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authorGravatar wm4 <wm4@nowhere>2012-11-05 17:02:04 +0100
committerGravatar wm4 <wm4@nowhere>2012-11-12 20:06:14 +0100
commitd4bdd0473d6f43132257c9fb3848d829755167a3 (patch)
tree8021c2f7da1841393c8c832105e20cd527826d6c /video/out/vo_direct3d.c
parentbd48deba77bd5582c5829d6fe73a7d2571088aba (diff)
Rename directories, move files (step 1 of 2) (does not compile)
Tis drops the silly lib prefixes, and attempts to organize the tree in a more logical way. Make the top-level directory less cluttered as well. Renames the following directories: libaf -> audio/filter libao2 -> audio/out libvo -> video/out libmpdemux -> demux Split libmpcodecs: vf* -> video/filter vd*, dec_video.* -> video/decode mp_image*, img_format*, ... -> video/ ad*, dec_audio.* -> audio/decode libaf/format.* is moved to audio/ - this is similar to how mp_image.* is located in video/. Move most top-level .c/.h files to core. (talloc.c/.h is left on top- level, because it's external.) Park some of the more annoying files in compat/. Some of these are relicts from the time mplayer used ffmpeg internals. sub/ is not split, because it's too much of a mess (subtitle code is mixed with OSD display and rendering). Maybe the organization of core is not ideal: it mixes playback core (like mplayer.c) and utility helpers (like bstr.c/h). Should the need arise, the playback core will be moved somewhere else, while core contains all helper and common code.
Diffstat (limited to 'video/out/vo_direct3d.c')
-rw-r--r--video/out/vo_direct3d.c2101
1 files changed, 2101 insertions, 0 deletions
diff --git a/video/out/vo_direct3d.c b/video/out/vo_direct3d.c
new file mode 100644
index 0000000000..294a101ffe
--- /dev/null
+++ b/video/out/vo_direct3d.c
@@ -0,0 +1,2101 @@
+/*
+ * Copyright (c) 2008 Georgi Petrov (gogothebee) <gogothebee@gmail.com>
+ *
+ * This file is part of MPlayer.
+ *
+ * MPlayer is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * MPlayer 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 General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with MPlayer; if not, write to the Free Software Foundation, Inc.,
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+ */
+
+#include <windows.h>
+#include <errno.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <stdbool.h>
+#include <assert.h>
+#include <d3d9.h>
+#include "config.h"
+#include "options.h"
+#include "subopt-helper.h"
+#include "talloc.h"
+#include "video_out.h"
+#include "libmpcodecs/vfcap.h"
+#include "csputils.h"
+#include "libmpcodecs/mp_image.h"
+#include "libmpcodecs/img_format.h"
+#include "fastmemcpy.h"
+#include "mp_msg.h"
+#include "aspect.h"
+#include "w32_common.h"
+#include "libavutil/common.h"
+#include "sub/sub.h"
+#include "bitmap_packer.h"
+
+// shaders generated by fxc.exe from d3d_shader_yuv.hlsl
+#include "d3d_shader_yuv.h"
+#include "d3d_shader_yuv_2ch.h"
+
+
+// TODO: beg someone to add this (there is already IMGFMT_Y8)
+// equals MAKEFOURCC('Y', '1', '6', ' ')
+#define IMGFMT_Y16 0x20363159
+#define IMGFMT_A8Y8 MAKEFOURCC('A', '8', 'Y', '8')
+
+#define IMGFMT_IS_Y(x) ((x) == IMGFMT_Y8 || (x) == IMGFMT_Y16 || (x) == IMGFMT_A8Y8)
+#define IMGFMT_Y_DEPTH(x) ((x) == IMGFMT_Y8 ? 8 : 16)
+
+#define DEVTYPE D3DDEVTYPE_HAL
+//#define DEVTYPE D3DDEVTYPE_REF
+
+#define D3DFVF_OSD_VERTEX (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_DIFFUSE)
+
+typedef struct {
+ float x, y, z;
+ D3DCOLOR color;
+ float tu, tv;
+} vertex_osd;
+
+#define D3DFVF_VIDEO_VERTEX (D3DFVF_XYZ | D3DFVF_TEX3)
+
+typedef struct {
+ float x, y, z;
+ // pairs of texture coordinates for up to 3 planes
+ float t[3][2];
+} vertex_video;
+
+
+struct d3dtex {
+ // user-requested size
+ int w, h;
+ // allocated texture size
+ int tex_w, tex_h;
+ // D3DPOOL_SYSTEMMEM (or others) texture:
+ // - can be locked in order to write (and even read) data
+ // - can _not_ (probably) be used as texture for rendering
+ // This is always non-NULL if d3dtex_allocate succeeds.
+ IDirect3DTexture9 *system;
+ // D3DPOOL_DEFAULT texture:
+ // - can't be locked (Probably.)
+ // - must be used for rendering
+ // This will be NULL on systems with device_texture_sys != 0.
+ IDirect3DTexture9 *device;
+};
+
+struct texplane {
+ int bytes_per_pixel;
+ int bits_per_pixel;
+ // chroma shifts
+ // e.g. get the plane's width in pixels with (priv->src_width >> shift_x)
+ int shift_x, shift_y;
+ D3DFORMAT d3d_format;
+ struct d3dtex texture;
+ // temporary locking during uploading the frame (e.g. for draw_slice)
+ D3DLOCKED_RECT locked_rect;
+ // value used to clear the image with memset (YUV chroma planes do not use
+ // the value 0 for this)
+ uint8_t clearval;
+};
+
+struct osdpart {
+ enum sub_bitmap_format format;
+ int bitmap_id, bitmap_pos_id;
+ struct d3dtex texture;
+ int num_vertices;
+ vertex_osd *vertices;
+ struct bitmap_packer *packer;
+};
+
+/* Global variables "priv" structure. I try to keep their count low.
+ */
+typedef struct d3d_priv {
+ int opt_prefer_stretchrect;
+ int opt_disable_textures;
+ int opt_disable_stretchrect;
+ int opt_disable_shaders;
+ int opt_only_8bit;
+ int opt_disable_osd;
+ int opt_disable_texture_align;
+ // debugging
+ int opt_force_power_of_2;
+ int opt_texture_memory;
+ int opt_swap_discard;
+ int opt_exact_backbuffer;
+ int opt_16bit_textures;
+
+ struct vo *vo;
+
+ int is_clear_needed; /**< 1 = Clear the backbuffer before StretchRect
+ 0 = (default) Don't clear it */
+ D3DLOCKED_RECT locked_rect; /**< The locked offscreen surface */
+ RECT fs_movie_rect; /**< Rect (upscaled) of the movie when displayed
+ in fullscreen */
+ RECT fs_panscan_rect; /**< PanScan source surface cropping in
+ fullscreen */
+ int src_width; /**< Source (movie) width */
+ int src_height; /**< Source (movie) heigth */
+ struct mp_osd_res osd_res;
+ int image_format; /**< mplayer image format */
+ bool use_textures; /**< use 3D texture rendering, instead of
+ StretchRect */
+ bool use_shaders; /**< use shader for YUV color conversion
+ (or possibly for RGB video equalizers) */
+ bool use_2ch_hack; /**< 2 byte YUV formats use 2 channel hack */
+
+ int plane_count;
+ struct texplane planes[3];
+
+ IDirect3DPixelShader9 *pixel_shader;
+ const BYTE *pixel_shader_data;
+
+ D3DFORMAT movie_src_fmt; /**< Movie colorspace format (depends on
+ the movie's codec) */
+ D3DFORMAT desktop_fmt; /**< Desktop (screen) colorspace format.
+ Usually XRGB */
+
+ HANDLE d3d9_dll; /**< d3d9 Library HANDLE */
+ IDirect3D9 * (WINAPI *pDirect3DCreate9)(UINT); /**< pointer to Direct3DCreate9 function */
+
+ LPDIRECT3D9 d3d_handle; /**< Direct3D Handle */
+ LPDIRECT3DDEVICE9 d3d_device; /**< The Direct3D Adapter */
+ bool d3d_in_scene; /**< BeginScene was called, EndScene not */
+ IDirect3DSurface9 *d3d_surface; /**< Offscreen Direct3D Surface. MPlayer
+ renders inside it. Uses colorspace
+ priv->movie_src_fmt */
+ IDirect3DSurface9 *d3d_backbuf; /**< Video card's back buffer (used to
+ display next frame) */
+ int cur_backbuf_width; /**< Current backbuffer width */
+ int cur_backbuf_height; /**< Current backbuffer height */
+ int device_caps_power2_only; /**< 1 = texture sizes have to be power 2
+ 0 = texture sizes can be anything */
+ int device_caps_square_only; /**< 1 = textures have to be square
+ 0 = textures do not have to be square */
+ int device_texture_sys; /**< 1 = device can texture from system memory
+ 0 = device requires shadow */
+ int max_texture_width; /**< from the device capabilities */
+ int max_texture_height; /**< from the device capabilities */
+
+ D3DMATRIX d3d_colormatrix;
+ float d3d_depth_vector[4];
+ struct mp_csp_details colorspace;
+ struct mp_csp_equalizer video_eq;
+
+ struct osdpart *osd[MAX_OSD_PARTS];
+} d3d_priv;
+
+struct fmt_entry {
+ const unsigned int mplayer_fmt; /**< Given by MPlayer */
+ const D3DFORMAT fourcc; /**< Required by D3D's test function */
+};
+
+/* Map table from reported MPlayer format to the required
+ fourcc. This is needed to perform the format query. */
+
+static const struct fmt_entry fmt_table[] = {
+ // planar YUV
+ {IMGFMT_YV12, MAKEFOURCC('Y','V','1','2')},
+ {IMGFMT_I420, MAKEFOURCC('I','4','2','0')},
+ {IMGFMT_IYUV, MAKEFOURCC('I','Y','U','V')},
+ {IMGFMT_YVU9, MAKEFOURCC('Y','V','U','9')},
+ // packed YUV
+ {IMGFMT_YUY2, D3DFMT_YUY2},
+ {IMGFMT_UYVY, D3DFMT_UYVY},
+ // packed RGB
+ {IMGFMT_BGR32, D3DFMT_X8R8G8B8},
+ {IMGFMT_RGB32, D3DFMT_X8B8G8R8},
+ {IMGFMT_BGR24, D3DFMT_R8G8B8}, //untested
+ {IMGFMT_BGR16, D3DFMT_R5G6B5},
+ {IMGFMT_BGR15, D3DFMT_X1R5G5B5},
+ {IMGFMT_BGR8 , D3DFMT_R3G3B2}, //untested
+ // grayscale (can be considered both packed and planar)
+ {IMGFMT_Y8, D3DFMT_L8},
+ {IMGFMT_Y16, D3DFMT_L16},
+ {IMGFMT_A8Y8, D3DFMT_A8L8},
+ {0},
+};
+
+static const D3DFORMAT osd_fmt_table[SUBBITMAP_COUNT] = {
+ [SUBBITMAP_LIBASS] = D3DFMT_A8,
+ [SUBBITMAP_RGBA] = D3DFMT_A8R8G8B8,
+};
+static const bool osd_fmt_supported[SUBBITMAP_COUNT] = {
+ [SUBBITMAP_LIBASS] = true,
+ [SUBBITMAP_RGBA] = true,
+};
+
+
+static void update_colorspace(d3d_priv *priv);
+static void d3d_clear_video_textures(d3d_priv *priv);
+static bool resize_d3d(d3d_priv *priv);
+static uint32_t d3d_draw_frame(d3d_priv *priv);
+static int draw_slice(struct vo *vo, uint8_t *src[], int stride[], int w, int h,
+ int x, int y);
+static void uninit(struct vo *vo);
+static void flip_page(struct vo *vo);
+static mp_image_t *get_screenshot(d3d_priv *priv);
+static mp_image_t *get_window_screenshot(d3d_priv *priv);
+
+
+static void d3d_matrix_identity(D3DMATRIX *m)
+{
+ memset(m, 0, sizeof(D3DMATRIX));
+ m->_11 = m->_22 = m->_33 = m->_44 = 1.0f;
+}
+
+static void d3d_matrix_ortho(D3DMATRIX *m, float left, float right,
+ float bottom, float top)
+{
+ d3d_matrix_identity(m);
+ m->_11 = 2.0f / (right - left);
+ m->_22 = 2.0f / (top - bottom);
+ m->_33 = 1.0f;
+ m->_41 = -(right + left) / (right - left);
+ m->_42 = -(top + bottom) / (top - bottom);
+ m->_43 = 0;
+ m->_44 = 1.0f;
+}
+
+/****************************************************************************
+ * *
+ * *
+ * *
+ * Direct3D specific implementation functions *
+ * *
+ * *
+ * *
+ ****************************************************************************/
+
+static bool d3d_begin_scene(d3d_priv *priv)
+{
+ if (!priv->d3d_in_scene) {
+ if (FAILED(IDirect3DDevice9_BeginScene(priv->d3d_device))) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>BeginScene failed.\n");
+ return false;
+ }
+ priv->d3d_in_scene = true;
+ }
+ return true;
+}
+
+/** @brief Calculate scaled fullscreen movie rectangle with
+ * preserved aspect ratio.
+ */
+static void calc_fs_rect(d3d_priv *priv)
+{
+ struct mp_rect src_rect;
+ struct mp_rect dst_rect;
+ vo_get_src_dst_rects(priv->vo, &src_rect, &dst_rect, &priv->osd_res);
+
+ priv->fs_movie_rect.left = dst_rect.x0;
+ priv->fs_movie_rect.right = dst_rect.x1;
+ priv->fs_movie_rect.top = dst_rect.y0;
+ priv->fs_movie_rect.bottom = dst_rect.y1;
+ priv->fs_panscan_rect.left = src_rect.x0;
+ priv->fs_panscan_rect.right = src_rect.x1;
+ priv->fs_panscan_rect.top = src_rect.y0;
+ priv->fs_panscan_rect.bottom = src_rect.y1;
+
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Video rectangle: t: %ld, l: %ld, r: %ld, b:%ld\n",
+ priv->fs_movie_rect.top, priv->fs_movie_rect.left,
+ priv->fs_movie_rect.right, priv->fs_movie_rect.bottom);
+
+ /* The backbuffer should be cleared before next StretchRect. This is
+ * necessary because our new draw area could be smaller than the
+ * previous one used by StretchRect and without it, leftovers from the
+ * previous frame will be left. */
+ priv->is_clear_needed = 1;
+}
+
+// Adjust the texture size *width/*height to fit the requirements of the D3D
+// device. The texture size is only increased.
+static void d3d_fix_texture_size(d3d_priv *priv, int *width, int *height)
+{
+ int tex_width = *width;
+ int tex_height = *height;
+
+ // avoid nasty special cases with 0-sized textures and texture sizes
+ tex_width = FFMAX(tex_width, 1);
+ tex_height = FFMAX(tex_height, 1);
+
+ if (priv->device_caps_power2_only) {
+ tex_width = 1;
+ tex_height = 1;
+ while (tex_width < *width) tex_width <<= 1;
+ while (tex_height < *height) tex_height <<= 1;
+ }
+ if (priv->device_caps_square_only)
+ /* device only supports square textures */
+ tex_width = tex_height = FFMAX(tex_width, tex_height);
+ // better round up to a multiple of 16
+ if (!priv->opt_disable_texture_align) {
+ tex_width = (tex_width + 15) & ~15;
+ tex_height = (tex_height + 15) & ~15;
+ }
+
+ *width = tex_width;
+ *height = tex_height;
+}
+
+static void d3dtex_release(d3d_priv *priv, struct d3dtex *tex)
+{
+ if (tex->system)
+ IDirect3DTexture9_Release(tex->system);
+ tex->system = NULL;
+
+ if (tex->device)
+ IDirect3DTexture9_Release(tex->device);
+ tex->device = NULL;
+
+ tex->tex_w = tex->tex_h = 0;
+}
+
+static bool d3dtex_allocate(d3d_priv *priv, struct d3dtex *tex, D3DFORMAT fmt,
+ int w, int h)
+{
+ d3dtex_release(priv, tex);
+
+ tex->w = w;
+ tex->h = h;
+
+ int tw = w, th = h;
+ d3d_fix_texture_size(priv, &tw, &th);
+
+ int memtype = D3DPOOL_SYSTEMMEM;
+ switch (priv->opt_texture_memory) {
+ case 1: memtype = D3DPOOL_MANAGED; break;
+ case 2: memtype = D3DPOOL_DEFAULT; break;
+ }
+
+ if (FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device, tw, th, 1,
+ D3DUSAGE_DYNAMIC, fmt, memtype, &tex->system, NULL)))
+ {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Allocating %dx%d texture in system RAM failed.\n",
+ w, h);
+ goto error_exit;
+ }
+
+ if (!priv->device_texture_sys && !priv->opt_texture_memory) {
+ if (FAILED(IDirect3DDevice9_CreateTexture(priv->d3d_device, tw, th, 1,
+ D3DUSAGE_DYNAMIC, fmt, D3DPOOL_DEFAULT, &tex->device, NULL)))
+ {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Allocating %dx%d texture in video RAM failed.\n",
+ w, h);
+ goto error_exit;
+ }
+ }
+
+ tex->tex_w = tw;
+ tex->tex_h = th;
+
+ return true;
+
+error_exit:
+ d3dtex_release(priv, tex);
+ return false;
+}
+
+static IDirect3DBaseTexture9 *d3dtex_get_render_texture(d3d_priv *priv,
+ struct d3dtex *tex)
+{
+ return (IDirect3DBaseTexture9 *)(tex->device ? tex->device : tex->system);
+}
+
+// Copy system texture contents to device texture.
+static bool d3dtex_update(d3d_priv *priv, struct d3dtex *tex)
+{
+ if (!tex->device)
+ return true;
+ return !FAILED(IDirect3DDevice9_UpdateTexture(priv->d3d_device,
+ (IDirect3DBaseTexture9 *)tex->system,
+ (IDirect3DBaseTexture9 *)tex->device));
+}
+
+static void d3d_unlock_video_objects(d3d_priv *priv)
+{
+ bool any_failed = false;
+
+ if (priv->locked_rect.pBits) {
+ if (FAILED(IDirect3DSurface9_UnlockRect(priv->d3d_surface)))
+ any_failed = true;
+ }
+ priv->locked_rect.pBits = NULL;
+
+ for (int n = 0; n < priv->plane_count; n++) {
+ struct texplane *plane = &priv->planes[n];
+ if (plane->locked_rect.pBits) {
+ if (FAILED(IDirect3DTexture9_UnlockRect(plane->texture.system, 0)))
+ any_failed = true;
+ }
+ plane->locked_rect.pBits = NULL;
+ }
+
+ if (any_failed) {
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Unlocking video objects failed.\n");
+ }
+}
+
+// Free video surface/textures, shaders, etc.
+static void d3d_destroy_video_objects(d3d_priv *priv)
+{
+ d3d_unlock_video_objects(priv);
+
+ if (priv->d3d_surface)
+ IDirect3DSurface9_Release(priv->d3d_surface);
+ priv->d3d_surface = NULL;
+
+ for (int n = 0; n < priv->plane_count; n++) {
+ d3dtex_release(priv, &priv->planes[n].texture);
+ }
+
+ if (priv->pixel_shader)
+ IDirect3DPixelShader9_Release(priv->pixel_shader);
+ priv->pixel_shader = NULL;
+}
+
+/** @brief Destroy D3D Offscreen and Backbuffer surfaces.
+ */
+static void destroy_d3d_surfaces(d3d_priv *priv)
+{
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>destroy_d3d_surfaces called.\n");
+
+ d3d_destroy_video_objects(priv);
+
+ for (int n = 0; n < MAX_OSD_PARTS; n++) {
+ struct osdpart *osd = priv->osd[n];
+ d3dtex_release(priv, &osd->texture);
+ osd->bitmap_id = osd->bitmap_pos_id = -1;
+ }
+
+ if (priv->d3d_backbuf)
+ IDirect3DSurface9_Release(priv->d3d_backbuf);
+ priv->d3d_backbuf = NULL;
+
+ priv->d3d_in_scene = false;
+}
+
+// Allocate video surface or textures, and create shaders if needed.
+static bool d3d_configure_video_objects(d3d_priv *priv)
+{
+ int n;
+ bool need_clear = false;
+
+ assert(priv->image_format != 0);
+
+ if (priv->use_textures) {
+ for (n = 0; n < priv->plane_count; n++) {
+ struct texplane *plane = &priv->planes[n];
+
+ if (!plane->texture.system) {
+ if (!d3dtex_allocate(priv,
+ &plane->texture,
+ plane->d3d_format,
+ priv->src_width >> plane->shift_x,
+ priv->src_height >> plane->shift_y))
+ {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Allocating plane %d"
+ " failed.\n", n);
+ return false;
+ }
+
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Allocated plane %d:"
+ " %d bit, shift=%d/%d size=%d/%d (%d/%d).\n", n,
+ plane->bits_per_pixel,
+ plane->shift_x, plane->shift_y,
+ plane->texture.w, plane->texture.h,
+ plane->texture.tex_w, plane->texture.tex_h);
+
+ need_clear = true;
+ }
+ }
+
+ if (need_clear)
+ d3d_clear_video_textures(priv);
+
+ if (priv->pixel_shader_data) {
+ if (!priv->pixel_shader &&
+ FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device,
+ (DWORD *)priv->pixel_shader_data, &priv->pixel_shader)))
+ {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Failed to create "
+ "YUV conversion pixel shader.\n");
+ return false;
+ }
+ }
+
+ } else {
+
+ if (!priv->d3d_surface &&
+ FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(
+ priv->d3d_device, priv->src_width, priv->src_height,
+ priv->movie_src_fmt, D3DPOOL_DEFAULT, &priv->d3d_surface, NULL)))
+ {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Allocating offscreen surface failed.\n");
+ return false;
+ }
+ }
+
+ return true;
+}
+
+static bool d3d_lock_video_textures(d3d_priv *priv)
+{
+ for (int n = 0; n < priv->plane_count; n++) {
+ struct texplane *plane = &priv->planes[n];
+
+ if (!plane->locked_rect.pBits) {
+ if (FAILED(IDirect3DTexture9_LockRect(plane->texture.system, 0,
+ &plane->locked_rect, NULL, 0)))
+ {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Texture lock failure.\n");
+ d3d_unlock_video_objects(priv);
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+static void d3d_clear_video_textures(d3d_priv *priv)
+{
+ if (!d3d_lock_video_textures(priv))
+ return;
+
+ for (int n = 0; n < priv->plane_count; n++) {
+ struct texplane *plane = &priv->planes[n];
+ memset(plane->locked_rect.pBits, plane->clearval,
+ plane->locked_rect.Pitch * plane->texture.tex_h);
+ }
+
+ d3d_unlock_video_objects(priv);
+}
+
+// Recreate and initialize D3D objects if necessary. The amount of work that
+// needs to be done can be quite different: it could be that full initialization
+// is required, or that some objects need to be created, or that nothing is
+// done.
+static bool create_d3d_surfaces(d3d_priv *priv)
+{
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>create_d3d_surfaces called.\n");
+
+ if (!priv->d3d_backbuf &&
+ FAILED(IDirect3DDevice9_GetBackBuffer(priv->d3d_device, 0, 0,
+ D3DBACKBUFFER_TYPE_MONO,
+ &priv->d3d_backbuf))) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Allocating backbuffer failed.\n");
+ return 0;
+ }
+
+ if (!d3d_configure_video_objects(priv))
+ return 0;
+
+ /* setup default renderstate */
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_ALPHAFUNC, D3DCMP_GREATER);
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_ALPHAREF, (DWORD)0x0);
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_LIGHTING, FALSE);
+
+ // we use up to 3 samplers for up to 3 YUV planes
+ for (int n = 0; n < 3; n++) {
+ IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_MINFILTER,
+ D3DTEXF_LINEAR);
+ IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_MAGFILTER,
+ D3DTEXF_LINEAR);
+ IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_ADDRESSU,
+ D3DTADDRESS_CLAMP);
+ IDirect3DDevice9_SetSamplerState(priv->d3d_device, n, D3DSAMP_ADDRESSV,
+ D3DTADDRESS_CLAMP);
+ }
+
+ return 1;
+}
+
+static bool init_d3d(d3d_priv *priv)
+{
+ D3DDISPLAYMODE disp_mode;
+ D3DCAPS9 disp_caps;
+ DWORD texture_caps;
+ DWORD dev_caps;
+
+ priv->d3d_handle = priv->pDirect3DCreate9(D3D_SDK_VERSION);
+ if (!priv->d3d_handle) {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Initializing Direct3D failed.\n");
+ return false;
+ }
+
+ if (FAILED(IDirect3D9_GetAdapterDisplayMode(priv->d3d_handle,
+ D3DADAPTER_DEFAULT,
+ &disp_mode))) {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Reading display mode failed.\n");
+ return false;
+ }
+
+ priv->desktop_fmt = disp_mode.Format;
+ priv->cur_backbuf_width = disp_mode.Width;
+ priv->cur_backbuf_height = disp_mode.Height;
+
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Setting backbuffer dimensions to (%dx%d).\n",
+ disp_mode.Width, disp_mode.Height);
+
+ if (FAILED(IDirect3D9_GetDeviceCaps(priv->d3d_handle,
+ D3DADAPTER_DEFAULT,
+ DEVTYPE,
+ &disp_caps)))
+ {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Reading display capabilities failed.\n");
+ return false;
+ }
+
+ /* Store relevant information reguarding caps of device */
+ texture_caps = disp_caps.TextureCaps;
+ dev_caps = disp_caps.DevCaps;
+ priv->device_caps_power2_only = (texture_caps & D3DPTEXTURECAPS_POW2) &&
+ !(texture_caps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL);
+ priv->device_caps_square_only = texture_caps & D3DPTEXTURECAPS_SQUAREONLY;
+ priv->device_texture_sys = dev_caps & D3DDEVCAPS_TEXTURESYSTEMMEMORY;
+ priv->max_texture_width = disp_caps.MaxTextureWidth;
+ priv->max_texture_height = disp_caps.MaxTextureHeight;
+
+ if (priv->opt_force_power_of_2)
+ priv->device_caps_power2_only = 1;
+
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>device_caps_power2_only %d, device_caps_square_only %d\n"
+ "<vo_direct3d>device_texture_sys %d\n"
+ "<vo_direct3d>max_texture_width %d, max_texture_height %d\n",
+ priv->device_caps_power2_only, priv->device_caps_square_only,
+ priv->device_texture_sys, priv->max_texture_width,
+ priv->max_texture_height);
+
+ return true;
+}
+
+/** @brief Fill D3D Presentation parameters
+ */
+static void fill_d3d_presentparams(d3d_priv *priv,
+ D3DPRESENT_PARAMETERS *present_params)
+{
+ /* Prepare Direct3D initialization parameters. */
+ memset(present_params, 0, sizeof(D3DPRESENT_PARAMETERS));
+ present_params->Windowed = TRUE;
+ present_params->SwapEffect =
+ priv->opt_swap_discard ? D3DSWAPEFFECT_DISCARD : D3DSWAPEFFECT_COPY;
+ present_params->Flags = D3DPRESENTFLAG_VIDEO;
+ present_params->hDeviceWindow = priv->vo->w32->window;
+ present_params->BackBufferWidth = priv->cur_backbuf_width;
+ present_params->BackBufferHeight = priv->cur_backbuf_height;
+ present_params->MultiSampleType = D3DMULTISAMPLE_NONE;
+ present_params->PresentationInterval = D3DPRESENT_INTERVAL_ONE;
+ present_params->BackBufferFormat = priv->desktop_fmt;
+ present_params->BackBufferCount = 1;
+ present_params->EnableAutoDepthStencil = FALSE;
+}
+
+
+// Create a new backbuffer. Create or Reset the D3D device.
+static bool change_d3d_backbuffer(d3d_priv *priv)
+{
+ D3DPRESENT_PARAMETERS present_params;
+
+ int window_w = priv->vo->dwidth;
+ int window_h = priv->vo->dheight;
+
+ /* Grow the backbuffer in the required dimension. */
+ if (window_w > priv->cur_backbuf_width)
+ priv->cur_backbuf_width = window_w;
+
+ if (window_h > priv->cur_backbuf_height)
+ priv->cur_backbuf_height = window_h;
+
+ if (priv->opt_exact_backbuffer) {
+ priv->cur_backbuf_width = window_w;
+ priv->cur_backbuf_height = window_h;
+ }
+
+ /* The grown backbuffer dimensions are ready and fill_d3d_presentparams
+ * will use them, so we can reset the device.
+ */
+ fill_d3d_presentparams(priv, &present_params);
+
+ if (!priv->d3d_device) {
+ if (FAILED(IDirect3D9_CreateDevice(priv->d3d_handle,
+ D3DADAPTER_DEFAULT,
+ DEVTYPE, priv->vo->w32->window,
+ D3DCREATE_SOFTWARE_VERTEXPROCESSING
+ | D3DCREATE_FPU_PRESERVE,
+ &present_params, &priv->d3d_device)))
+ {
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Creating Direct3D device failed.\n");
+ return 0;
+ }
+ } else {
+ if (FAILED(IDirect3DDevice9_Reset(priv->d3d_device, &present_params))) {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Reseting Direct3D device failed.\n");
+ return 0;
+ }
+ }
+
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>New backbuffer (%dx%d), VO (%dx%d)\n",
+ present_params.BackBufferWidth, present_params.BackBufferHeight,
+ window_w, window_h);
+
+ return 1;
+}
+
+/** @brief Reconfigure the whole Direct3D. Called only
+ * when the video adapter becomes uncooperative. ("Lost" devices)
+ * @return 1 on success, 0 on failure
+ */
+static int reconfigure_d3d(d3d_priv *priv)
+{
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>reconfigure_d3d called.\n");
+
+ destroy_d3d_surfaces(priv);
+
+ if (priv->d3d_device)
+ IDirect3DDevice9_Release(priv->d3d_device);
+ priv->d3d_device = NULL;
+
+ // Force complete destruction of the D3D state.
+ // Note: this step could be omitted. The resize_d3d call below would detect
+ // that d3d_device is NULL, and would properly recreate it. I'm not sure why
+ // the following code to release and recreate the d3d_handle exists.
+ if (priv->d3d_handle)
+ IDirect3D9_Release(priv->d3d_handle);
+ priv->d3d_handle = NULL;
+ if (!init_d3d(priv))
+ return 0;
+
+ // Proper re-initialization.
+ if (!resize_d3d(priv))
+ return 0;
+
+ return 1;
+}
+
+// Resize Direct3D context on window resize.
+// This function also is called when major initializations need to be done.
+static bool resize_d3d(d3d_priv *priv)
+{
+ D3DVIEWPORT9 vp = {0, 0, priv->vo->dwidth, priv->vo->dheight, 0, 1};
+
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>resize_d3d called.\n");
+
+ /* Make sure that backbuffer is large enough to accomodate the new
+ viewport dimensions. Grow it if necessary. */
+
+ bool backbuf_resize = priv->vo->dwidth > priv->cur_backbuf_width ||
+ priv->vo->dheight > priv->cur_backbuf_height;
+
+ if (priv->opt_exact_backbuffer) {
+ backbuf_resize = priv->vo->dwidth != priv->cur_backbuf_width ||
+ priv->vo->dheight != priv->cur_backbuf_height;
+ }
+
+ if (backbuf_resize || !priv->d3d_device)
+ {
+ destroy_d3d_surfaces(priv);
+ if (!change_d3d_backbuffer(priv))
+ return 0;
+ }
+
+ if (!priv->d3d_device)
+ return 1;
+
+ if (!create_d3d_surfaces(priv))
+ return 0;
+
+ if (FAILED(IDirect3DDevice9_SetViewport(priv->d3d_device, &vp))) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Setting viewport failed.\n");
+ return 0;
+ }
+
+ // so that screen coordinates map to D3D ones
+ D3DMATRIX view;
+ d3d_matrix_ortho(&view, 0.5f, vp.Width + 0.5f, vp.Height + 0.5f, 0.5f);
+ IDirect3DDevice9_SetTransform(priv->d3d_device, D3DTS_VIEW, &view);
+
+ calc_fs_rect(priv);
+
+ priv->vo->want_redraw = true;
+
+ return 1;
+}
+
+/** @brief Uninitialize Direct3D and close the window.
+ */
+static void uninit_d3d(d3d_priv *priv)
+{
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>uninit_d3d called.\n");
+
+ destroy_d3d_surfaces(priv);
+
+ if (priv->d3d_device)
+ IDirect3DDevice9_Release(priv->d3d_device);
+ priv->d3d_device = NULL;
+
+ if (priv->d3d_handle) {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Stopping Direct3D.\n");
+ IDirect3D9_Release(priv->d3d_handle);
+ }
+ priv->d3d_handle = NULL;
+}
+
+static uint32_t d3d_upload_and_render_frame_texture(d3d_priv *priv,
+ mp_image_t *mpi)
+{
+ if (!(mpi->flags & MP_IMGFLAG_DRAW_CALLBACK))
+ draw_slice(priv->vo, mpi->planes, mpi->stride, mpi->w, mpi->h, 0, 0);
+
+ d3d_unlock_video_objects(priv);
+
+ for (int n = 0; n < priv->plane_count; n++) {
+ d3dtex_update(priv, &priv->planes[n].texture);
+ }
+
+ return d3d_draw_frame(priv);
+}
+
+/** @brief Render a frame on the screen.
+ * @param mpi mpi structure with the decoded frame inside
+ * @return VO_TRUE on success, VO_ERROR on failure
+ */
+static uint32_t d3d_upload_and_render_frame(d3d_priv *priv, mp_image_t *mpi)
+{
+ if (!priv->d3d_device)
+ return VO_TRUE;
+
+ if (priv->use_textures)
+ return d3d_upload_and_render_frame_texture(priv, mpi);
+
+ if (mpi->flags & MP_IMGFLAG_DRAW_CALLBACK)
+ goto skip_upload;
+
+ if (mpi->flags & MP_IMGFLAG_PLANAR) { /* Copy a planar frame. */
+ draw_slice(priv->vo, mpi->planes, mpi->stride, mpi->w, mpi->h, 0, 0);
+ goto skip_upload;
+ }
+
+ /* If we're here, then we should lock the rect and copy a packed frame */
+ if (!priv->locked_rect.pBits) {
+ if (FAILED(IDirect3DSurface9_LockRect(priv->d3d_surface,
+ &priv->locked_rect, NULL, 0))) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Surface lock failed.\n");
+ return VO_ERROR;
+ }
+ }
+
+ memcpy_pic(priv->locked_rect.pBits, mpi->planes[0], mpi->stride[0],
+ mpi->height, priv->locked_rect.Pitch, mpi->stride[0]);
+
+skip_upload:
+ d3d_unlock_video_objects(priv);
+
+ return d3d_draw_frame(priv);
+}
+
+static uint32_t d3d_draw_frame(d3d_priv *priv)
+{
+ int n;
+
+ if (!priv->d3d_device)
+ return VO_TRUE;
+
+ if (!d3d_begin_scene(priv))
+ return VO_ERROR;
+
+ if (priv->is_clear_needed || priv->opt_swap_discard) {
+ IDirect3DDevice9_Clear(priv->d3d_device, 0, NULL,
+ D3DCLEAR_TARGET, 0, 0, 0);
+ priv->is_clear_needed = 0;
+ }
+
+ if (priv->use_textures) {
+
+ for (n = 0; n < priv->plane_count; n++) {
+ IDirect3DDevice9_SetTexture(priv->d3d_device, n,
+ d3dtex_get_render_texture(priv, &priv->planes[n].texture));
+ }
+
+ RECT rm = priv->fs_movie_rect;
+ RECT rs = priv->fs_panscan_rect;
+
+ vertex_video vb[] = {
+ { rm.left, rm.top, 0.0f},
+ { rm.right, rm.top, 0.0f},
+ { rm.left, rm.bottom, 0.0f},
+ { rm.right, rm.bottom, 0.0f}
+ };
+
+ float texc[4][2] = {
+ { rs.left, rs.top},
+ { rs.right, rs.top},
+ { rs.left, rs.bottom},
+ { rs.right, rs.bottom}
+ };
+
+ for (n = 0; n < priv->plane_count; n++) {
+ float s_x = (1.0f / (1 << priv->planes[n].shift_x))
+ / priv->planes[n].texture.tex_w;
+ float s_y = (1.0f / (1 << priv->planes[n].shift_y))
+ / priv->planes[n].texture.tex_h;
+ for (int i = 0; i < 4; i++) {
+ vb[i].t[n][0] = texc[i][0] * s_x;
+ vb[i].t[n][1] = texc[i][1] * s_y;
+ }
+ }
+
+ if (priv->pixel_shader) {
+ IDirect3DDevice9_SetPixelShader(priv->d3d_device, priv->pixel_shader);
+ IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 0,
+ &priv->d3d_colormatrix._11,
+ 4);
+ IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 5,
+ priv->d3d_depth_vector,
+ 1);
+ }
+
+ IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_VIDEO_VERTEX);
+ IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLESTRIP,
+ 2, &vb[0], sizeof(vertex_video));
+
+ IDirect3DDevice9_SetPixelShader(priv->d3d_device, NULL);
+
+ for (n = 0; n < priv->plane_count; n++) {
+ IDirect3DDevice9_SetTexture(priv->d3d_device, n, NULL);
+ }
+
+ } else {
+ if (FAILED(IDirect3DDevice9_StretchRect(priv->d3d_device,
+ priv->d3d_surface,
+ &priv->fs_panscan_rect,
+ priv->d3d_backbuf,
+ &priv->fs_movie_rect,
+ D3DTEXF_LINEAR))) {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Copying frame to the backbuffer failed.\n");
+ return VO_ERROR;
+ }
+ }
+
+ return VO_TRUE;
+}
+
+// Return the high byte of the value that represents white in chroma (U/V)
+static int get_chroma_clear_val(int bit_depth)
+{
+ return 1 << (bit_depth - 1 & 7);
+}
+
+// this macro is supposed to work on all formats supported by 3D rendering, and
+// that produce "reasonable" output (i.e. no mixed up colors)
+#define IMGFMT_IS_ANY_RND(x) \
+ (IMGFMT_IS_BGR(x) || IMGFMT_IS_RGB(x) || IMGFMT_IS_Y(x))
+
+// pixel size in bit for any IMGFMT_IS_ANY_RND(x)==true
+// we assume that the actual pixel strides are always aligned on bytes
+static int imgfmt_any_rnd_depth(int fmt)
+{
+ if (IMGFMT_IS_BGR(fmt))
+ return IMGFMT_BGR_DEPTH(fmt);
+ if (IMGFMT_IS_RGB(fmt))
+ return IMGFMT_RGB_DEPTH(fmt);
+ if (IMGFMT_IS_Y(fmt))
+ return IMGFMT_Y_DEPTH(fmt);
+ assert(false);
+ return 0;
+}
+
+static D3DFORMAT check_format(d3d_priv *priv, uint32_t movie_fmt,
+ bool as_texture)
+{
+ const char *type = as_texture ? "texture rendering" : "StretchRect";
+ const struct fmt_entry *cur = &fmt_table[0];
+
+ // Don't try to handle weird packed texture formats (although I don't know
+ // if D3D9 would even accept any such format for 3D rendering; and we
+ // certainly don't try any tricks like matching it to RGB formats and
+ // applying a YUV conversion matrix)
+ if (as_texture && !IMGFMT_IS_ANY_RND(movie_fmt))
+ return 0;
+
+ while (cur->mplayer_fmt) {
+ if (cur->mplayer_fmt == movie_fmt) {
+ HRESULT res;
+ if (as_texture) {
+ res = IDirect3D9_CheckDeviceFormat(priv->d3d_handle,
+ D3DADAPTER_DEFAULT,
+ DEVTYPE,
+ priv->desktop_fmt,
+ D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER,
+ D3DRTYPE_TEXTURE,
+ cur->fourcc);
+ } else {
+ /* Test conversion from Movie colorspace to
+ * display's target colorspace. */
+ res = IDirect3D9_CheckDeviceFormatConversion(priv->d3d_handle,
+ D3DADAPTER_DEFAULT,
+ DEVTYPE,
+ cur->fourcc,
+ priv->desktop_fmt);
+ }
+ if (FAILED(res)) {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Rejected image format "
+ "(%s): %s\n", type, vo_format_name(cur->mplayer_fmt));
+ return 0;
+ }
+
+ mp_msg(MSGT_VO, MSGL_DBG2, "<vo_direct3d>Accepted image format "
+ "(%s): %s\n", type, vo_format_name(cur->mplayer_fmt));
+
+ return cur->fourcc;
+ }
+ cur++;
+ }
+
+ return 0;
+}
+
+// Check whether YUV conversion with shaders can be done.
+// Returns the format the individual planes should use (or 0 on failure)
+static D3DFORMAT check_shader_conversion(d3d_priv *priv, uint32_t fmt)
+{
+ if (priv->opt_disable_shaders)
+ return 0;
+ int component_bits;
+ if (!mp_get_chroma_shift(fmt, NULL, NULL, &component_bits))
+ return 0;
+ if (component_bits < 8 || component_bits > 16)
+ return 0;
+ bool is_8bit = component_bits == 8;
+ if (!is_8bit && priv->opt_only_8bit)
+ return 0;
+ int texfmt = IMGFMT_Y8;
+ if (!is_8bit) {
+ if (priv->opt_16bit_textures)
+ texfmt = IMGFMT_Y16;
+ else
+ texfmt = IMGFMT_A8Y8;
+ }
+ return check_format(priv, texfmt, true);
+}
+
+// Return if the image format can be used. If it can, decide which rendering
+// and conversion mode to use.
+// If initialize is true, actually setup all variables to use the picked
+// rendering mode.
+static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize)
+{
+ int n;
+ int blit_d3dfmt = check_format(priv, fmt, false);
+ int texture_d3dfmt = check_format(priv, fmt, true);
+ int shader_d3dfmt = check_shader_conversion(priv, fmt);
+
+ if (priv->opt_disable_textures)
+ texture_d3dfmt = 0;
+ if (priv->opt_disable_shaders)
+ shader_d3dfmt = 0;
+ if (priv->opt_disable_stretchrect)
+ blit_d3dfmt = 0;
+
+ if (!(blit_d3dfmt || shader_d3dfmt || texture_d3dfmt))
+ return false;
+
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Accepted rendering methods for "
+ "format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%#x.\n",
+ vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader_d3dfmt);
+
+ if (!initialize)
+ return true;
+
+ // initialization doesn't fail beyond this point
+
+ priv->use_shaders = false;
+ priv->use_textures = false;
+ priv->use_2ch_hack = false;
+ priv->movie_src_fmt = 0;
+ priv->pixel_shader_data = NULL;
+ priv->plane_count = 0;
+ priv->image_format = fmt;
+
+ if (blit_d3dfmt && priv->opt_prefer_stretchrect)
+ texture_d3dfmt = shader_d3dfmt = 0;
+
+ if (texture_d3dfmt) {
+ priv->use_textures = true;
+ } else if (shader_d3dfmt) {
+ priv->use_textures = true;
+ priv->use_shaders = true;
+ } else {
+ assert(!!blit_d3dfmt);
+ }
+
+ if (priv->use_textures) {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Using 3D rendering.\n");
+
+ struct texplane *planes = &priv->planes[0];
+ planes[0].shift_x = planes[0].shift_y = 0;
+ planes[0].clearval = 0;
+
+ if (!priv->use_shaders) {
+ assert(IMGFMT_IS_ANY_RND(priv->image_format));
+ priv->plane_count = 1;
+ planes[0].bits_per_pixel = imgfmt_any_rnd_depth(priv->image_format);
+ planes[0].d3d_format = texture_d3dfmt;
+ } else {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Using YUV shaders.\n");
+
+ int sx, sy, component_bits;
+ mp_get_chroma_shift(priv->image_format, &sx, &sy, &component_bits);
+ priv->plane_count = 3;
+ for (n = 0; n < 3; n++) {
+ planes[n].d3d_format = shader_d3dfmt;
+ planes[n].bits_per_pixel = component_bits;
+ if (n > 0) {
+ planes[n].shift_x = sx;
+ planes[n].shift_y = sy;
+ planes[n].clearval = get_chroma_clear_val(component_bits);
+ }
+ }
+ if (shader_d3dfmt != D3DFMT_A8L8) {
+ priv->pixel_shader_data = d3d_shader_yuv;
+ } else {
+ mp_msg(MSGT_VO, MSGL_WARN, "<vo_direct3d>Using YUV 2ch hack.\n");
+
+ priv->pixel_shader_data = d3d_shader_yuv_2ch;
+ priv->use_2ch_hack = true;
+ }
+ }
+
+ for (n = 0; n < priv->plane_count; n++) {
+ planes[n].bytes_per_pixel = (planes[n].bits_per_pixel + 7) / 8;
+ }
+
+ } else {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Using StretchRect.\n");
+
+ priv->movie_src_fmt = blit_d3dfmt;
+ }
+
+ update_colorspace(priv);
+
+ return true;
+}
+
+/** @brief Query if movie colorspace is supported by the HW.
+ * @return 0 on failure, device capabilities (not probed
+ * currently) on success.
+ */
+static int query_format(d3d_priv *priv, uint32_t movie_fmt)
+{
+ if (!init_rendering_mode(priv, movie_fmt, false))
+ return 0;
+
+ int osd_caps = VFCAP_CSP_SUPPORTED | VFCAP_CSP_SUPPORTED_BY_HW
+ | VFCAP_HWSCALE_UP | VFCAP_HWSCALE_DOWN;
+ if (!priv->opt_disable_osd)
+ osd_caps |= VFCAP_OSD;
+ return osd_caps;
+}
+
+/****************************************************************************
+ * *
+ * *
+ * *
+ * libvo Control / Callback functions *
+ * *
+ * *
+ * *
+ ****************************************************************************/
+
+static void get_2ch_depth_multiplier(int depth, float *out_f1, float *out_f2) {
+ // How to get these values:
+ // The suffix i8 and i16 is for values with 8/16 bit fixed point numbers.
+ // The suffix f is for float, ideally in the range 0.0-1.0.
+ // c_i8 is a two component vector, sampled from a two channel texture.
+ // (c_i8.x is the low byte, c_i8.y is the high byte)
+ // r_f is the resulting color scalar value.
+ //
+ // c_i8 = c_f * (2^8-1)
+ // r_i16 = c_i8.x + c_i8.y * 2^8
+ // r_f = r_i16 / (2^16-1)
+ // = c_f.x * (2^8-1) / (2^16-1) + c_f.y * (2^8-1) * 2^8 / (2^16-1)
+ // = c_f.x * ((2^8-1) / (2^16-1)) + c_f.y * (2^8 * ((2^8-1) / (2^16-1)))
+ // out = ((2^8-1) / (2^16-1), 2^8 * ((2^8-1) / (2^16-1)))
+ // The result color is r_f = dot(c_f, out).
+ // Same goes for other bit depth, such as 10 bit. Assuming (2^depth-1) is
+ // the maximum possible value at that depth, you have to scale the value
+ // r_i16 with it, the factor (2^16-1) in the formula above has to be
+ // replaced with (2^depth-1).
+ float factor = (float)((1 << 8) - 1) / (float)((1 << depth) - 1);
+ *out_f1 = factor;
+ *out_f2 = 256.0 * factor;
+}
+
+static void update_colorspace(d3d_priv *priv)
+{
+ float coeff[3][4];
+ struct mp_csp_params csp = { .colorspace = priv->colorspace };
+ mp_csp_copy_equalizer_values(&csp, &priv->video_eq);
+
+ if (priv->use_shaders) {
+ if (!priv->use_2ch_hack) {
+ csp.input_bits = priv->planes[0].bits_per_pixel;
+ csp.texture_bits = (csp.input_bits + 7) & ~7;
+ } else {
+ float f1, f2;
+ get_2ch_depth_multiplier(priv->planes[0].bits_per_pixel, &f1, &f2);
+ priv->d3d_depth_vector[0] = f1;
+ priv->d3d_depth_vector[1] = f2;
+ priv->d3d_depth_vector[2] = priv->d3d_depth_vector[3] = 0;
+ // no change
+ csp.input_bits = 8;
+ csp.texture_bits = 8;
+ }
+
+ mp_get_yuv2rgb_coeffs(&csp, coeff);
+ for (int row = 0; row < 3; row++) {
+ for (int col = 0; col < 4; col++) {
+ priv->d3d_colormatrix.m[row][col] = coeff[row][col];
+ }
+ }
+ }
+}
+
+const char *options_help_text = "-vo direct3d command line help:\n"
+"Example: -vo direct3d:disable-osd:disable-textures\n"
+"Options:\n"
+" prefer-stretchrect\n"
+" Use IDirect3DDevice9::StretchRect over other methods if possible.\n"
+" disable-stretchrect\n"
+" Never render the video using IDirect3DDevice9::StretchRect.\n"
+" disable-textures\n"
+" Never render the video using D3D texture rendering. (Rendering with\n"
+" textures + shader will still be allowed. Add disable-shaders to\n"
+" completely disable video rendering with textures.)\n"
+" disable-shaders\n"
+" Never use shaders when rendering video.\n"
+" only-8bit\n"
+" Never render YUV video with more than 8 bits per component.\n"
+" (Using this flag will force software conversion to 8 bit.)\n"
+" disable-osd\n"
+" Disable OSD rendering.\n"
+" (Using this flag might force the insertion of the 'ass' video filter,\n"
+" which will render the subtitles in software.)\n"
+" disable-texture-align\n"
+" Normally texture sizes are always aligned to 16. With this option\n"
+" enabled, the video texture will always have exactly the same size as\n"
+" the video itself.\n"
+"Debug options. These might be incorrect, might be removed in the future, might\n"
+"crash, might cause slow downs, etc. Contact the developers if you actually need\n"
+"any of these for performance or proper operation.\n"
+" force-power-of-2\n"
+" Always force textures to power of 2, even if the device reports\n"
+" non-power-of-2 texture sizes as supported.\n"
+" texture-memory=N\n"
+" Only affects operation with shaders/texturing enabled, and (E)OSD.\n"
+" Values for N:\n"
+" 0 default, will often use an additional shadow texture + copy\n"
+" 1 use D3DPOOL_MANAGED\n"
+" 2 use D3DPOOL_DEFAULT\n"
+" 3 use D3DPOOL_SYSTEMMEM, but without shadow texture\n"
+" swap-discard\n"
+" Use D3DSWAPEFFECT_DISCARD, which might be faster.\n"
+" Might be slower too, as it must (?) clear every frame.\n"
+" exact-backbuffer\n"
+" Always resize the backbuffer to window size.\n"
+" no16bit-textures\n"
+" Don't use textures with a 16 bit color channel for YUV formats that\n"
+" use more than 8 bits per component. Instead, use D3DFMT_A8L8 textures\n"
+" and compute the values sampled from the 2 channels back into one.\n"
+" Might be slower, since the shader becomes slightly more complicated.\n"
+" Might work better, if your drivers either don't support D3DFMT_L16,\n"
+" or if either the texture unit or the shaders don't operate in at least\n"
+" 16 bit precision.\n"
+"";
+
+/** @brief libvo Callback: Preinitialize the video card.
+ * Preinit the hardware just enough to be queried about
+ * supported formats.
+ *
+ * @return 0 on success, -1 on failure
+ */
+
+static int preinit_internal(struct vo *vo, const char *arg, bool allow_shaders)
+{
+ d3d_priv *priv = talloc_zero(vo, d3d_priv);
+ vo->priv = priv;
+
+ *priv = (d3d_priv) {
+ .vo = vo,
+
+ .opt_16bit_textures = true,
+
+ .colorspace = MP_CSP_DETAILS_DEFAULTS,
+ .video_eq = { MP_CSP_EQ_CAPS_COLORMATRIX },
+ };
+
+ for (int n = 0; n < MAX_OSD_PARTS; n++) {
+ struct osdpart *osd = talloc_ptrtype(priv, osd);
+ *osd = (struct osdpart) {
+ .packer = talloc_zero(osd, struct bitmap_packer),
+ };
+ priv->osd[n] = osd;
+ }
+
+ if (!allow_shaders) {
+ priv->opt_disable_shaders = priv->opt_disable_textures = true;
+ }
+
+ const opt_t subopts[] = {
+ {"prefer-stretchrect", OPT_ARG_BOOL, &priv->opt_prefer_stretchrect},
+ {"disable-textures", OPT_ARG_BOOL, &priv->opt_disable_textures},
+ {"disable-stretchrect", OPT_ARG_BOOL, &priv->opt_disable_stretchrect},
+ {"disable-shaders", OPT_ARG_BOOL, &priv->opt_disable_shaders},
+ {"only-8bit", OPT_ARG_BOOL, &priv->opt_only_8bit},
+ {"disable-osd", OPT_ARG_BOOL, &priv->opt_disable_osd},
+ {"force-power-of-2", OPT_ARG_BOOL, &priv->opt_force_power_of_2},
+ {"disable-texture-align", OPT_ARG_BOOL, &priv->opt_disable_texture_align},
+ {"texture-memory", OPT_ARG_INT, &priv->opt_texture_memory},
+ {"swap-discard", OPT_ARG_BOOL, &priv->opt_swap_discard},
+ {"exact-backbuffer", OPT_ARG_BOOL, &priv->opt_exact_backbuffer},
+ {"16bit-textures", OPT_ARG_BOOL, &priv->opt_16bit_textures},
+ {NULL}
+ };
+ if (subopt_parse(arg, subopts) != 0) {
+ mp_msg(MSGT_VO, MSGL_FATAL, options_help_text);
+ return -1;
+ }
+
+ priv->d3d9_dll = LoadLibraryA("d3d9.dll");
+ if (!priv->d3d9_dll) {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Unable to dynamically load d3d9.dll\n");
+ goto err_out;
+ }
+
+ priv->pDirect3DCreate9 = (void *)GetProcAddress(priv->d3d9_dll,
+ "Direct3DCreate9");
+ if (!priv->pDirect3DCreate9) {
+ mp_msg(MSGT_VO, MSGL_ERR,
+ "<vo_direct3d>Unable to find entry point of Direct3DCreate9\n");
+ goto err_out;
+ }
+
+ if (!init_d3d(priv))
+ goto err_out;
+
+ /* w32_common framework call. Configures window on the screen, gets
+ * fullscreen dimensions and does other useful stuff.
+ */
+ if (!vo_w32_init(vo)) {
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Configuring onscreen window failed.\n");
+ goto err_out;
+ }
+
+ return 0;
+
+err_out:
+ uninit(vo);
+ return -1;
+}
+
+static int preinit_standard(struct vo *vo, const char *arg)
+{
+ return preinit_internal(vo, arg, false);
+}
+
+static int preinit_shaders(struct vo *vo, const char *arg)
+{
+ return preinit_internal(vo, arg, true);
+}
+
+/** @brief libvo Callback: Handle control requests.
+ * @return VO_TRUE on success, VO_NOTIMPL when not implemented
+ */
+static int control(struct vo *vo, uint32_t request, void *data)
+{
+ d3d_priv *priv = vo->priv;
+
+ switch (request) {
+ case VOCTRL_QUERY_FORMAT:
+ return query_format(priv, *(uint32_t*) data);
+ case VOCTRL_DRAW_IMAGE:
+ return d3d_upload_and_render_frame(priv, data);
+ case VOCTRL_FULLSCREEN:
+ vo_w32_fullscreen(vo);
+ resize_d3d(priv);
+ return VO_TRUE;
+ case VOCTRL_RESET:
+ return VO_NOTIMPL;
+ case VOCTRL_REDRAW_FRAME:
+ priv->is_clear_needed = 1;
+ d3d_draw_frame(priv);
+ return VO_TRUE;
+ case VOCTRL_SET_YUV_COLORSPACE:
+ priv->colorspace = *(struct mp_csp_details *)data;
+ update_colorspace(priv);
+ vo->want_redraw = true;
+ return VO_TRUE;
+ case VOCTRL_GET_YUV_COLORSPACE:
+ if (!priv->use_shaders)
+ break; // no idea what the heck D3D YUV uses
+ *(struct mp_csp_details *)data = priv->colorspace;
+ return VO_TRUE;
+ case VOCTRL_SET_EQUALIZER: {
+ if (!priv->use_shaders)
+ break;
+ struct voctrl_set_equalizer_args *args = data;
+ if (mp_csp_equalizer_set(&priv->video_eq, args->name, args->value) < 0)
+ return VO_NOTIMPL;
+ update_colorspace(priv);
+ vo->want_redraw = true;
+ return VO_TRUE;
+ }
+ case VOCTRL_GET_EQUALIZER: {
+ if (!priv->use_shaders)
+ break;
+ struct voctrl_get_equalizer_args *args = data;
+ return mp_csp_equalizer_get(&priv->video_eq, args->name, args->valueptr)
+ >= 0 ? VO_TRUE : VO_NOTIMPL;
+ }
+ case VOCTRL_ONTOP:
+ vo_w32_ontop(vo);
+ return VO_TRUE;
+ case VOCTRL_BORDER:
+ vo_w32_border(vo);
+ return VO_TRUE;
+ case VOCTRL_UPDATE_SCREENINFO:
+ w32_update_xinerama_info(vo);
+ return VO_TRUE;
+ case VOCTRL_SET_PANSCAN:
+ calc_fs_rect(priv);
+ return VO_TRUE;
+ case VOCTRL_GET_PANSCAN:
+ return VO_TRUE;
+ case VOCTRL_SCREENSHOT: {
+ struct voctrl_screenshot_args *args = data;
+ if (args->full_window)
+ args->out_image = get_window_screenshot(priv);
+ else
+ args->out_image = get_screenshot(priv);
+ return !!args->out_image;
+ }
+ }
+ return VO_NOTIMPL;
+}
+
+/** @brief libvo Callback: Configre the Direct3D adapter.
+ * @param width Movie source width
+ * @param height Movie source height
+ * @param d_width Screen (destination) width
+ * @param d_height Screen (destination) height
+ * @param options Options bitmap
+ * @param format Movie colorspace format (using MPlayer's
+ * defines, e.g. IMGFMT_YUY2)
+ * @return 0 on success, VO_ERROR on failure
+ */
+static int config(struct vo *vo, uint32_t width, uint32_t height,
+ uint32_t d_width, uint32_t d_height, uint32_t options,
+ uint32_t format)
+{
+ d3d_priv *priv = vo->priv;
+
+ /* w32_common framework call. Creates window on the screen with
+ * the given coordinates.
+ */
+ if (!vo_w32_config(vo, d_width, d_height, options)) {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Creating window failed.\n");
+ return VO_ERROR;
+ }
+
+ if ((priv->image_format != format)
+ || (priv->src_width != width)
+ || (priv->src_height != height))
+ {
+ d3d_destroy_video_objects(priv);
+
+ priv->src_width = width;
+ priv->src_height = height;
+ init_rendering_mode(priv, format, true);
+ }
+
+ if (!resize_d3d(priv))
+ return VO_ERROR;
+
+ return 0; /* Success */
+}
+
+/** @brief libvo Callback: Flip next already drawn frame on the
+ * screen.
+ */
+static void flip_page(struct vo *vo)
+{
+ d3d_priv *priv = vo->priv;
+
+ if (priv->d3d_device && priv->d3d_in_scene) {
+ if (FAILED(IDirect3DDevice9_EndScene(priv->d3d_device))) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>EndScene failed.\n");
+ }
+ }
+ priv->d3d_in_scene = false;
+
+ RECT rect = {0, 0, vo->dwidth, vo->dheight};
+ if (!priv->d3d_device ||
+ FAILED(IDirect3DDevice9_Present(priv->d3d_device, &rect, 0, 0, 0))) {
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Trying to reinitialize uncooperative video adapter.\n");
+ if (!reconfigure_d3d(priv)) {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Reinitialization failed.\n");
+ return;
+ } else {
+ mp_msg(MSGT_VO, MSGL_V,
+ "<vo_direct3d>Video adapter reinitialized.\n");
+ }
+ }
+}
+
+/** @brief libvo Callback: Uninitializes all pointers and closes
+ * all D3D related stuff,
+ */
+static void uninit(struct vo *vo)
+{
+ d3d_priv *priv = vo->priv;
+
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>uninit called.\n");
+
+ uninit_d3d(priv);
+ vo_w32_uninit(vo);
+ if (priv->d3d9_dll)
+ FreeLibrary(priv->d3d9_dll);
+ priv->d3d9_dll = NULL;
+}
+
+/** @brief libvo Callback: Handles video window events.
+ */
+static void check_events(struct vo *vo)
+{
+ d3d_priv *priv = vo->priv;
+
+ int flags = vo_w32_check_events(vo);
+ if (flags & VO_EVENT_RESIZE)
+ resize_d3d(priv);
+
+ if (flags & VO_EVENT_EXPOSE)
+ vo->want_redraw = true;
+}
+
+static int draw_slice_textures(d3d_priv *priv, uint8_t *src[], int stride[],
+ int w, int h, int x, int y)
+{
+ if (!d3d_lock_video_textures(priv))
+ return VO_FALSE;
+
+ for (int n = 0; n < priv->plane_count; n++) {
+ struct texplane *plane = &priv->planes[n];
+
+ int dst_stride = plane->locked_rect.Pitch;
+ uint8_t *pdst = (uint8_t*)plane->locked_rect.pBits
+ + (y >> plane->shift_y) * dst_stride
+ + (x >> plane->shift_x) * plane->bytes_per_pixel;
+
+ memcpy_pic(pdst, src[n], (w >> plane->shift_x) * plane->bytes_per_pixel,
+ h >> plane->shift_y, dst_stride, stride[n]);
+ }
+
+ return 0;
+}
+
+/** @brief libvo Callback: Draw slice
+ * @return 0 on success
+ */
+static int draw_slice(struct vo *vo, uint8_t *src[], int stride[], int w, int h,
+ int x, int y)
+{
+ d3d_priv *priv = vo->priv;
+
+ if (!priv->d3d_device)
+ return 0;
+
+ char *my_src; /**< Pointer to the source image */
+ char *dst; /**< Pointer to the destination image */
+ int uv_stride; /**< Stride of the U/V planes */
+
+ if (priv->use_textures)
+ return draw_slice_textures(priv, src, stride, w, h, x, y);
+
+ /* Lock the offscreen surface if it's not already locked. */
+ if (!priv->locked_rect.pBits) {
+ if (FAILED(IDirect3DSurface9_LockRect(priv->d3d_surface,
+ &priv->locked_rect, NULL, 0))) {
+ mp_msg(MSGT_VO, MSGL_V, "<vo_direct3d>Surface lock failure.\n");
+ return VO_FALSE;
+ }
+ }
+
+ uv_stride = priv->locked_rect.Pitch / 2;
+
+ /* Copy Y */
+ dst = priv->locked_rect.pBits;
+ dst = dst + priv->locked_rect.Pitch * y + x;
+ my_src = src[0];
+ memcpy_pic(dst, my_src, w, h, priv->locked_rect.Pitch, stride[0]);
+
+ w /= 2;
+ h /= 2;
+ x /= 2;
+ y /= 2;
+
+ /* Copy U */
+ dst = priv->locked_rect.pBits;
+ dst = dst + priv->locked_rect.Pitch * priv->src_height
+ + uv_stride * y + x;
+ if (priv->movie_src_fmt == MAKEFOURCC('Y','V','1','2'))
+ my_src = src[2];
+ else
+ my_src = src[1];
+
+ memcpy_pic(dst, my_src, w, h, uv_stride, stride[1]);
+
+ /* Copy V */
+ dst = priv->locked_rect.pBits;
+ dst = dst + priv->locked_rect.Pitch * priv->src_height
+ + uv_stride * (priv->src_height / 2) + uv_stride * y + x;
+ if (priv->movie_src_fmt == MAKEFOURCC('Y','V','1','2'))
+ my_src=src[1];
+ else
+ my_src=src[2];
+
+ memcpy_pic(dst, my_src, w, h, uv_stride, stride[2]);
+
+ return 0; /* Success */
+}
+
+static bool get_screenshot_from_surface(d3d_priv *priv, mp_image_t *image)
+{
+ if (!priv->locked_rect.pBits) {
+ if (FAILED(IDirect3DSurface9_LockRect(priv->d3d_surface,
+ &priv->locked_rect, NULL, 0))) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>Surface lock failed.\n");
+ return false;
+ }
+ }
+
+ if (image->flags & MP_IMGFLAG_PLANAR) {
+ char *src;
+ int w = priv->src_width;
+ int h = priv->src_height;
+ int swapped = priv->movie_src_fmt == MAKEFOURCC('Y','V','1','2');
+ int plane1 = swapped ? 2 : 1;
+ int plane2 = swapped ? 1 : 2;
+
+ int uv_stride = priv->locked_rect.Pitch / 2;
+
+ /* Copy Y */
+ src = priv->locked_rect.pBits;
+ memcpy_pic(image->planes[0], src, w, h, priv->locked_rect.Pitch,
+ image->stride[0]);
+
+ w /= 2;
+ h /= 2;
+
+ /* Copy U */
+ src = priv->locked_rect.pBits;
+ src = src + priv->locked_rect.Pitch * priv->src_height;
+
+ memcpy_pic(image->planes[plane1], src, w, h, uv_stride,
+ image->stride[1]);
+
+ /* Copy V */
+ src = priv->locked_rect.pBits;
+ src = src + priv->locked_rect.Pitch * priv->src_height
+ + uv_stride * (priv->src_height / 2);
+
+ memcpy_pic(image->planes[plane2], src, w, h, uv_stride,
+ image->stride[2]);
+ } else {
+ // packed YUV or RGB
+ memcpy_pic(image->planes[0], priv->locked_rect.pBits, image->stride[0],
+ image->height, priv->locked_rect.Pitch, image->stride[0]);
+ }
+
+ d3d_unlock_video_objects(priv);
+ return true;
+}
+
+static bool get_screenshot_from_texture(d3d_priv *priv, mp_image_t *image)
+{
+ if (!d3d_lock_video_textures(priv)) {
+ d3d_unlock_video_objects(priv);
+ return false;
+ }
+
+ assert(image->num_planes == priv->plane_count);
+
+ for (int n = 0; n < priv->plane_count; n++) {
+ struct texplane *plane = &priv->planes[n];
+
+ int width = priv->src_width >> plane->shift_x;
+ int height = priv->src_height >> plane->shift_y;
+
+ memcpy_pic(image->planes[n], plane->locked_rect.pBits,
+ width * plane->bytes_per_pixel, height,
+ image->stride[n], plane->locked_rect.Pitch);
+ }
+
+ return true;
+}
+
+static mp_image_t *get_screenshot(d3d_priv *priv)
+{
+ if (!priv->d3d_device)
+ return NULL;
+
+ mp_image_t *image = alloc_mpi(priv->src_width, priv->src_height,
+ priv->image_format);
+
+ bool res;
+
+ if (priv->use_textures)
+ res = get_screenshot_from_texture(priv, image);
+ else
+ res = get_screenshot_from_surface(priv, image);
+
+ if (!res) {
+ free_mp_image(image);
+ return NULL;
+ }
+
+ image->display_w = priv->vo->aspdat.prew;
+ image->display_h = priv->vo->aspdat.preh;
+
+ mp_image_set_colorspace_details(image, &priv->colorspace);
+
+ return image;
+}
+
+static mp_image_t *get_window_screenshot(d3d_priv *priv)
+{
+ D3DDISPLAYMODE mode;
+ mp_image_t *image = NULL;
+ RECT window_rc;
+ RECT screen_rc;
+ RECT visible;
+ POINT pt;
+ D3DLOCKED_RECT locked_rect;
+ int width, height;
+
+ if (FAILED(IDirect3DDevice9_GetDisplayMode(priv->d3d_device, 0, &mode))) {
+ mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>GetDisplayMode failed.\n");
+ goto error_exit;
+ }
+
+ IDirect3DSurface9 *surface = NULL;
+ if (FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(priv->d3d_device,
+ mode.Width, mode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface,
+ NULL)))
+ {
+ mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>Couldn't create surface.\n");
+ goto error_exit;
+ }
+
+ if (FAILED(IDirect3DDevice9_GetFrontBufferData(priv->d3d_device, 0,
+ surface)))
+ {
+ mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>Couldn't copy frontbuffer.\n");
+ goto error_exit;
+ }
+
+ GetClientRect(priv->vo->w32->window, &window_rc);
+ pt = (POINT) { 0, 0 };
+ ClientToScreen(priv->vo->w32->window, &pt);
+ window_rc.left = pt.x;
+ window_rc.top = pt.y;
+ window_rc.right += window_rc.left;
+ window_rc.bottom += window_rc.top;
+
+ screen_rc = (RECT) { 0, 0, mode.Width, mode.Height };
+
+ if (!IntersectRect(&visible, &screen_rc, &window_rc))
+ goto error_exit;
+ width = visible.right - visible.left;
+ height = visible.bottom - visible.top;
+ if (width < 1 || height < 1)
+ goto error_exit;
+
+ image = alloc_mpi(width, height, IMGFMT_BGR32);
+
+ IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
+
+ memcpy_pic(image->planes[0], (char*)locked_rect.pBits + visible.top *
+ locked_rect.Pitch + visible.left * 4, width * 4, height,
+ image->stride[0], locked_rect.Pitch);
+
+ IDirect3DSurface9_UnlockRect(surface);
+ IDirect3DSurface9_Release(surface);
+
+ return image;
+
+error_exit:
+ if (image)
+ free_mp_image(image);
+ if (surface)
+ IDirect3DSurface9_Release(surface);
+ return NULL;
+}
+
+static bool upload_osd(d3d_priv *priv, struct osdpart *osd,
+ struct sub_bitmaps *imgs)
+{
+ D3DFORMAT fmt = osd_fmt_table[imgs->format];
+
+ osd->packer->w_max = priv->max_texture_width;
+ osd->packer->h_max = priv->max_texture_height;
+
+ osd->packer->padding = imgs->scaled; // assume 2x2 filter on scaling
+ int r = packer_pack_from_subbitmaps(osd->packer, imgs);
+ if (r < 0) {
+ mp_msg(MSGT_VO, MSGL_ERR, "<vo_direct3d>OSD bitmaps do not fit on "
+ "a surface with the maximum supported size %dx%d.\n",
+ osd->packer->w_max, osd->packer->h_max);
+ return false;
+ }
+
+ if (osd->packer->w > osd->texture.tex_w
+ || osd->packer->h > osd->texture.tex_h
+ || osd->format != imgs->format)
+ {
+ osd->format = imgs->format;
+
+ int new_w = osd->packer->w;
+ int new_h = osd->packer->h;
+ d3d_fix_texture_size(priv, &new_w, &new_h);
+
+ mp_msg(MSGT_VO, MSGL_DBG2, "<vo_direct3d>reallocate OSD surface.\n");
+
+ d3dtex_release(priv, &osd->texture);
+ d3dtex_allocate(priv, &osd->texture, fmt, new_w, new_h);
+
+ if (!osd->texture.system)
+ return false; // failed to allocate
+ }
+
+ struct pos bb[2];
+ packer_get_bb(osd->packer, bb);
+ RECT dirty_rc = { bb[0].x, bb[0].y, bb[1].x, bb[1].y };
+
+ D3DLOCKED_RECT locked_rect;
+
+ if (FAILED(IDirect3DTexture9_LockRect(osd->texture.system, 0, &locked_rect,
+ &dirty_rc, 0)))
+ {
+ mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture lock failed.\n");
+ return false;
+ }
+
+ int ps = fmt == D3DFMT_A8 ? 1 : 4;
+ packer_copy_subbitmaps(osd->packer, imgs, locked_rect.pBits, ps,
+ locked_rect.Pitch);
+
+ if (FAILED(IDirect3DTexture9_UnlockRect(osd->texture.system, 0))) {
+ mp_msg(MSGT_VO,MSGL_ERR, "<vo_direct3d>OSD texture unlock failed.\n");
+ return false;
+ }
+
+ return d3dtex_update(priv, &osd->texture);
+}
+
+static struct osdpart *generate_osd(d3d_priv *priv, struct sub_bitmaps *imgs)
+{
+ if (imgs->num_parts == 0 || !osd_fmt_table[imgs->format])
+ return NULL;
+
+ struct osdpart *osd = priv->osd[imgs->render_index];
+
+ if (imgs->bitmap_pos_id != osd->bitmap_pos_id) {
+ if (imgs->bitmap_id != osd->bitmap_id) {
+ if (!upload_osd(priv, osd, imgs))
+ osd->packer->count = 0;
+ }
+
+ osd->bitmap_id = imgs->bitmap_id;
+ osd->bitmap_pos_id = imgs->bitmap_pos_id;
+ osd->num_vertices = 0;
+ }
+
+ return osd->packer->count ? osd : NULL;
+}
+
+static D3DCOLOR ass_to_d3d_color(uint32_t color)
+{
+ uint32_t r = (color >> 24) & 0xff;
+ uint32_t g = (color >> 16) & 0xff;
+ uint32_t b = (color >> 8) & 0xff;
+ uint32_t a = 0xff - (color & 0xff);
+ return D3DCOLOR_ARGB(a, r, g, b);
+}
+
+static void draw_osd_cb(void *ctx, struct sub_bitmaps *imgs)
+{
+ d3d_priv *priv = ctx;
+
+ struct osdpart *osd = generate_osd(priv, imgs);
+ if (!osd)
+ return;
+
+ if (osd->packer->count && !osd->num_vertices) {
+ // We need 2 primitives per quad which makes 6 vertices (we could reduce
+ // the number of vertices by using an indexed vertex array, but it's
+ // probably not worth doing)
+ osd->num_vertices = osd->packer->count * 6;
+ osd->vertices = talloc_realloc(osd, osd->vertices, vertex_osd,
+ osd->num_vertices);
+
+ float tex_w = osd->texture.tex_w;
+ float tex_h = osd->texture.tex_h;
+
+ for (int n = 0; n < osd->packer->count; n++) {
+ struct sub_bitmap *b = &imgs->parts[n];
+ struct pos p = osd->packer->result[n];
+
+ D3DCOLOR color = imgs->format == SUBBITMAP_LIBASS
+ ? ass_to_d3d_color(b->libass.color)
+ : D3DCOLOR_ARGB(255, 255, 255, 255);
+
+ float x0 = b->x;
+ float y0 = b->y;
+ float x1 = b->x + b->dw;
+ float y1 = b->y + b->dh;
+ float tx0 = p.x / tex_w;
+ float ty0 = p.y / tex_h;
+ float tx1 = (p.x + b->w) / tex_w;
+ float ty1 = (p.y + b->h) / tex_h;
+
+ vertex_osd *v = &osd->vertices[n * 6];
+ v[0] = (vertex_osd) { x0, y0, 0, color, tx0, ty0 };
+ v[1] = (vertex_osd) { x1, y0, 0, color, tx1, ty0 };
+ v[2] = (vertex_osd) { x0, y1, 0, color, tx0, ty1 };
+ v[3] = (vertex_osd) { x1, y1, 0, color, tx1, ty1 };
+ v[4] = v[2];
+ v[5] = v[1];
+ }
+ }
+
+ d3d_begin_scene(priv);
+
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_ALPHABLENDENABLE, TRUE);
+
+ IDirect3DDevice9_SetTexture(priv->d3d_device, 0,
+ d3dtex_get_render_texture(priv, &osd->texture));
+
+ if (imgs->format == SUBBITMAP_LIBASS) {
+ // do not use the color value from the A8 texture, because that is black
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,D3DRS_TEXTUREFACTOR,
+ 0xFFFFFFFF);
+ IDirect3DDevice9_SetTextureStageState(priv->d3d_device,0,
+ D3DTSS_COLORARG1, D3DTA_TFACTOR);
+
+ IDirect3DDevice9_SetTextureStageState(priv->d3d_device, 0,
+ D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ } else {
+ IDirect3DDevice9_SetRenderState(priv->d3d_device, D3DRS_SRCBLEND,
+ D3DBLEND_ONE);
+ }
+
+ IDirect3DDevice9_SetFVF(priv->d3d_device, D3DFVF_OSD_VERTEX);
+ IDirect3DDevice9_DrawPrimitiveUP(priv->d3d_device, D3DPT_TRIANGLELIST,
+ osd->num_vertices / 3,
+ osd->vertices, sizeof(vertex_osd));
+
+ IDirect3DDevice9_SetTextureStageState(priv->d3d_device,0,
+ D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ IDirect3DDevice9_SetTextureStageState(priv->d3d_device, 0,
+ D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+
+ IDirect3DDevice9_SetTexture(priv->d3d_device, 0, NULL);
+
+ IDirect3DDevice9_SetRenderState(priv->d3d_device,
+ D3DRS_ALPHABLENDENABLE, FALSE);
+}
+
+
+static void draw_osd(struct vo *vo, struct osd_state *osd)
+{
+ d3d_priv *priv = vo->priv;
+ if (!priv->d3d_device)
+ return;
+
+ osd_draw(osd, priv->osd_res, osd->vo_pts, 0, osd_fmt_supported,
+ draw_osd_cb, priv);
+}
+
+#define AUTHOR "Georgi Petrov (gogothebee) <gogothebee@gmail.com> and others"
+
+const struct vo_driver video_out_direct3d = {
+ .is_new = true,
+ .info = &(const vo_info_t) {
+ "Direct3D 9 Renderer",
+ "direct3d",
+ AUTHOR,
+ ""
+ },
+ .preinit = preinit_standard,
+ .config = config,
+ .control = control,
+ .draw_slice = draw_slice,
+ .draw_osd = draw_osd,
+ .flip_page = flip_page,
+ .check_events = check_events,
+ .uninit = uninit,
+};
+
+const struct vo_driver video_out_direct3d_shaders = {
+ .is_new = true,
+ .info = &(const vo_info_t) {
+ "Direct3D 9 Renderer (using shaders for YUV conversion)",
+ "direct3d_shaders",
+ AUTHOR,
+ ""
+ },
+ .preinit = preinit_shaders,
+ .config = config,
+ .control = control,
+ .draw_slice = draw_slice,
+ .draw_osd = draw_osd,
+ .flip_page = flip_page,
+ .check_events = check_events,
+ .uninit = uninit,
+};