
+ }
+
+ if (p->ctx1) {
+ ID3D11DeviceContext1_UpdateSubresource1(p->ctx1, tex_p->res, 0, rc,
+ src, stride, pitch, invalidate ? D3D11_COPY_DISCARD : 0);
+ } else {
+ ID3D11DeviceContext_UpdateSubresource(p->ctx, tex_p->res, 0, rc,
+ src, stride, pitch);
+ }
+
+ return true;
+}
+
+static void buf_destroy(struct ra *ra, struct ra_buf *buf)
+{
+ if (!buf)
+ return;
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_buf *buf_p = buf->priv;
+
+ if (buf_p->data)
+ ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)buf_p->staging, 0);
+ SAFE_RELEASE(buf_p->buf);
+ SAFE_RELEASE(buf_p->staging);
+ SAFE_RELEASE(buf_p->uav);
+ talloc_free(buf);
+}
+
+static struct ra_buf *buf_create(struct ra *ra,
+ const struct ra_buf_params *params)
+{
+ // D3D11 does not support permanent mapping or pixel buffers
+ if (params->host_mapped || params->type == RA_BUF_TYPE_TEX_UPLOAD)
+ return NULL;
+
+ struct ra_d3d11 *p = ra->priv;
+ HRESULT hr;
+
+ struct ra_buf *buf = talloc_zero(NULL, struct ra_buf);
+ buf->params = *params;
+ buf->params.initial_data = NULL;
+
+ struct d3d_buf *buf_p = buf->priv = talloc_zero(buf, struct d3d_buf);
+
+ D3D11_SUBRESOURCE_DATA *pdata = NULL;
+ if (params->initial_data)
+ pdata = &(D3D11_SUBRESOURCE_DATA) { .pSysMem = params->initial_data };
+
+ D3D11_BUFFER_DESC desc = { .ByteWidth = params->size };
+ switch (params->type) {
+ case RA_BUF_TYPE_SHADER_STORAGE:
+ desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+ desc.ByteWidth = MP_ALIGN_UP(desc.ByteWidth, sizeof(float));
+ desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
+ break;
+ case RA_BUF_TYPE_UNIFORM:
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc.ByteWidth = MP_ALIGN_UP(desc.ByteWidth, sizeof(float[4]));
+ break;
+ }
+
+ hr = ID3D11Device_CreateBuffer(p->dev, &desc, pdata, &buf_p->buf);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create buffer: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ if (params->host_mutable) {
+ // D3D11 doesn't allow constant buffer updates that aren't aligned to a
+ // full constant boundary (vec4,) and some drivers don't allow partial
+ // constant buffer updates at all, but the RA consumer is allowed to
+ // partially update an ra_buf. The best way to handle partial updates
+ // without causing a pipeline stall is probably to keep a copy of the
+ // data in a staging buffer.
+
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.BindFlags = 0;
+ hr = ID3D11Device_CreateBuffer(p->dev, &desc, NULL, &buf_p->staging);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create staging buffer: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ }
+
+ if (params->type == RA_BUF_TYPE_SHADER_STORAGE) {
+ D3D11_UNORDERED_ACCESS_VIEW_DESC udesc = {
+ .Format = DXGI_FORMAT_R32_TYPELESS,
+ .ViewDimension = D3D11_UAV_DIMENSION_BUFFER,
+ .Buffer = {
+ .NumElements = desc.ByteWidth / sizeof(float),
+ .Flags = D3D11_BUFFER_UAV_FLAG_RAW,
+ },
+ };
+ hr = ID3D11Device_CreateUnorderedAccessView(p->dev,
+ (ID3D11Resource *)buf_p->buf, &udesc, &buf_p->uav);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create UAV: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ }
+
+ return buf;
+error:
+ buf_destroy(ra, buf);
+ return NULL;
+}
+
+static void buf_resolve(struct ra *ra, struct ra_buf *buf)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_buf *buf_p = buf->priv;
+
+ assert(buf->params.host_mutable);
+ if (!buf_p->data)
+ return;
+
+ ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)buf_p->staging, 0);
+ buf_p->data = NULL;
+
+ // Synchronize the GPU buffer with the staging buffer
+ ID3D11DeviceContext_CopyResource(p->ctx, (ID3D11Resource *)buf_p->buf,
+ (ID3D11Resource *)buf_p->staging);
+}
+
+static void buf_update(struct ra *ra, struct ra_buf *buf, ptrdiff_t offset,
+ const void *data, size_t size)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_buf *buf_p = buf->priv;
+ HRESULT hr;
+
+ if (!buf_p->data) {
+ // If this is the first update after the buffer was created or after it
+ // has been used in a renderpass, it will be unmapped, so map it
+ D3D11_MAPPED_SUBRESOURCE map = {0};
+ hr = ID3D11DeviceContext_Map(p->ctx, (ID3D11Resource *)buf_p->staging,
+ 0, D3D11_MAP_WRITE, 0, &map);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to map resource\n");
+ return;
+ }
+ buf_p->data = map.pData;
+ }
+
+ char *cdata = buf_p->data;
+ memcpy(cdata + offset, data, size);
+}
+
+static const char *get_shader_target(struct ra *ra, enum glsl_shader type)
+{
+ struct ra_d3d11 *p = ra->priv;
+ switch (p->fl) {
+ default:
+ switch (type) {
+ case GLSL_SHADER_VERTEX: return "vs_5_0";
+ case GLSL_SHADER_FRAGMENT: return "ps_5_0";
+ case GLSL_SHADER_COMPUTE: return "cs_5_0";
+ }
+ break;
+ case D3D_FEATURE_LEVEL_10_1:
+ switch (type) {
+ case GLSL_SHADER_VERTEX: return "vs_4_1";
+ case GLSL_SHADER_FRAGMENT: return "ps_4_1";
+ case GLSL_SHADER_COMPUTE: return "cs_4_1";
+ }
+ break;
+ case D3D_FEATURE_LEVEL_10_0:
+ switch (type) {
+ case GLSL_SHADER_VERTEX: return "vs_4_0";
+ case GLSL_SHADER_FRAGMENT: return "ps_4_0";
+ case GLSL_SHADER_COMPUTE: return "cs_4_0";
+ }
+ break;
+ case D3D_FEATURE_LEVEL_9_3:
+ switch (type) {
+ case GLSL_SHADER_VERTEX: return "vs_4_0_level_9_3";
+ case GLSL_SHADER_FRAGMENT: return "ps_4_0_level_9_3";
+ }
+ break;
+ case D3D_FEATURE_LEVEL_9_2:
+ case D3D_FEATURE_LEVEL_9_1:
+ switch (type) {
+ case GLSL_SHADER_VERTEX: return "vs_4_0_level_9_1";
+ case GLSL_SHADER_FRAGMENT: return "ps_4_0_level_9_1";
+ }
+ break;
+ }
+ return NULL;
+}
+
+static bool setup_clear_rpass(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ ID3DBlob *vs_blob = NULL;
+ ID3DBlob *ps_blob = NULL;
+ HRESULT hr;
+
+ hr = p->D3DCompile(clear_vs, sizeof(clear_vs), NULL, NULL, NULL, "main",
+ get_shader_target(ra, GLSL_SHADER_VERTEX),
+ D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vs_blob, NULL);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to compile clear() vertex shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = ID3D11Device_CreateVertexShader(p->dev,
+ ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob),
+ NULL, &p->clear_vs);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create clear() vertex shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = p->D3DCompile(clear_ps, sizeof(clear_ps), NULL, NULL, NULL, "main",
+ get_shader_target(ra, GLSL_SHADER_FRAGMENT),
+ D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &ps_blob, NULL);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to compile clear() pixel shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = ID3D11Device_CreatePixelShader(p->dev,
+ ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob),
+ NULL, &p->clear_ps);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create clear() pixel shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ D3D11_INPUT_ELEMENT_DESC in_descs[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 },
+ };
+ hr = ID3D11Device_CreateInputLayout(p->dev, in_descs,
+ MP_ARRAY_SIZE(in_descs), ID3D10Blob_GetBufferPointer(vs_blob),
+ ID3D10Blob_GetBufferSize(vs_blob), &p->clear_layout);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create clear() IA layout: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ // clear() always draws to a quad covering the whole viewport
+ static const float verts[] = {
+ -1, -1,
+ 1, -1,
+ 1, 1,
+ -1, 1,
+ -1, -1,
+ 1, 1,
+ };
+ D3D11_BUFFER_DESC vdesc = {
+ .ByteWidth = sizeof(verts),
+ .Usage = D3D11_USAGE_IMMUTABLE,
+ .BindFlags = D3D11_BIND_VERTEX_BUFFER,
+ };
+ D3D11_SUBRESOURCE_DATA vdata = {
+ .pSysMem = verts,
+ };
+ hr = ID3D11Device_CreateBuffer(p->dev, &vdesc, &vdata, &p->clear_vbuf);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create clear() vertex buffer: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ D3D11_BUFFER_DESC cdesc = {
+ .ByteWidth = sizeof(float[4]),
+ .BindFlags = D3D11_BIND_CONSTANT_BUFFER,
+ };
+ hr = ID3D11Device_CreateBuffer(p->dev, &cdesc, NULL, &p->clear_cbuf);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create clear() constant buffer: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ SAFE_RELEASE(vs_blob);
+ SAFE_RELEASE(ps_blob);
+ return true;
+error:
+ SAFE_RELEASE(vs_blob);
+ SAFE_RELEASE(ps_blob);
+ return false;
+}
+
+static void clear_rpass(struct ra *ra, struct ra_tex *tex, float color[4],
+ struct mp_rect *rc)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_tex *tex_p = tex->priv;
+ struct ra_tex_params *params = &tex->params;
+
+ ID3D11DeviceContext_UpdateSubresource(p->ctx,
+ (ID3D11Resource *)p->clear_cbuf, 0, NULL, color, 0, 0);
+
+ ID3D11DeviceContext_IASetInputLayout(p->ctx, p->clear_layout);
+ ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->clear_vbuf,
+ &(UINT) { sizeof(float[2]) }, &(UINT) { 0 });
+ ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx,
+ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ ID3D11DeviceContext_VSSetShader(p->ctx, p->clear_vs, NULL, 0);
+
+ ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) {
+ .Width = params->w,
+ .Height = params->h,
+ .MinDepth = 0,
+ .MaxDepth = 1,
+ }));
+ ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) {
+ .left = rc->x0,
+ .top = rc->y0,
+ .right = rc->x1,
+ .bottom = rc->y1,
+ }));
+ ID3D11DeviceContext_PSSetShader(p->ctx, p->clear_ps, NULL, 0);
+ ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, 1, &p->clear_cbuf);
+
+ ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 1, &tex_p->rtv, NULL);
+ ID3D11DeviceContext_OMSetBlendState(p->ctx, NULL, NULL,
+ D3D11_DEFAULT_SAMPLE_MASK);
+
+ ID3D11DeviceContext_Draw(p->ctx, 6, 0);
+
+ ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, 1,
+ &(ID3D11Buffer *){ NULL });
+ ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 0, NULL, NULL);
+}
+
+static void clear(struct ra *ra, struct ra_tex *tex, float color[4],
+ struct mp_rect *rc)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_tex *tex_p = tex->priv;
+ struct ra_tex_params *params = &tex->params;
+
+ if (!tex_p->rtv)
+ return;
+
+ if (rc->x0 || rc->y0 || rc->x1 != params->w || rc->y1 != params->h) {
+ if (p->has_clear_view) {
+ ID3D11DeviceContext1_ClearView(p->ctx1, (ID3D11View *)tex_p->rtv,
+ color, (&(D3D11_RECT) {
+ .left = rc->x0,
+ .top = rc->y0,
+ .right = rc->x1,
+ .bottom = rc->y1,
+ }), 1);
+ } else {
+ clear_rpass(ra, tex, color, rc);
+ }
+ } else {
+ ID3D11DeviceContext_ClearRenderTargetView(p->ctx, tex_p->rtv, color);
+ }
+}
+
+static bool setup_blit_rpass(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ ID3DBlob *vs_blob = NULL;
+ ID3DBlob *float_ps_blob = NULL;
+ HRESULT hr;
+
+ hr = p->D3DCompile(blit_vs, sizeof(blit_vs), NULL, NULL, NULL, "main",
+ get_shader_target(ra, GLSL_SHADER_VERTEX),
+ D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vs_blob, NULL);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to compile blit() vertex shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = ID3D11Device_CreateVertexShader(p->dev,
+ ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob),
+ NULL, &p->blit_vs);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create blit() vertex shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = p->D3DCompile(blit_float_ps, sizeof(blit_float_ps), NULL, NULL, NULL,
+ "main", get_shader_target(ra, GLSL_SHADER_FRAGMENT),
+ D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &float_ps_blob, NULL);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to compile blit() pixel shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = ID3D11Device_CreatePixelShader(p->dev,
+ ID3D10Blob_GetBufferPointer(float_ps_blob),
+ ID3D10Blob_GetBufferSize(float_ps_blob),
+ NULL, &p->blit_float_ps);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create blit() pixel shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ D3D11_INPUT_ELEMENT_DESC in_descs[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8 },
+ };
+ hr = ID3D11Device_CreateInputLayout(p->dev, in_descs,
+ MP_ARRAY_SIZE(in_descs), ID3D10Blob_GetBufferPointer(vs_blob),
+ ID3D10Blob_GetBufferSize(vs_blob), &p->blit_layout);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create blit() IA layout: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ D3D11_BUFFER_DESC vdesc = {
+ .ByteWidth = sizeof(struct blit_vert[6]),
+ .Usage = D3D11_USAGE_DEFAULT,
+ .BindFlags = D3D11_BIND_VERTEX_BUFFER,
+ };
+ hr = ID3D11Device_CreateBuffer(p->dev, &vdesc, NULL, &p->blit_vbuf);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create blit() vertex buffer: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ // Blit always uses point sampling, regardless of the source texture
+ D3D11_SAMPLER_DESC sdesc = {
+ .AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
+ .AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
+ .AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
+ .ComparisonFunc = D3D11_COMPARISON_NEVER,
+ .MinLOD = 0,
+ .MaxLOD = D3D11_FLOAT32_MAX,
+ .MaxAnisotropy = 1,
+ };
+ hr = ID3D11Device_CreateSamplerState(p->dev, &sdesc, &p->blit_sampler);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create blit() sampler: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ SAFE_RELEASE(vs_blob);
+ SAFE_RELEASE(float_ps_blob);
+ return true;
+error:
+ SAFE_RELEASE(vs_blob);
+ SAFE_RELEASE(float_ps_blob);
+ return false;
+}
+
+static void blit_rpass(struct ra *ra, struct ra_tex *dst, struct ra_tex *src,
+ struct mp_rect *dst_rc, struct mp_rect *src_rc)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_tex *dst_p = dst->priv;
+ struct d3d_tex *src_p = src->priv;
+
+ float u_min = (double)src_rc->x0 / src->params.w;
+ float u_max = (double)src_rc->x1 / src->params.w;
+ float v_min = (double)src_rc->y0 / src->params.h;
+ float v_max = (double)src_rc->y1 / src->params.h;
+
+ struct blit_vert verts[6] = {
+ { .x = -1, .y = -1, .u = u_min, .v = v_max },
+ { .x = 1, .y = -1, .u = u_max, .v = v_max },
+ { .x = 1, .y = 1, .u = u_max, .v = v_min },
+ { .x = -1, .y = 1, .u = u_min, .v = v_min },
+ };
+ verts[4] = verts[0];
+ verts[5] = verts[2];
+ ID3D11DeviceContext_UpdateSubresource(p->ctx,
+ (ID3D11Resource *)p->blit_vbuf, 0, NULL, verts, 0, 0);
+
+ ID3D11DeviceContext_IASetInputLayout(p->ctx, p->blit_layout);
+ ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->blit_vbuf,
+ &(UINT) { sizeof(verts[0]) }, &(UINT) { 0 });
+ ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx,
+ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ ID3D11DeviceContext_VSSetShader(p->ctx, p->blit_vs, NULL, 0);
+
+ ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) {
+ .TopLeftX = dst_rc->x0,
+ .TopLeftY = dst_rc->y0,
+ .Width = mp_rect_w(*dst_rc),
+ .Height = mp_rect_h(*dst_rc),
+ .MinDepth = 0,
+ .MaxDepth = 1,
+ }));
+ ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) {
+ .left = dst_rc->x0,
+ .top = dst_rc->y0,
+ .right = dst_rc->x1,
+ .bottom = dst_rc->y1,
+ }));
+
+ ID3D11DeviceContext_PSSetShader(p->ctx, p->blit_float_ps, NULL, 0);
+ ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, 1, &src_p->srv);
+ ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, 1, &p->blit_sampler);
+
+ ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 1, &dst_p->rtv, NULL);
+ ID3D11DeviceContext_OMSetBlendState(p->ctx, NULL, NULL,
+ D3D11_DEFAULT_SAMPLE_MASK);
+
+ ID3D11DeviceContext_Draw(p->ctx, 6, 0);
+
+ ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, 1,
+ &(ID3D11ShaderResourceView *) { NULL });
+ ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, 1,
+ &(ID3D11SamplerState *) { NULL });
+ ID3D11DeviceContext_OMSetRenderTargets(p->ctx, 0, NULL, NULL);
+}
+
+static void blit(struct ra *ra, struct ra_tex *dst, struct ra_tex *src,
+ struct mp_rect *dst_rc_ptr, struct mp_rect *src_rc_ptr)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_tex *dst_p = dst->priv;
+ struct d3d_tex *src_p = src->priv;
+ struct mp_rect dst_rc = *dst_rc_ptr;
+ struct mp_rect src_rc = *src_rc_ptr;
+
+ assert(dst->params.dimensions == 2);
+ assert(src->params.dimensions == 2);
+
+ // A zero-sized target rectangle is a no-op
+ if (!mp_rect_w(dst_rc) || !mp_rect_h(dst_rc))
+ return;
+
+ // ra.h seems to imply that both dst_rc and src_rc can be flipped, but it's
+ // easier for blit_rpass() if only src_rc can be flipped, so unflip dst_rc.
+ if (dst_rc.x0 > dst_rc.x1) {
+ MPSWAP(int, dst_rc.x0, dst_rc.x1);
+ MPSWAP(int, src_rc.x0, src_rc.x1);
+ }
+ if (dst_rc.y0 > dst_rc.y1) {
+ MPSWAP(int, dst_rc.y0, dst_rc.y1);
+ MPSWAP(int, src_rc.y0, src_rc.y1);
+ }
+
+ // If format conversion, stretching or flipping is required, a renderpass
+ // must be used
+ if (dst->params.format != src->params.format ||
+ mp_rect_w(dst_rc) != mp_rect_w(src_rc) ||
+ mp_rect_h(dst_rc) != mp_rect_h(src_rc))
+ {
+ blit_rpass(ra, dst, src, &dst_rc, &src_rc);
+ } else {
+ ID3D11DeviceContext_CopySubresourceRegion(p->ctx, dst_p->res, 0,
+ dst_rc.x0, dst_rc.y0, 0, src_p->res, 0, (&(D3D11_BOX) {
+ .left = src_rc.x0,
+ .top = src_rc.y0,
+ .front = 0,
+ .right = src_rc.x1,
+ .bottom = src_rc.y1,
+ .back = 1,
+ }));
+ }
+}
+
+static int desc_namespace(enum ra_vartype type)
+{
+ // Images and SSBOs both use UAV bindings
+ if (type == RA_VARTYPE_IMG_W)
+ type = RA_VARTYPE_BUF_RW;
+ return type;
+}
+
+static bool compile_glsl(struct ra *ra, enum glsl_shader type,
+ const char *glsl, ID3DBlob **out)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct spirv_compiler *spirv = p->spirv;
+ void *ta_ctx = talloc_new(NULL);
+ crossc_compiler *cross = NULL;
+ const char *hlsl = NULL;
+ ID3DBlob *errors = NULL;
+ bool success = false;
+ HRESULT hr;
+
+ int cross_shader_model;
+ if (p->fl >= D3D_FEATURE_LEVEL_11_0) {
+ cross_shader_model = 50;
+ } else if (p->fl >= D3D_FEATURE_LEVEL_10_1) {
+ cross_shader_model = 41;
+ } else {
+ cross_shader_model = 40;
+ }
+
+ bstr spv_module;
+ if (!spirv->fns->compile_glsl(spirv, ta_ctx, type, glsl, &spv_module))
+ goto done;
+
+ cross = crossc_hlsl_create((uint32_t*)spv_module.start,
+ spv_module.len / sizeof(uint32_t));
+
+ crossc_hlsl_set_shader_model(cross, cross_shader_model);
+ crossc_set_flip_vert_y(cross, type == GLSL_SHADER_VERTEX);
+
+ hlsl = crossc_compile(cross);
+ if (!hlsl) {
+ MP_ERR(ra, "SPIRV-Cross failed: %s\n", crossc_strerror(cross));
+ goto done;
+ }
+
+ hr = p->D3DCompile(hlsl, strlen(hlsl), NULL, NULL, NULL, "main",
+ get_shader_target(ra, type), D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, out,
+ &errors);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "D3DCompile failed: %s\n%.*s", mp_HRESULT_to_str(hr),
+ (int)ID3D10Blob_GetBufferSize(errors),
+ (char*)ID3D10Blob_GetBufferPointer(errors));
+ goto done;
+ }
+
+ success = true;
+done:;
+ int level = success ? MSGL_DEBUG : MSGL_ERR;
+ MP_MSG(ra, level, "GLSL source:\n");
+ mp_log_source(ra->log, level, glsl);
+ if (hlsl) {
+ MP_MSG(ra, level, "HLSL source:\n");
+ mp_log_source(ra->log, level, hlsl);
+ }
+ SAFE_RELEASE(errors);
+ crossc_destroy(cross);
+ talloc_free(ta_ctx);
+ return success;
+}
+
+static void renderpass_destroy(struct ra *ra, struct ra_renderpass *pass)
+{
+ if (!pass)
+ return;
+ struct d3d_rpass *pass_p = pass->priv;
+
+ SAFE_RELEASE(pass_p->vs);
+ SAFE_RELEASE(pass_p->ps);
+ SAFE_RELEASE(pass_p->cs);
+ SAFE_RELEASE(pass_p->layout);
+ SAFE_RELEASE(pass_p->bstate);
+ talloc_free(pass);
+}
+
+static D3D11_BLEND map_ra_blend(enum ra_blend blend)
+{
+ switch (blend) {
+ default:
+ case RA_BLEND_ZERO: return D3D11_BLEND_ZERO;
+ case RA_BLEND_ONE: return D3D11_BLEND_ONE;
+ case RA_BLEND_SRC_ALPHA: return D3D11_BLEND_SRC_ALPHA;
+ case RA_BLEND_ONE_MINUS_SRC_ALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
+ };
+}
+
+static size_t vbuf_upload(struct ra *ra, void *data, size_t size)
+{
+ struct ra_d3d11 *p = ra->priv;
+ HRESULT hr;
+
+ // Arbitrary size limit in case there is an insane number of vertices
+ if (size > 1e9) {
+ MP_ERR(ra, "Vertex buffer is too large\n");
+ return -1;
+ }
+
+ // If the vertex data doesn't fit, realloc the vertex buffer
+ if (size > p->vbuf_size) {
+ size_t new_size = p->vbuf_size;
+ // Arbitrary base size
+ if (!new_size)
+ new_size = 64 * 1024;
+ while (new_size < size)
+ new_size *= 2;
+
+ ID3D11Buffer *new_buf;
+ D3D11_BUFFER_DESC vbuf_desc = {
+ .ByteWidth = new_size,
+ .Usage = D3D11_USAGE_DYNAMIC,
+ .BindFlags = D3D11_BIND_VERTEX_BUFFER,
+ .CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
+ };
+ hr = ID3D11Device_CreateBuffer(p->dev, &vbuf_desc, NULL, &new_buf);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create vertex buffer: %s\n",
+ mp_HRESULT_to_str(hr));
+ return -1;
+ }
+
+ SAFE_RELEASE(p->vbuf);
+ p->vbuf = new_buf;
+ p->vbuf_size = new_size;
+ p->vbuf_used = 0;
+ }
+
+ bool discard = false;
+ size_t offset = p->vbuf_used;
+ if (offset + size > p->vbuf_size) {
+ // We reached the end of the buffer, so discard and wrap around
+ discard = true;
+ offset = 0;
+ }
+
+ D3D11_MAPPED_SUBRESOURCE map = { 0 };
+ hr = ID3D11DeviceContext_Map(p->ctx, (ID3D11Resource *)p->vbuf, 0,
+ discard ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE,
+ 0, &map);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to map vertex buffer: %s\n", mp_HRESULT_to_str(hr));
+ return -1;
+ }
+
+ char *cdata = map.pData;
+ memcpy(cdata + offset, data, size);
+
+ ID3D11DeviceContext_Unmap(p->ctx, (ID3D11Resource *)p->vbuf, 0);
+
+ p->vbuf_used = offset + size;
+ return offset;
+}
+
+static const char cache_magic[4] = "RD11";
+static const int cache_version = 1;
+
+struct cache_header {
+ char magic[sizeof(cache_magic)];
+ int cache_version;
+ char compiler[SPIRV_NAME_MAX_LEN];
+ int compiler_version;
+ int feature_level;
+ size_t vert_bytecode_len;
+ size_t frag_bytecode_len;
+ size_t comp_bytecode_len;
+};
+
+static void load_cached_program(struct ra *ra,
+ const struct ra_renderpass_params *params,
+ bstr *vert_bc,
+ bstr *frag_bc,
+ bstr *comp_bc)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct spirv_compiler *spirv = p->spirv;
+ bstr cache = params->cached_program;
+
+ if (cache.len < sizeof(struct cache_header))
+ return;
+
+ struct cache_header *header = (struct cache_header *)cache.start;
+ cache = bstr_cut(cache, sizeof(*header));
+
+ if (strncmp(header->magic, cache_magic, sizeof(cache_magic)) != 0)
+ return;
+ if (header->cache_version != cache_version)
+ return;
+ if (strncmp(header->compiler, spirv->name, sizeof(header->compiler)) != 0)
+ return;
+ if (header->compiler_version != spirv->compiler_version)
+ return;
+ if (header->feature_level != p->fl)
+ return;
+
+ if (header->vert_bytecode_len && vert_bc) {
+ *vert_bc = bstr_splice(cache, 0, header->vert_bytecode_len);
+ MP_VERBOSE(ra, "Using cached vertex shader\n");
+ }
+ cache = bstr_cut(cache, header->vert_bytecode_len);
+
+ if (header->frag_bytecode_len && frag_bc) {
+ *frag_bc = bstr_splice(cache, 0, header->frag_bytecode_len);
+ MP_VERBOSE(ra, "Using cached fragment shader\n");
+ }
+ cache = bstr_cut(cache, header->frag_bytecode_len);
+
+ if (header->comp_bytecode_len && comp_bc) {
+ *comp_bc = bstr_splice(cache, 0, header->comp_bytecode_len);
+ MP_VERBOSE(ra, "Using cached compute shader\n");
+ }
+ cache = bstr_cut(cache, header->comp_bytecode_len);
+}
+
+static void save_cached_program(struct ra *ra, struct ra_renderpass *pass,
+ bstr vert_bc,
+ bstr frag_bc,
+ bstr comp_bc)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct spirv_compiler *spirv = p->spirv;
+
+ struct cache_header header = {
+ .cache_version = cache_version,
+ .compiler_version = p->spirv->compiler_version,
+ .feature_level = p->fl,
+ .vert_bytecode_len = vert_bc.len,
+ .frag_bytecode_len = frag_bc.len,
+ .comp_bytecode_len = comp_bc.len,
+ };
+ strncpy(header.magic, cache_magic, sizeof(header.magic));
+ strncpy(header.compiler, spirv->name, sizeof(header.compiler));
+
+ struct bstr *prog = &pass->params.cached_program;
+ bstr_xappend(pass, prog, (bstr){ (char *) &header, sizeof(header) });
+ bstr_xappend(pass, prog, vert_bc);
+ bstr_xappend(pass, prog, frag_bc);
+ bstr_xappend(pass, prog, comp_bc);
+}
+
+static struct ra_renderpass *renderpass_create_raster(struct ra *ra,
+ struct ra_renderpass *pass, const struct ra_renderpass_params *params)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_rpass *pass_p = pass->priv;
+ ID3DBlob *vs_blob = NULL;
+ ID3DBlob *ps_blob = NULL;
+ HRESULT hr;
+
+ // load_cached_program will load compiled shader bytecode into vert_bc and
+ // frag_bc if the cache is valid. If not, vert_bc/frag_bc will remain NULL.
+ bstr vert_bc = {0};
+ bstr frag_bc = {0};
+ load_cached_program(ra, params, &vert_bc, &frag_bc, NULL);
+
+ if (!vert_bc.start) {
+ if (!compile_glsl(ra, GLSL_SHADER_VERTEX, params->vertex_shader,
+ &vs_blob))
+ goto error;
+ vert_bc = (bstr){
+ ID3D10Blob_GetBufferPointer(vs_blob),
+ ID3D10Blob_GetBufferSize(vs_blob),
+ };
+ }
+
+ hr = ID3D11Device_CreateVertexShader(p->dev, vert_bc.start, vert_bc.len,
+ NULL, &pass_p->vs);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create vertex shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ if (!frag_bc.start) {
+ if (!compile_glsl(ra, GLSL_SHADER_FRAGMENT, params->frag_shader,
+ &ps_blob))
+ goto error;
+ frag_bc = (bstr){
+ ID3D10Blob_GetBufferPointer(ps_blob),
+ ID3D10Blob_GetBufferSize(ps_blob),
+ };
+ }
+
+ hr = ID3D11Device_CreatePixelShader(p->dev, frag_bc.start, frag_bc.len,
+ NULL, &pass_p->ps);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create pixel shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ D3D11_INPUT_ELEMENT_DESC *in_descs = talloc_array(pass,
+ D3D11_INPUT_ELEMENT_DESC, params->num_vertex_attribs);
+ for (int i = 0; i < params->num_vertex_attribs; i++) {
+ struct ra_renderpass_input *inp = &params->vertex_attribs[i];
+
+ DXGI_FORMAT fmt = DXGI_FORMAT_UNKNOWN;
+ switch (inp->type) {
+ case RA_VARTYPE_FLOAT:
+ switch (inp->dim_v) {
+ case 1: fmt = DXGI_FORMAT_R32_FLOAT; break;
+ case 2: fmt = DXGI_FORMAT_R32G32_FLOAT; break;
+ case 3: fmt = DXGI_FORMAT_R32G32B32_FLOAT; break;
+ case 4: fmt = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
+ }
+ break;
+ case RA_VARTYPE_BYTE_UNORM:
+ switch (inp->dim_v) {
+ case 1: fmt = DXGI_FORMAT_R8_UNORM; break;
+ case 2: fmt = DXGI_FORMAT_R8G8_UNORM; break;
+ // There is no 3-component 8-bit DXGI format
+ case 4: fmt = DXGI_FORMAT_R8G8B8A8_UNORM; break;
+ }
+ break;
+ }
+ if (fmt == DXGI_FORMAT_UNKNOWN) {
+ MP_ERR(ra, "Could not find suitable vertex input format\n");
+ goto error;
+ }
+
+ in_descs[i] = (D3D11_INPUT_ELEMENT_DESC) {
+ // The semantic name doesn't mean much and is just used to verify
+ // the input description matches the shader. SPIRV-Cross always
+ // uses TEXCOORD, so we should too.
+ .SemanticName = "TEXCOORD",
+ .SemanticIndex = i,
+ .AlignedByteOffset = inp->offset,
+ .Format = fmt,
+ };
+ }
+
+ hr = ID3D11Device_CreateInputLayout(p->dev, in_descs,
+ params->num_vertex_attribs, vert_bc.start, vert_bc.len,
+ &pass_p->layout);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create IA layout: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ talloc_free(in_descs);
+ in_descs = NULL;
+
+ D3D11_BLEND_DESC bdesc = {
+ .RenderTarget[0] = {
+ .BlendEnable = params->enable_blend,
+ .SrcBlend = map_ra_blend(params->blend_src_rgb),
+ .DestBlend = map_ra_blend(params->blend_dst_rgb),
+ .BlendOp = D3D11_BLEND_OP_ADD,
+ .SrcBlendAlpha = map_ra_blend(params->blend_src_alpha),
+ .DestBlendAlpha = map_ra_blend(params->blend_dst_alpha),
+ .BlendOpAlpha = D3D11_BLEND_OP_ADD,
+ .RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL,
+ },
+ };
+ hr = ID3D11Device_CreateBlendState(p->dev, &bdesc, &pass_p->bstate);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create blend state: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ save_cached_program(ra, pass, vert_bc, frag_bc, (bstr){0});
+
+ SAFE_RELEASE(vs_blob);
+ SAFE_RELEASE(ps_blob);
+ return pass;
+
+error:
+ renderpass_destroy(ra, pass);
+ SAFE_RELEASE(vs_blob);
+ SAFE_RELEASE(ps_blob);
+ return NULL;
+}
+
+static struct ra_renderpass *renderpass_create_compute(struct ra *ra,
+ struct ra_renderpass *pass, const struct ra_renderpass_params *params)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_rpass *pass_p = pass->priv;
+ ID3DBlob *cs_blob = NULL;
+ HRESULT hr;
+
+ bstr comp_bc = {0};
+ load_cached_program(ra, params, NULL, NULL, &comp_bc);
+
+ if (!comp_bc.start) {
+ if (!compile_glsl(ra, GLSL_SHADER_COMPUTE, params->compute_shader,
+ &cs_blob))
+ goto error;
+ comp_bc = (bstr){
+ ID3D10Blob_GetBufferPointer(cs_blob),
+ ID3D10Blob_GetBufferSize(cs_blob),
+ };
+ }
+ hr = ID3D11Device_CreateComputeShader(p->dev, comp_bc.start, comp_bc.len,
+ NULL, &pass_p->cs);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create compute shader: %s\n",
+ mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ save_cached_program(ra, pass, (bstr){0}, (bstr){0}, comp_bc);
+
+ SAFE_RELEASE(cs_blob);
+ return pass;
+error:
+ renderpass_destroy(ra, pass);
+ SAFE_RELEASE(cs_blob);
+ return NULL;
+}
+
+static struct ra_renderpass *renderpass_create(struct ra *ra,
+ const struct ra_renderpass_params *params)
+{
+ struct ra_renderpass *pass = talloc_zero(NULL, struct ra_renderpass);
+ pass->params = *ra_renderpass_params_copy(pass, params);
+ pass->params.cached_program = (bstr){0};
+ pass->priv = talloc_zero(pass, struct d3d_rpass);
+
+ if (params->type == RA_RENDERPASS_TYPE_COMPUTE) {
+ return renderpass_create_compute(ra, pass, params);
+ } else {
+ return renderpass_create_raster(ra, pass, params);
+ }
+}
+
+static void renderpass_run_raster(struct ra *ra,
+ const struct ra_renderpass_run_params *params,
+ ID3D11Buffer *ubos[], int ubos_len,
+ ID3D11SamplerState *samplers[],
+ ID3D11ShaderResourceView *srvs[],
+ int samplers_len,
+ ID3D11UnorderedAccessView *uavs[],
+ int uavs_len)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct ra_renderpass *pass = params->pass;
+ struct d3d_rpass *pass_p = pass->priv;
+
+ UINT vbuf_offset = vbuf_upload(ra, params->vertex_data,
+ pass->params.vertex_stride * params->vertex_count);
+ if (vbuf_offset == (UINT)-1)
+ return;
+
+ ID3D11DeviceContext_IASetInputLayout(p->ctx, pass_p->layout);
+ ID3D11DeviceContext_IASetVertexBuffers(p->ctx, 0, 1, &p->vbuf,
+ &pass->params.vertex_stride, &vbuf_offset);
+ ID3D11DeviceContext_IASetPrimitiveTopology(p->ctx,
+ D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ ID3D11DeviceContext_VSSetShader(p->ctx, pass_p->vs, NULL, 0);
+
+ ID3D11DeviceContext_RSSetViewports(p->ctx, 1, (&(D3D11_VIEWPORT) {
+ .TopLeftX = params->viewport.x0,
+ .TopLeftY = params->viewport.y0,
+ .Width = mp_rect_w(params->viewport),
+ .Height = mp_rect_h(params->viewport),
+ .MinDepth = 0,
+ .MaxDepth = 1,
+ }));
+ ID3D11DeviceContext_RSSetScissorRects(p->ctx, 1, (&(D3D11_RECT) {
+ .left = params->scissors.x0,
+ .top = params->scissors.y0,
+ .right = params->scissors.x1,
+ .bottom = params->scissors.y1,
+ }));
+ ID3D11DeviceContext_PSSetShader(p->ctx, pass_p->ps, NULL, 0);
+ ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
+ ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, samplers_len, srvs);
+ ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, samplers_len, samplers);
+
+ struct ra_tex *target = params->target;
+ struct d3d_tex *target_p = target->priv;
+ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(p->ctx, 1,
+ &target_p->rtv, NULL, 1, uavs_len, uavs, NULL);
+ ID3D11DeviceContext_OMSetBlendState(p->ctx, pass_p->bstate, NULL,
+ D3D11_DEFAULT_SAMPLE_MASK);
+
+ ID3D11DeviceContext_Draw(p->ctx, params->vertex_count, 0);
+
+ // Unbind everything. It's easier to do this than to actually track state,
+ // and if we leave the RTV bound, it could trip up D3D's conflict checker.
+ for (int i = 0; i < ubos_len; i++)
+ ubos[i] = NULL;
+ for (int i = 0; i < samplers_len; i++) {
+ samplers[i] = NULL;
+ srvs[i] = NULL;
+ }
+ for (int i = 0; i < uavs_len; i++)
+ uavs[i] = NULL;
+ ID3D11DeviceContext_PSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
+ ID3D11DeviceContext_PSSetShaderResources(p->ctx, 0, samplers_len, srvs);
+ ID3D11DeviceContext_PSSetSamplers(p->ctx, 0, samplers_len, samplers);
+ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(p->ctx, 0,
+ NULL, NULL, 1, uavs_len, uavs, NULL);
+}
+
+static void renderpass_run_compute(struct ra *ra,
+ const struct ra_renderpass_run_params *params,
+ ID3D11Buffer *ubos[], int ubos_len,
+ ID3D11SamplerState *samplers[],
+ ID3D11ShaderResourceView *srvs[],
+ int samplers_len,
+ ID3D11UnorderedAccessView *uavs[],
+ int uavs_len)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct ra_renderpass *pass = params->pass;
+ struct d3d_rpass *pass_p = pass->priv;
+
+ ID3D11DeviceContext_CSSetShader(p->ctx, pass_p->cs, NULL, 0);
+ ID3D11DeviceContext_CSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
+ ID3D11DeviceContext_CSSetShaderResources(p->ctx, 0, samplers_len, srvs);
+ ID3D11DeviceContext_CSSetSamplers(p->ctx, 0, samplers_len, samplers);
+ ID3D11DeviceContext_CSSetUnorderedAccessViews(p->ctx, 0, uavs_len, uavs,
+ NULL);
+
+ ID3D11DeviceContext_Dispatch(p->ctx, params->compute_groups[0],
+ params->compute_groups[1],
+ params->compute_groups[2]);
+
+ for (int i = 0; i < ubos_len; i++)
+ ubos[i] = NULL;
+ for (int i = 0; i < samplers_len; i++) {
+ samplers[i] = NULL;
+ srvs[i] = NULL;
+ }
+ for (int i = 0; i < uavs_len; i++)
+ uavs[i] = NULL;
+ ID3D11DeviceContext_CSSetConstantBuffers(p->ctx, 0, ubos_len, ubos);
+ ID3D11DeviceContext_CSSetShaderResources(p->ctx, 0, samplers_len, srvs);
+ ID3D11DeviceContext_CSSetSamplers(p->ctx, 0, samplers_len, samplers);
+ ID3D11DeviceContext_CSSetUnorderedAccessViews(p->ctx, 0, uavs_len, uavs,
+ NULL);
+}
+
+static void renderpass_run(struct ra *ra,
+ const struct ra_renderpass_run_params *params)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct ra_renderpass *pass = params->pass;
+ enum ra_renderpass_type type = pass->params.type;
+
+ ID3D11Buffer *ubos[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT] = {0};
+ int ubos_len = 0;
+
+ ID3D11SamplerState *samplers[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {0};
+ ID3D11ShaderResourceView *srvs[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT] = {0};
+ int samplers_len = 0;
+
+ ID3D11UnorderedAccessView *uavs[D3D11_1_UAV_SLOT_COUNT] = {0};
+ int uavs_len = 0;
+
+ // In a raster pass, one of the UAV slots is used by the runtime for the RTV
+ int uavs_max = type == RA_RENDERPASS_TYPE_COMPUTE ? p->max_uavs
+ : p->max_uavs - 1;
+
+ // Gather the input variables used in this pass. These will be mapped to
+ // HLSL registers.
+ for (int i = 0; i < params->num_values; i++) {
+ struct ra_renderpass_input_val *val = &params->values[i];
+ int binding = pass->params.inputs[val->index].binding;
+ switch (pass->params.inputs[val->index].type) {
+ case RA_VARTYPE_BUF_RO:
+ if (binding > MP_ARRAY_SIZE(ubos)) {
+ MP_ERR(ra, "Too many constant buffers in pass\n");
+ return;
+ }
+ struct ra_buf *buf_ro = *(struct ra_buf **)val->data;
+ buf_resolve(ra, buf_ro);
+ struct d3d_buf *buf_ro_p = buf_ro->priv;
+ ubos[binding] = buf_ro_p->buf;
+ ubos_len = MPMAX(ubos_len, binding + 1);
+ break;
+ case RA_VARTYPE_BUF_RW:
+ if (binding > uavs_max) {
+ MP_ERR(ra, "Too many UAVs in pass\n");
+ return;
+ }
+ struct ra_buf *buf_rw = *(struct ra_buf **)val->data;
+ buf_resolve(ra, buf_rw);
+ struct d3d_buf *buf_rw_p = buf_rw->priv;
+ uavs[binding] = buf_rw_p->uav;
+ uavs_len = MPMAX(uavs_len, binding + 1);
+ break;
+ case RA_VARTYPE_TEX:
+ if (binding > MP_ARRAY_SIZE(samplers)) {
+ MP_ERR(ra, "Too many textures in pass\n");
+ return;
+ }
+ struct ra_tex *tex = *(struct ra_tex **)val->data;
+ struct d3d_tex *tex_p = tex->priv;
+ samplers[binding] = tex_p->sampler;
+ srvs[binding] = tex_p->srv;
+ samplers_len = MPMAX(samplers_len, binding + 1);
+ break;
+ case RA_VARTYPE_IMG_W:
+ if (binding > uavs_max) {
+ MP_ERR(ra, "Too many UAVs in pass\n");
+ return;
+ }
+ struct ra_tex *img = *(struct ra_tex **)val->data;
+ struct d3d_tex *img_p = img->priv;
+ uavs[binding] = img_p->uav;
+ uavs_len = MPMAX(uavs_len, binding + 1);
+ break;
+ }
+ }
+
+ if (type == RA_RENDERPASS_TYPE_COMPUTE) {
+ renderpass_run_compute(ra, params, ubos, ubos_len, samplers, srvs,
+ samplers_len, uavs, uavs_len);
+ } else {
+ renderpass_run_raster(ra, params, ubos, ubos_len, samplers, srvs,
+ samplers_len, uavs, uavs_len);
+ }
+}
+
+static void timer_destroy(struct ra *ra, ra_timer *ratimer)
+{
+ if (!ratimer)
+ return;
+ struct d3d_timer *timer = ratimer;
+
+ SAFE_RELEASE(timer->ts_start);
+ SAFE_RELEASE(timer->ts_end);
+ SAFE_RELEASE(timer->disjoint);
+ talloc_free(timer);
+}
+
+static ra_timer *timer_create(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_timer *timer = talloc_zero(NULL, struct d3d_timer);
+ HRESULT hr;
+
+ hr = ID3D11Device_CreateQuery(p->dev,
+ &(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, &timer->ts_start);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create start query: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ hr = ID3D11Device_CreateQuery(p->dev,
+ &(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP }, &timer->ts_end);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create end query: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ // Measuring duration in D3D11 requires three queries: start and end
+ // timestamps, and a disjoint query containing a flag which says whether
+ // the timestamps are usable or if a discontinuity occured between them,
+ // like a change in power state or clock speed. The disjoint query also
+ // contains the timer frequency, so the timestamps are useless without it.
+ hr = ID3D11Device_CreateQuery(p->dev,
+ &(D3D11_QUERY_DESC) { D3D11_QUERY_TIMESTAMP_DISJOINT }, &timer->disjoint);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create timer query: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+
+ return timer;
+error:
+ timer_destroy(ra, timer);
+ return NULL;
+}
+
+static uint64_t timestamp_to_ns(uint64_t timestamp, uint64_t freq)
+{
+ static const uint64_t ns_per_s = 1000000000llu;
+ return timestamp / freq * ns_per_s + timestamp % freq * ns_per_s / freq;
+}
+
+static uint64_t timer_get_result(struct ra *ra, ra_timer *ratimer)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_timer *timer = ratimer;
+ HRESULT hr;
+
+ UINT64 start, end;
+ D3D11_QUERY_DATA_TIMESTAMP_DISJOINT dj;
+
+ hr = ID3D11DeviceContext_GetData(p->ctx,
+ (ID3D11Asynchronous *)timer->ts_end, &end, sizeof(end),
+ D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(hr) || hr == S_FALSE)
+ return 0;
+ hr = ID3D11DeviceContext_GetData(p->ctx,
+ (ID3D11Asynchronous *)timer->ts_start, &start, sizeof(start),
+ D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(hr) || hr == S_FALSE)
+ return 0;
+ hr = ID3D11DeviceContext_GetData(p->ctx,
+ (ID3D11Asynchronous *)timer->disjoint, &dj, sizeof(dj),
+ D3D11_ASYNC_GETDATA_DONOTFLUSH);
+ if (FAILED(hr) || hr == S_FALSE || dj.Disjoint || !dj.Frequency)
+ return 0;
+
+ return timestamp_to_ns(end - start, dj.Frequency);
+}
+
+static void timer_start(struct ra *ra, ra_timer *ratimer)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_timer *timer = ratimer;
+
+ // Latch the last result of this ra_timer (returned by timer_stop)
+ timer->result = timer_get_result(ra, ratimer);
+
+ ID3D11DeviceContext_Begin(p->ctx, (ID3D11Asynchronous *)timer->disjoint);
+ ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->ts_start);
+}
+
+static uint64_t timer_stop(struct ra *ra, ra_timer *ratimer)
+{
+ struct ra_d3d11 *p = ra->priv;
+ struct d3d_timer *timer = ratimer;
+
+ ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->ts_end);
+ ID3D11DeviceContext_End(p->ctx, (ID3D11Asynchronous *)timer->disjoint);
+
+ return timer->result;
+}
+
+static int map_msg_severity(D3D11_MESSAGE_SEVERITY sev)
+{
+ switch (sev) {
+ case D3D11_MESSAGE_SEVERITY_CORRUPTION:
+ return MSGL_FATAL;
+ case D3D11_MESSAGE_SEVERITY_ERROR:
+ return MSGL_ERR;
+ case D3D11_MESSAGE_SEVERITY_WARNING:
+ return MSGL_WARN;
+ default:
+ case D3D11_MESSAGE_SEVERITY_INFO:
+ case D3D11_MESSAGE_SEVERITY_MESSAGE:
+ return MSGL_DEBUG;
+ }
+}
+
+static void debug_marker(struct ra *ra, const char *msg)
+{
+ struct ra_d3d11 *p = ra->priv;
+ void *talloc_ctx = talloc_new(NULL);
+ HRESULT hr;
+
+ if (!p->iqueue)
+ goto done;
+
+ // Copy debug-layer messages to mpv's log output
+ bool printed_header = false;
+ uint64_t messages = ID3D11InfoQueue_GetNumStoredMessages(p->iqueue);
+ for (uint64_t i = 0; i < messages; i++) {
+ size_t len;
+ hr = ID3D11InfoQueue_GetMessage(p->iqueue, i, NULL, &len);
+ if (FAILED(hr) || !len)
+ goto done;
+
+ D3D11_MESSAGE *d3dmsg = talloc_size(talloc_ctx, len);
+ hr = ID3D11InfoQueue_GetMessage(p->iqueue, i, d3dmsg, &len);
+ if (FAILED(hr))
+ goto done;
+
+ int msgl = map_msg_severity(d3dmsg->Severity);
+ if (mp_msg_test(ra->log, msgl)) {
+ if (!printed_header)
+ MP_INFO(ra, "%s:\n", msg);
+ printed_header = true;
+
+ MP_MSG(ra, msgl, "%d: %.*s\n", (int)d3dmsg->ID,
+ (int)d3dmsg->DescriptionByteLength, d3dmsg->pDescription);
+ talloc_free(d3dmsg);
+ }
+ }
+
+ ID3D11InfoQueue_ClearStoredMessages(p->iqueue);
+done:
+ talloc_free(talloc_ctx);
+}
+
+static void destroy(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+
+ // Release everything except the interfaces needed to perform leak checking
+ SAFE_RELEASE(p->clear_ps);
+ SAFE_RELEASE(p->clear_vs);
+ SAFE_RELEASE(p->clear_layout);
+ SAFE_RELEASE(p->clear_vbuf);
+ SAFE_RELEASE(p->clear_cbuf);
+ SAFE_RELEASE(p->blit_float_ps);
+ SAFE_RELEASE(p->blit_vs);
+ SAFE_RELEASE(p->blit_layout);
+ SAFE_RELEASE(p->blit_vbuf);
+ SAFE_RELEASE(p->blit_sampler);
+ SAFE_RELEASE(p->vbuf);
+ SAFE_RELEASE(p->ctx1);
+ SAFE_RELEASE(p->dev1);
+ SAFE_RELEASE(p->dev);
+
+ if (p->debug && p->ctx) {
+ // Destroy the device context synchronously so referenced objects don't
+ // show up in the leak check
+ ID3D11DeviceContext_ClearState(p->ctx);
+ ID3D11DeviceContext_Flush(p->ctx);
+ }
+ SAFE_RELEASE(p->ctx);
+
+ if (p->debug) {
+ // Report any leaked objects
+ debug_marker(ra, "after destroy");
+ ID3D11Debug_ReportLiveDeviceObjects(p->debug, D3D11_RLDO_DETAIL);
+ debug_marker(ra, "after leak check");
+ ID3D11Debug_ReportLiveDeviceObjects(p->debug, D3D11_RLDO_SUMMARY);
+ debug_marker(ra, "after leak summary");
+ }
+ SAFE_RELEASE(p->debug);
+ SAFE_RELEASE(p->iqueue);
+
+ talloc_free(ra);
+}
+
+static struct ra_fns ra_fns_d3d11 = {
+ .destroy = destroy,
+ .tex_create = tex_create,
+ .tex_destroy = tex_destroy,
+ .tex_upload = tex_upload,
+ .buf_create = buf_create,
+ .buf_destroy = buf_destroy,
+ .buf_update = buf_update,
+ .clear = clear,
+ .blit = blit,
+ .uniform_layout = std140_layout,
+ .desc_namespace = desc_namespace,
+ .renderpass_create = renderpass_create,
+ .renderpass_destroy = renderpass_destroy,
+ .renderpass_run = renderpass_run,
+ .timer_create = timer_create,
+ .timer_destroy = timer_destroy,
+ .timer_start = timer_start,
+ .timer_stop = timer_stop,
+ .debug_marker = debug_marker,
+};
+
+void ra_d3d11_flush(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ ID3D11DeviceContext_Flush(p->ctx);
+}
+
+static void init_debug_layer(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ HRESULT hr;
+
+ hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11Debug,
+ (void**)&p->debug);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to get debug device: %s\n", mp_HRESULT_to_str(hr));
+ return;
+ }
+
+ hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11InfoQueue,
+ (void**)&p->iqueue);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to get info queue: %s\n", mp_HRESULT_to_str(hr));
+ return;
+ }
+
+ // Store an unlimited amount of messages in the buffer. This is fine
+ // because we flush stored messages regularly (in debug_marker.)
+ ID3D11InfoQueue_SetMessageCountLimit(p->iqueue, -1);
+
+ // Filter some annoying messages
+ D3D11_MESSAGE_ID deny_ids[] = {
+ // This error occurs during context creation when we try to figure out
+ // the real maximum texture size by attempting to create a texture
+ // larger than the current feature level allows.
+ D3D11_MESSAGE_ID_CREATETEXTURE2D_INVALIDDIMENSIONS,
+
+ // These are normal. The RA timer queue habitually reuses timer objects
+ // without retrieving the results.
+ D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
+ D3D11_MESSAGE_ID_QUERY_END_ABANDONING_PREVIOUS_RESULTS,
+ };
+ D3D11_INFO_QUEUE_FILTER filter = {
+ .DenyList = {
+ .NumIDs = MP_ARRAY_SIZE(deny_ids),
+ .pIDList = deny_ids,
+ },
+ };
+ ID3D11InfoQueue_PushStorageFilter(p->iqueue, &filter);
+}
+
+static bool load_d3d_compiler(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ HMODULE d3dcompiler = NULL;
+
+ // Try the inbox D3DCompiler first (Windows 8.1 and up)
+ if (IsWindows8Point1OrGreater()) {
+ d3dcompiler = LoadLibraryExW(L"d3dcompiler_47.dll", NULL,
+ LOAD_LIBRARY_SEARCH_SYSTEM32);
+ }
+ // Check for a packaged version of d3dcompiler_47.dll
+ if (!d3dcompiler)
+ d3dcompiler = LoadLibraryW(L"d3dcompiler_47.dll");
+ // Try d3dcompiler_46.dll from the Windows 8 SDK
+ if (!d3dcompiler)
+ d3dcompiler = LoadLibraryW(L"d3dcompiler_46.dll");
+ // Try d3dcompiler_43.dll from the June 2010 DirectX SDK
+ if (!d3dcompiler)
+ d3dcompiler = LoadLibraryW(L"d3dcompiler_43.dll");
+ // Can't find any compiler DLL, so give up
+ if (!d3dcompiler)
+ return false;
+
+ p->D3DCompile = (pD3DCompile)GetProcAddress(d3dcompiler, "D3DCompile");
+ if (!p->D3DCompile)
+ return false;
+ return true;
+}
+
+static void find_max_texture_dimension(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+
+ D3D11_TEXTURE2D_DESC desc = {
+ .Width = ra->max_texture_wh,
+ .Height = ra->max_texture_wh,
+ .MipLevels = 1,
+ .ArraySize = 1,
+ .SampleDesc.Count = 1,
+ .Format = DXGI_FORMAT_R8_UNORM,
+ .BindFlags = D3D11_BIND_SHADER_RESOURCE,
+ };
+ while (true) {
+ desc.Height = desc.Width *= 2;
+ if (desc.Width >= 0x8000000u)
+ return;
+ if (FAILED(ID3D11Device_CreateTexture2D(p->dev, &desc, NULL, NULL)))
+ return;
+ ra->max_texture_wh = desc.Width;
+ }
+}
+
+struct ra *ra_d3d11_create(ID3D11Device *dev, struct mp_log *log,
+ struct spirv_compiler *spirv)
+{
+ HRESULT hr;
+
+ struct ra *ra = talloc_zero(NULL, struct ra);
+ ra->log = log;
+ ra->fns = &ra_fns_d3d11;
+
+ // Even Direct3D 10level9 supports 3D textures
+ ra->caps = RA_CAP_TEX_3D | RA_CAP_DIRECT_UPLOAD | RA_CAP_BUF_RO |
+ RA_CAP_BLIT | spirv->ra_caps;
+
+ ra->glsl_version = spirv->glsl_version;
+ ra->glsl_vulkan = true;
+
+ struct ra_d3d11 *p = ra->priv = talloc_zero(ra, struct ra_d3d11);
+ p->spirv = spirv;
+
+ int minor = 0;
+ ID3D11Device_AddRef(dev);
+ p->dev = dev;
+ ID3D11Device_GetImmediateContext(p->dev, &p->ctx);
+ hr = ID3D11Device_QueryInterface(p->dev, &IID_ID3D11Device1,
+ (void**)&p->dev1);
+ if (SUCCEEDED(hr)) {
+ minor = 1;
+ ID3D11Device1_GetImmediateContext1(p->dev1, &p->ctx1);
+
+ D3D11_FEATURE_DATA_D3D11_OPTIONS fopts = { 0 };
+ hr = ID3D11Device_CheckFeatureSupport(p->dev,
+ D3D11_FEATURE_D3D11_OPTIONS, &fopts, sizeof(fopts));
+ if (SUCCEEDED(hr)) {
+ p->has_clear_view = fopts.ClearView;
+ }
+ }
+
+ MP_VERBOSE(ra, "Using Direct3D 11.%d runtime\n", minor);
+
+ p->fl = ID3D11Device_GetFeatureLevel(p->dev);
+ if (p->fl >= D3D_FEATURE_LEVEL_11_0) {
+ ra->max_texture_wh = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ } else if (p->fl >= D3D_FEATURE_LEVEL_10_0) {
+ ra->max_texture_wh = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ } else if (p->fl >= D3D_FEATURE_LEVEL_9_3) {
+ ra->max_texture_wh = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ } else {
+ ra->max_texture_wh = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
+ }
+
+ // Some 10_0 hardware has compute shaders, but only 11_0 has image load/store
+ if (p->fl >= D3D_FEATURE_LEVEL_11_0) {
+ ra->caps |= RA_CAP_COMPUTE | RA_CAP_BUF_RW;
+ ra->max_shmem = 32 * 1024;
+ }
+
+ if (p->fl >= D3D_FEATURE_LEVEL_11_1 && minor >= 1) {
+ p->max_uavs = D3D11_1_UAV_SLOT_COUNT;
+ } else {
+ p->max_uavs = D3D11_PS_CS_UAV_REGISTER_COUNT;
+ }
+
+ if (ID3D11Device_GetCreationFlags(p->dev) & D3D11_CREATE_DEVICE_DEBUG)
+ init_debug_layer(ra);
+
+ // According to MSDN, the above texture sizes are just minimums and drivers
+ // may support larger textures. See:
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/ff476874.aspx
+ find_max_texture_dimension(ra);
+ MP_VERBOSE(ra, "Maximum Texture2D size: %dx%d\n", ra->max_texture_wh,
+ ra->max_texture_wh);
+
+ if (!load_d3d_compiler(ra)) {
+ MP_FATAL(ra, "Could not find D3DCompiler DLL\n");
+ goto error;
+ }
+
+ setup_formats(ra);
+
+ // The rasterizer state never changes, so set it up here
+ ID3D11RasterizerState *rstate;
+ D3D11_RASTERIZER_DESC rdesc = {
+ .FillMode = D3D11_FILL_SOLID,
+ .CullMode = D3D11_CULL_NONE,
+ .FrontCounterClockwise = FALSE,
+ .DepthClipEnable = TRUE, // Required for 10level9
+ .ScissorEnable = TRUE,
+ };
+ hr = ID3D11Device_CreateRasterizerState(p->dev, &rdesc, &rstate);
+ if (FAILED(hr)) {
+ MP_ERR(ra, "Failed to create rasterizer state: %s\n", mp_HRESULT_to_str(hr));
+ goto error;
+ }
+ ID3D11DeviceContext_RSSetState(p->ctx, rstate);
+ SAFE_RELEASE(rstate);
+
+ // If the device doesn't support ClearView, we have to set up a
+ // shader-based clear() implementation
+ if (!p->has_clear_view && !setup_clear_rpass(ra))
+ goto error;
+
+ if (!setup_blit_rpass(ra))
+ goto error;
+
+ return ra;
+
+error:
+ destroy(ra);
+ return NULL;
+}
+
+ID3D11Device *ra_d3d11_get_device(struct ra *ra)
+{
+ struct ra_d3d11 *p = ra->priv;
+ ID3D11Device_AddRef(p->dev);
+ return p->dev;
+}
+
+bool ra_is_d3d11(struct ra *ra)
+{
+ return ra->fns == &ra_fns_d3d11;
+}
diff --git a/video/out/d3d11/ra_d3d11.h b/video/out/d3d11/ra_d3d11.h
new file mode 100644
index 0000000000..eeadc7994e
--- /dev/null
+++ b/video/out/d3d11/ra_d3d11.h
@@ -0,0 +1,34 @@
+#pragma once
+
+#include <stdbool.h>
+#include <windows.h>
+#include <d3d11.h>
+#include <dxgi1_2.h>
+
+#include "video/out/gpu/ra.h"
+#include "video/out/gpu/spirv.h"
+
+// Create an RA instance from a D3D11 device. This takes a reference to the
+// device, which is released when the RA instance is destroyed.
+struct ra *ra_d3d11_create(ID3D11Device *device, struct mp_log *log,
+ struct spirv_compiler *spirv);
+
+// Flush the immediate context of the wrapped D3D11 device
+void ra_d3d11_flush(struct ra *ra);
+
+// Create an RA texture from a D3D11 resource. This takes a reference to the
+// texture, which is released when the RA texture is destroyed.
+struct ra_tex *ra_d3d11_wrap_tex(struct ra *ra, ID3D11Resource *res);
+
+// As above, but for a D3D11VA video resource. The fmt parameter selects which
+// plane of a planar format will be mapped when the RA texture is used.
+struct ra_tex *ra_d3d11_wrap_tex_video(struct ra *ra, ID3D11Texture2D *res,
+ int w, int h,
+ const struct ra_format *fmt);
+
+// Get the underlying D3D11 device from an RA instance. The returned device is
+// refcounted and must be released by the caller.
+ID3D11Device *ra_d3d11_get_device(struct ra *ra);
+
+// True if the RA instance was created with ra_d3d11_create()
+bool ra_is_d3d11(struct ra *ra);
diff --git a/video/out/gpu/context.c b/video/out/gpu/context.c
index 8dc8a5c71f..36f9c2dad5 100644
--- a/video/out/gpu/context.c
+++ b/video/out/gpu/context.c
@@ -53,7 +53,14 @@ extern const struct ra_ctx_fns ra_ctx_vulkan_wayland;
extern const struct ra_ctx_fns ra_ctx_vulkan_win;
extern const struct ra_ctx_fns ra_ctx_vulkan_xlib;
+/* Direct3D 11 */
+extern const struct ra_ctx_fns ra_ctx_d3d11;
+
static const struct ra_ctx_fns *contexts[] = {
+#if HAVE_D3D11
+ &ra_ctx_d3d11,
+#endif
+
// OpenGL contexts:
#if HAVE_ANDROID
&ra_ctx_android,
diff --git a/video/out/opengl/d3d11_helpers.c b/video/out/gpu/d3d11_helpers.c
index d9b7fc2804..7912a8c23a 100644
--- a/video/out/opengl/d3d11_helpers.c
+++ b/video/out/gpu/d3d11_helpers.c
@@ -46,6 +46,8 @@ static int get_feature_levels(int max_fl, int min_fl,
const D3D_FEATURE_LEVEL **out)
{
static const D3D_FEATURE_LEVEL levels[] = {
+ D3D_FEATURE_LEVEL_12_1,
+ D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
@@ -71,7 +73,8 @@ static int get_feature_levels(int max_fl, int min_fl,
}
static HRESULT create_device(struct mp_log *log, bool warp, bool bgra,
- int max_fl, int min_fl, ID3D11Device **dev)
+ bool debug, int max_fl, int min_fl,
+ ID3D11Device **dev)
{
const D3D_FEATURE_LEVEL *levels;
int levels_len = get_feature_levels(max_fl, min_fl, &levels);
@@ -82,7 +85,11 @@ static HRESULT create_device(struct mp_log *log, bool warp, bool bgra,
D3D_DRIVER_TYPE type = warp ? D3D_DRIVER_TYPE_WARP
: D3D_DRIVER_TYPE_HARDWARE;
- UINT flags = bgra ? D3D11_CREATE_DEVICE_BGRA_SUPPORT : 0;
+ UINT flags = 0;
+ if (bgra)
+ flags |= D3D11_CREATE_DEVICE_BGRA_SUPPORT;
+ if (debug)
+ flags |= D3D11_CREATE_DEVICE_DEBUG;
return pD3D11CreateDevice(NULL, type, NULL, flags, levels, levels_len,
D3D11_SDK_VERSION, dev, NULL, NULL);
}
@@ -116,7 +123,7 @@ bool mp_d3d11_create_present_device(struct mp_log *log,
max_fl = max_fl ? max_fl : D3D_FEATURE_LEVEL_11_0;
min_fl = min_fl ? min_fl : D3D_FEATURE_LEVEL_9_1;
- hr = create_device(log, warp, bgra, max_fl, min_fl, &dev);
+ hr = create_device(log, warp, bgra, opts->debug, max_fl, min_fl, &dev);
if (SUCCEEDED(hr))
break;
@@ -127,8 +134,19 @@ bool mp_d3d11_create_present_device(struct mp_log *log,
continue;
}
+ // Trying to create a D3D_FEATURE_LEVEL_12_0 device on Windows 8.1 or
+ // below will not succeed. Try an 11_1 device.
+ if (max_fl >= D3D_FEATURE_LEVEL_12_0 &&
+ min_fl <= D3D_FEATURE_LEVEL_11_1)
+ {
+ mp_dbg(log, "Failed to create 12_0+ device, trying 11_1\n");
+ max_fl = D3D_FEATURE_LEVEL_11_1;
+ bgra = true;
+ continue;
+ }
+
// Trying to create a D3D_FEATURE_LEVEL_11_1 device on Windows 7
- // without the platform update will not succeed. Try a 11_0 device.
+ // without the platform update will not succeed. Try an 11_0 device.
if (max_fl >= D3D_FEATURE_LEVEL_11_1 &&
min_fl <= D3D_FEATURE_LEVEL_11_0)
{
diff --git a/video/out/opengl/d3d11_helpers.h b/video/out/gpu/d3d11_helpers.h
index f34d1d4def..6d99c62a51 100644
--- a/video/out/opengl/d3d11_helpers.h
+++ b/video/out/gpu/d3d11_helpers.h
@@ -23,7 +23,13 @@
#include <d3d11.h>
#include <dxgi1_2.h>
+#define D3D_FEATURE_LEVEL_12_0 (0xc000)
+#define D3D_FEATURE_LEVEL_12_1 (0xc100)
+
struct d3d11_device_opts {
+ // Enable the debug layer (D3D11_CREATE_DEVICE_DEBUG)
+ bool debug;
+
// Allow a software (WARP) adapter. Note, sometimes a software adapter will
// be used even when allow_warp is false. This is because, on Windows 8 and
// up, if there are no hardware adapters, Windows will pretend the WARP
diff --git a/video/out/gpu/hwdec.c b/video/out/gpu/hwdec.c
index 9c51a66183..0a6a4de32a 100644
--- a/video/out/gpu/hwdec.c
+++ b/video/out/gpu/hwdec.c
@@ -34,6 +34,7 @@ extern const struct ra_hwdec_driver ra_hwdec_d3d11egl;
extern const struct ra_hwdec_driver ra_hwdec_d3d11eglrgb;
extern const struct ra_hwdec_driver ra_hwdec_dxva2gldx;
extern const struct ra_hwdec_driver ra_hwdec_dxva2;
+extern const struct ra_hwdec_driver ra_hwdec_d3d11va;
extern const struct ra_hwdec_driver ra_hwdec_cuda;
extern const struct ra_hwdec_driver ra_hwdec_cuda_nvdec;
extern const struct ra_hwdec_driver ra_hwdec_rpi_overlay;
@@ -58,6 +59,9 @@ static const struct ra_hwdec_driver *const mpgl_hwdec_drivers[] = {
#if HAVE_D3D9_HWACCEL
&ra_hwdec_dxva2egl,
#endif
+ #if HAVE_D3D11
+ &ra_hwdec_d3d11va,
+ #endif
#endif
#if HAVE_GL_DXINTEROP_D3D9
&ra_hwdec_dxva2gldx,
diff --git a/video/out/opengl/context_angle.c b/video/out/opengl/context_angle.c
index 0b665e27bf..b504293db5 100644
--- a/video/out/opengl/context_angle.c
+++ b/video/out/opengl/context_angle.c
@@ -24,7 +24,7 @@
#include "angle_dynamic.h"
#include "egl_helpers.h"
-#include "d3d11_helpers.h"
+#include "video/out/gpu/d3d11_helpers.h"
#include "common/common.h"
#include "options/m_config.h"
diff --git a/wscript b/wscript
index ad17012bec..50cbccf2ce 100644
--- a/wscript
+++ b/wscript
@@ -754,6 +754,19 @@ video_output_features = [
'deps': 'win32-desktop && gpl',
'func': check_cc(header_name='d3d9.h'),
}, {
+ 'name': '--shaderc',
+ 'desc': 'libshaderc SPIR-V compiler',
+ 'func': check_cc(header_name='shaderc/shaderc.h', lib='shaderc_shared'),
+ }, {
+ 'name': '--crossc',
+ 'desc': 'libcrossc SPIR-V translator',
+ 'func': check_pkg_config('crossc'),
+ }, {
+ 'name': '--d3d11',
+ 'desc': 'Direct3D 11 video output',
+ 'deps': 'win32-desktop && shaderc && crossc',
+ 'func': check_cc(header_name=['d3d11_1.h', 'dxgi1_2.h']),
+ }, {
# We need MMAL/bcm_host/dispmanx APIs. Also, most RPI distros require
# every project to hardcode the paths to the include directories. Also,
# these headers are so broken that they spam tons of warnings by merely
@@ -807,10 +820,6 @@ video_output_features = [
'desc': 'Vulkan context support',
'func': check_pkg_config('vulkan'),
}, {
- 'name': '--shaderc',
- 'desc': 'libshaderc SPIR-V compiler',
- 'func': check_cc(header_name='shaderc/shaderc.h', lib='shaderc_shared'),
- }, {
'name': 'egl-helpers',
'desc': 'EGL helper functions',
'deps': 'egl-x11 || mali-fbdev || rpi || gl-wayland || egl-drm || ' +
diff --git a/wscript_build.py b/wscript_build.py
index dbf27171d7..a2971176a3 100644
--- a/wscript_build.py
+++ b/wscript_build.py
@@ -401,8 +401,12 @@ def build(ctx):
( "video/out/cocoa_common.m", "cocoa" ),
( "video/out/dither.c" ),
( "video/out/filter_kernels.c" ),
+ ( "video/out/d3d11/context.c", "d3d11" ),
+ ( "video/out/d3d11/hwdec_d3d11va.c", "d3d11 && d3d-hwaccel" ),
+ ( "video/out/d3d11/ra_d3d11.c", "d3d11" ),
( "video/out/opengl/angle_dynamic.c", "egl-angle" ),
( "video/out/gpu/context.c" ),
+ ( "video/out/gpu/d3d11_helpers.c", "d3d11 || egl-angle-win32" ),
( "video/out/gpu/hwdec.c" ),
( "video/out/gpu/lcms.c" ),
( "video/out/gpu/osd.c" ),
@@ -432,7 +436,6 @@ def build(ctx):
( "video/out/opengl/context_glx.c", "gl-x11" ),
( "video/out/opengl/context_x11egl.c", "egl-x11" ),
( "video/out/opengl/cuda_dynamic.c", "cuda-hwaccel" ),
- ( "video/out/opengl/d3d11_helpers.c", "egl-angle-win32" ),
( "video/out/opengl/egl_helpers.c", "egl-helpers" ),
( "video/out/opengl/hwdec_cuda.c", "cuda-hwaccel" ),
( "video/out/opengl/hwdec_d3d11egl.c", "d3d-hwaccel" ),