From 68eac1a1e7ac931576a8b59dd159a7961189ca48 Mon Sep 17 00:00:00 2001 From: James Ross-Gowan Date: Thu, 7 Sep 2017 20:18:06 +1000 Subject: 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. --- video/out/gpu/d3d11_helpers.h | 79 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 79 insertions(+) create mode 100644 video/out/gpu/d3d11_helpers.h (limited to 'video/out/gpu/d3d11_helpers.h') diff --git a/video/out/gpu/d3d11_helpers.h b/video/out/gpu/d3d11_helpers.h new file mode 100644 index 0000000000..6d99c62a51 --- /dev/null +++ b/video/out/gpu/d3d11_helpers.h @@ -0,0 +1,79 @@ +/* + * This file is part of mpv. + * + * mpv is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * mpv is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with mpv. If not, see . + */ + +#ifndef MP_D3D11_HELPERS_H_ +#define MP_D3D11_HELPERS_H_ + +#include +#include +#include +#include + +#define D3D_FEATURE_LEVEL_12_0 (0xc000) +#define D3D_FEATURE_LEVEL_12_1 (0xc100) + +struct d3d11_device_opts { + // Enable the debug layer (D3D11_CREATE_DEVICE_DEBUG) + bool debug; + + // Allow a software (WARP) adapter. Note, sometimes a software adapter will + // be used even when allow_warp is false. This is because, on Windows 8 and + // up, if there are no hardware adapters, Windows will pretend the WARP + // adapter is the primary hardware adapter. + bool allow_warp; + + // Always use a WARP adapter. This is mainly for testing purposes. + bool force_warp; + + // The maximum number of pending frames allowed to be queued to a swapchain + int max_frame_latency; + + // The maximum Direct3D 11 feature level to attempt to create + // If unset, defaults to D3D_FEATURE_LEVEL_11_0 + int max_feature_level; + + // The minimum Direct3D 11 feature level to attempt to create. If this is + // not supported, device creation will fail. + // If unset, defaults to D3D_FEATURE_LEVEL_9_1 + int min_feature_level; +}; + +bool mp_d3d11_create_present_device(struct mp_log *log, + struct d3d11_device_opts *opts, + ID3D11Device **dev_out); + +struct d3d11_swapchain_opts { + HWND window; + int width; + int height; + + // Use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL if possible + bool flip; + + // Number of surfaces in the swapchain + int length; + + // The BufferUsage value for swapchain surfaces. This should probably + // contain DXGI_USAGE_RENDER_TARGET_OUTPUT. + DXGI_USAGE usage; +}; + +bool mp_d3d11_create_swapchain(ID3D11Device *dev, struct mp_log *log, + struct d3d11_swapchain_opts *opts, + IDXGISwapChain **swapchain_out); + +#endif -- cgit v1.2.3