[vlc-commits] direct3d11: use a Texture2DArray in the pixel shader
Steve Lhomme
git at videolan.org
Fri Feb 10 14:37:19 CET 2017
vlc | branch: master | Steve Lhomme <robUx4 at videolabs.io> | Fri Feb 10 14:08:29 2017 +0100| [1b9749e762e79c744806f3797503655f5a8b1acc] | committer: Jean-Baptiste Kempf
direct3d11: use a Texture2DArray in the pixel shader
So that it can receive a view from a texture with multiple slices, like the
ones needed by d3d11va.
With this change we move from D3D9.1 compatibility to D3D10. Which is fine as
we only want D3D11 on Windows 7 and above. If the device cannot compile a
pixel shader with Texture2DArray, we fall back to Texture2D with a copy of
the texture when displaying.
Add an advanced parameter to use 0-copy with hardware decoding as some AMD
hardware have issues using Texture2DArray in the pixel shader but allow it
anyway.
log when we switch to legacy mode
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=1b9749e762e79c744806f3797503655f5a8b1acc
---
modules/video_output/win32/direct3d11.c | 154 ++++++++++++++++++++++++++++----
1 file changed, 139 insertions(+), 15 deletions(-)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 2dfa0b6..27aee2a 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -141,6 +141,10 @@ struct vout_display_sys_t
ID3D11VertexShader *flatVSShader;
ID3D11VertexShader *projectionVSShader;
+ /* copy from the decoder pool into picSquad before display
+ * Uses a Texture2D with slices rather than a Texture2DArray for the decoder */
+ bool legacy_shader;
+
// SPU
vlc_fourcc_t pSubpictureChromas[2];
const char *psz_rgbaPxShader;
@@ -298,7 +302,7 @@ static const char* globPixelShaderDefault = "\
float whitePadding;\
float4x4 Colorspace;\
};\
- Texture2D shaderTexture[" STRINGIZE(D3D11_MAX_SHADER_VIEW) "];\
+ Texture2D%s shaderTexture[" STRINGIZE(D3D11_MAX_SHADER_VIEW) "];\
SamplerState SampleType;\
\
struct PS_INPUT\
@@ -335,7 +339,7 @@ static const char *globPixelShaderBiplanarYUV_2RGB = "\
float whitePadding;\
float4x4 Colorspace;\
};\
- Texture2D shaderTexture[" STRINGIZE(D3D11_MAX_SHADER_VIEW) "];\
+ Texture2D%s shaderTexture[" STRINGIZE(D3D11_MAX_SHADER_VIEW) "];\
SamplerState SampleType;\
\
struct PS_INPUT\
@@ -373,7 +377,7 @@ static const char *globPixelShaderBiplanarYUYV_2RGB = "\
float whitePadding;\
float4x4 Colorspace;\
};\
- Texture2D shaderTexture[" STRINGIZE(D3D11_MAX_SHADER_VIEW) "];\
+ Texture2D%s shaderTexture[" STRINGIZE(D3D11_MAX_SHADER_VIEW) "];\
SamplerState SampleType;\
\
struct PS_INPUT\
@@ -632,9 +636,19 @@ static int AllocateShaderView(vout_display_t *vd, const d3d_format_t *format,
D3D11_SHADER_RESOURCE_VIEW_DESC resviewDesc = {
.Format = format->resourceFormat[0],
};
- resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- resviewDesc.Texture2D.MipLevels = 1;
+ if (sys->legacy_shader)
+ {
+ resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ resviewDesc.Texture2D.MipLevels = 1;
+ }
+ else
+ {
+ resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ resviewDesc.Texture2DArray.MipLevels = -1;
+ resviewDesc.Texture2DArray.ArraySize = 1;
+ resviewDesc.Texture2DArray.FirstArraySlice = slice_index;
+ }
hr = ID3D11Device_CreateShaderResourceView(sys->d3ddevice, picsys->resource, &resviewDesc, &picsys->resourceView[0]);
if (FAILED(hr)) {
msg_Err(vd, "Could not Create the Y/RGB Texture ResourceView slice %d. (hr=0x%lX)", slice_index, hr);
@@ -1119,7 +1133,19 @@ static void Prepare(vout_display_t *vd, picture_t *picture, subpicture_t *subpic
vout_display_sys_t *sys = vd->sys;
#ifdef HAVE_ID3D11VIDEODECODER
- if (is_d3d11_opaque(picture->format.i_chroma)) {
+ if (!is_d3d11_opaque(picture->format.i_chroma))
+ {
+ picture_sys_pool_t *p_psys = (picture_sys_pool_t*)picture->p_sys;
+ Direct3D11UnmapPoolTexture(picture);
+ ID3D11DeviceContext_CopySubresourceRegion(sys->d3dcontext,
+ sys->picQuad.picSys.resource,
+ 0, 0, 0, 0,
+ (ID3D11Resource*) p_psys->texture,
+ 0, NULL);
+ }
+ else
+ if (sys->legacy_shader)
+ {
picture_sys_t *p_sys = picture->p_sys;
if( sys->context_lock != INVALID_HANDLE_VALUE )
{
@@ -1189,11 +1215,11 @@ static void Display(vout_display_t *vd, picture_t *picture, subpicture_t *subpic
ID3D11DeviceContext_ClearDepthStencilView(sys->d3dcontext, sys->d3ddepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
- if ( !is_d3d11_opaque(picture->format.i_chroma))
- Direct3D11UnmapPoolTexture(picture);
-
/* Render the quad */
- DisplayD3DPicture(sys, &sys->picQuad, sys->picQuad.picSys.resourceView);
+ if (sys->legacy_shader || !is_d3d11_opaque(picture->format.i_chroma))
+ DisplayD3DPicture(sys, &sys->picQuad, sys->picQuad.picSys.resourceView);
+ else
+ DisplayD3DPicture(sys, &sys->picQuad, picture->p_sys->resourceView);
if (subpicture) {
// draw the additional vertices
@@ -1347,7 +1373,7 @@ static int Direct3D11Open(vout_display_t *vd, video_format_t *fmt)
for (UINT driver = 0; driver < ARRAYSIZE(driverAttempts); driver++) {
D3D_FEATURE_LEVEL i_feature_level;
hr = D3D11CreateDevice(NULL, driverAttempts[driver], NULL, creationFlags,
- featureLevels, 9, D3D11_SDK_VERSION,
+ featureLevels, 6, D3D11_SDK_VERSION,
&sys->d3ddevice, &i_feature_level, &sys->d3dcontext);
if (SUCCEEDED(hr)) {
#ifndef NDEBUG
@@ -1527,12 +1553,28 @@ static ID3DBlob* CompileShader(vout_display_t *vd, const char *psz_shader, bool
{
vout_display_sys_t *sys = vd->sys;
ID3DBlob* pShaderBlob = NULL, *pErrBlob;
+ char *shader;
+ if (!pixel)
+ shader = (char*)psz_shader;
+ else
+ {
+ shader = malloc(strlen(psz_shader) + 32);
+ if (!shader)
+ {
+ msg_Err(vd, "no room for the Pixel Shader");
+ return NULL;
+ }
+ sprintf(shader, psz_shader, sys->legacy_shader ? "" : "Array", sys->legacy_shader ? "" : "Array");
+ }
/* TODO : Match the version to the D3D_FEATURE_LEVEL */
- HRESULT hr = D3DCompile(psz_shader, strlen(psz_shader),
+ HRESULT hr = D3DCompile(shader, strlen(shader),
NULL, NULL, NULL, pixel ? "PS" : "VS",
- pixel ? "ps_4_0_level_9_1" : "vs_4_0_level_9_1",
+ pixel ? (sys->legacy_shader ? "ps_4_0_level_9_1" : "ps_4_0") :
+ (sys->legacy_shader ? "vs_4_0_level_9_1" : "vs_4_0"),
0, 0, &pShaderBlob, &pErrBlob);
+ if (pixel)
+ free(shader);
if (FAILED(hr)) {
char *err = pErrBlob ? ID3D10Blob_GetBufferPointer(pErrBlob) : NULL;
@@ -1559,6 +1601,76 @@ static HRESULT CompilePixelShader(vout_display_t *vd, const char *psz_shader, ID
return hr;
}
+#if !VLC_WINSTORE_APP
+static HKEY GetAdapterRegistry(DXGI_ADAPTER_DESC *adapterDesc)
+{
+ HKEY hKey;
+ TCHAR key[128];
+ TCHAR szData[256], lookup[256];
+ DWORD len = 256;
+
+ _sntprintf(lookup, 256, TEXT("pci\\ven_%04x&dev_%04x&rev_cf"), adapterDesc->VendorId, adapterDesc->DeviceId);
+ for (int i=0;;i++)
+ {
+ _sntprintf(key, 128, TEXT("SYSTEM\\CurrentControlSet\\Control\\Class\\{4d36e968-e325-11ce-bfc1-08002be10318}\\%04d"), i);
+ if( RegOpenKeyEx(HKEY_LOCAL_MACHINE, key, 0, KEY_READ, &hKey) != ERROR_SUCCESS )
+ return NULL;
+
+ if( RegQueryValueEx( hKey, TEXT("MatchingDeviceId"), NULL, NULL, (LPBYTE) &szData, &len ) == ERROR_SUCCESS ) {
+ if (_tcscmp(lookup, szData) == 0)
+ return hKey;
+ }
+
+ RegCloseKey(hKey);
+ }
+ return NULL;
+}
+#endif
+
+static bool CanUseTextureArray(vout_display_t *vd)
+{
+#ifndef HAVE_ID3D11VIDEODECODER
+ return false;
+#else
+ vout_display_sys_t *sys = vd->sys;
+ TCHAR szData[256];
+ DWORD len = 256;
+ IDXGIAdapter *pAdapter = D3D11DeviceAdapter(sys->d3ddevice);
+ if (!pAdapter)
+ return false;
+
+ DXGI_ADAPTER_DESC adapterDesc;
+ HRESULT hr = IDXGIAdapter_GetDesc(pAdapter, &adapterDesc);
+ IDXGIAdapter_Release(pAdapter);
+ if (FAILED(hr))
+ return false;
+
+ /* ATI/AMD hardware has issues with pixel shaders with Texture2DArray */
+ if (adapterDesc.VendorId != 0x1002)
+ return true;
+
+#if !VLC_WINSTORE_APP
+ HKEY hKey = GetAdapterRegistry(&adapterDesc);
+ if (hKey == NULL)
+ return false;
+
+ LONG err = RegQueryValueEx( hKey, TEXT("DriverVersion"), NULL, NULL, (LPBYTE) &szData, &len );
+ RegCloseKey(hKey);
+
+ if (err == ERROR_SUCCESS )
+ {
+ int wddm, d3d_features, revision, build;
+ /* see https://msdn.microsoft.com/windows/hardware/commercialize/design/compatibility/device-graphics */
+ if (_stscanf(szData, TEXT("%d.%d.%d.%d"), &wddm, &d3d_features, &revision, &build) == 4)
+ /* it should be OK starting from driver 22.19.128.xxx */
+ return wddm > 22 || (wddm == 22 && (d3d_features > 19 || (d3d_features == 19 && revision >= 128)));
+ }
+#endif
+ msg_Dbg(vd, "fallback to legacy shader mode for old AMD drivers");
+ return false;
+#endif
+}
+
/* TODO : handle errors better
TODO : seperate out into smaller functions like createshaders */
static int Direct3D11CreateResources(vout_display_t *vd, video_format_t *fmt)
@@ -1622,13 +1734,25 @@ static int Direct3D11CreateResources(vout_display_t *vd, video_format_t *fmt)
ID3D11DepthStencilState_Release(pDepthStencilState);
}
+ sys->legacy_shader = !CanUseTextureArray(vd);
vd->info.is_slow = !is_d3d11_opaque(fmt->i_chroma);
hr = CompilePixelShader(vd, sys->d3dPxShader, &sys->picQuadPixelShader);
if (FAILED(hr))
{
- msg_Err(vd, "Failed to create the pixel shader. (hr=0x%lX)", hr);
- return VLC_EGENERIC;
+#ifdef HAVE_ID3D11VIDEODECODER
+ if (!sys->legacy_shader)
+ {
+ sys->legacy_shader = true;
+ msg_Dbg(vd, "fallback to legacy shader mode");
+ hr = CompilePixelShader(vd, sys->d3dPxShader, &sys->picQuadPixelShader);
+ }
+#endif
+ if (FAILED(hr))
+ {
+ msg_Err(vd, "Failed to create the pixel shader. (hr=0x%lX)", hr);
+ return VLC_EGENERIC;
+ }
}
if (sys->psz_rgbaPxShader != NULL)
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