diff options
author | James Ross-Gowan <rossy@jrg.systems> | 2017-09-07 20:18:06 +1000 |
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committer | James Ross-Gowan <rossy@jrg.systems> | 2017-11-07 20:27:13 +1100 |
commit | 68eac1a1e7ac931576a8b59dd159a7961189ca48 (patch) | |
tree | ef25b97dd381bc5429138f256ae113339a9f353a /wscript | |
parent | 8020a62953926cd6d672e9151290bd4d65e8ee08 (diff) |
vo_gpu: d3d11: initial implementation
This is a new RA/vo_gpu backend that uses Direct3D 11. The GLSL
generated by vo_gpu is cross-compiled to HLSL with SPIRV-Cross.
What works:
- All of mpv's internal shaders should work, including compute shaders.
- Some external shaders have been tested and work, including RAVU and
adaptive-sharpen.
- Non-dumb mode works, even on very old hardware. Most features work at
feature level 9_3 and all features work at feature level 10_0. Some
features also work at feature level 9_1 and 9_2, but without high-bit-
depth FBOs, it's not very useful. (Hardware this old is probably not
fast enough for advanced features anyway.)
Note: This is more compatible than ANGLE, which requires 9_3 to work
at all (GLES 2.0,) and 10_1 for non-dumb-mode (GLES 3.0.)
- Hardware decoding with D3D11VA, including decoding of 10-bit formats
without truncation to 8-bit.
What doesn't work / can be improved:
- PBO upload and direct rendering does not work yet. Direct rendering
requires persistent-mapped PBOs because the decoder needs to be able
to read data from images that have already been decoded and uploaded.
Unfortunately, it seems like persistent-mapped PBOs are fundamentally
incompatible with D3D11, which requires all resources to use driver-
managed memory and requires memory to be unmapped (and hence pointers
to be invalidated) when a resource is used in a draw or copy
operation.
However it might be possible to use D3D11's limited multithreading
capabilities to emulate some features of PBOs, like asynchronous
texture uploading.
- The blit() and clear() operations don't have equivalents in the D3D11
API that handle all cases, so in most cases, they have to be emulated
with a shader. This is currently done inside ra_d3d11, but ideally it
would be done in generic code, so it can take advantage of mpv's
shader generation utilities.
- SPIRV-Cross is used through a NIH C-compatible wrapper library, since
it does not expose a C interface itself.
The library is available here: https://github.com/rossy/crossc
- The D3D11 context could be made to support more modern DXGI features
in future. For example, it should be possible to add support for
high-bit-depth and HDR output with DXGI 1.5/1.6.
Diffstat (limited to 'wscript')
-rw-r--r-- | wscript | 17 |
1 files changed, 13 insertions, 4 deletions
@@ -754,6 +754,19 @@ video_output_features = [ 'deps': 'win32-desktop && gpl', 'func': check_cc(header_name='d3d9.h'), }, { + 'name': '--shaderc', + 'desc': 'libshaderc SPIR-V compiler', + 'func': check_cc(header_name='shaderc/shaderc.h', lib='shaderc_shared'), + }, { + 'name': '--crossc', + 'desc': 'libcrossc SPIR-V translator', + 'func': check_pkg_config('crossc'), + }, { + 'name': '--d3d11', + 'desc': 'Direct3D 11 video output', + 'deps': 'win32-desktop && shaderc && crossc', + 'func': check_cc(header_name=['d3d11_1.h', 'dxgi1_2.h']), + }, { # We need MMAL/bcm_host/dispmanx APIs. Also, most RPI distros require # every project to hardcode the paths to the include directories. Also, # these headers are so broken that they spam tons of warnings by merely @@ -807,10 +820,6 @@ video_output_features = [ 'desc': 'Vulkan context support', 'func': check_pkg_config('vulkan'), }, { - 'name': '--shaderc', - 'desc': 'libshaderc SPIR-V compiler', - 'func': check_cc(header_name='shaderc/shaderc.h', lib='shaderc_shared'), - }, { 'name': 'egl-helpers', 'desc': 'EGL helper functions', 'deps': 'egl-x11 || mali-fbdev || rpi || gl-wayland || egl-drm || ' + |