diff options
author | wm4 <wm4@nowhere> | 2012-11-05 17:02:04 +0100 |
---|---|---|
committer | wm4 <wm4@nowhere> | 2012-11-12 20:06:14 +0100 |
commit | d4bdd0473d6f43132257c9fb3848d829755167a3 (patch) | |
tree | 8021c2f7da1841393c8c832105e20cd527826d6c /video/out/vo_direct3d.c | |
parent | bd48deba77bd5582c5829d6fe73a7d2571088aba (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.c | 2101 |
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, +}; 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