[vlc-devel] [PATCH 26/29] direct3d11: use a Texture2DArray in the pixel shader
Steve Lhomme
robux4 at videolabs.io
Thu Jan 19 11:11:01 CET 2017
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.
---
modules/video_output/win32/common.h | 1 +
modules/video_output/win32/direct3d11.c | 101 ++++++++++++++++++++++++--------
2 files changed, 79 insertions(+), 23 deletions(-)
diff --git a/modules/video_output/win32/common.h b/modules/video_output/win32/common.h
index 9fca8eb..9ae2487 100644
--- a/modules/video_output/win32/common.h
+++ b/modules/video_output/win32/common.h
@@ -192,6 +192,7 @@ struct vout_display_sys_t
IDXGISwapChain1 *dxgiswapChain; /* DXGI 1.1 swap chain */
ID3D11Device *d3ddevice; /* D3D device */
ID3D11DeviceContext *d3dcontext; /* D3D context */
+ bool legacy_shader;
d3d_quad_t picQuad;
const d3d_format_t *picQuadConfig;
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 4b466e2..9310445 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -62,6 +62,9 @@ static void Close(vlc_object_t *);
#define HW_BLENDING_TEXT N_("Use hardware blending support")
#define HW_BLENDING_LONGTEXT N_(\
"Try to use hardware acceleration for subtitle/OSD blending.")
+#define HW_0COPY_TEXT N_("Use 0-copy with hardware decoder")
+#define HW_0COPY_LONGTEXT N_(\
+ "Use one less copy per frame displayed, may not work on all hardware.")
vlc_module_begin ()
set_shortname("Direct3D11")
@@ -71,6 +74,7 @@ vlc_module_begin ()
set_subcategory(SUBCAT_VIDEO_VOUT)
add_bool("direct3d11-hw-blending", true, HW_BLENDING_TEXT, HW_BLENDING_LONGTEXT, true)
+ add_bool("direct3d11-direct-hw", true, HW_0COPY_TEXT, HW_0COPY_LONGTEXT, true)
#if VLC_WINSTORE_APP
add_integer("winrt-d3dcontext", 0x0, NULL, NULL, true); /* ID3D11DeviceContext* */
@@ -230,7 +234,7 @@ static const char* globPixelShaderDefault = "\
float whitePadding;\
float4x4 Colorspace;\
};\
- Texture2D shaderTexture;\
+ Texture2D%s shaderTexture;\
SamplerState SampleType;\
\
struct PS_INPUT\
@@ -267,8 +271,8 @@ static const char *globPixelShaderBiplanarYUV_2RGB = "\
float whitePadding;\
float4x4 Colorspace;\
};\
- Texture2D shaderTextureY;\
- Texture2D shaderTextureUV;\
+ Texture2D%s shaderTextureY;\
+ Texture2D%s shaderTextureUV;\
SamplerState SampleType;\
\
struct PS_INPUT\
@@ -306,7 +310,7 @@ static const char *globPixelShaderBiplanarYUYV_2RGB = "\
float whitePadding;\
float4x4 Colorspace;\
};\
- Texture2D shaderTextureYUYV;\
+ Texture2D%s shaderTextureYUYV;\
SamplerState SampleType;\
\
struct PS_INPUT\
@@ -981,7 +985,7 @@ static void Prepare(vout_display_t *vd, picture_t *picture, subpicture_t *subpic
}
#ifdef HAVE_ID3D11VIDEODECODER
- if (is_d3d11_opaque(picture->format.i_chroma)) {
+ if (is_d3d11_opaque(picture->format.i_chroma) && sys->legacy_shader) {
D3D11_BOX box;
picture_sys_t *p_sys = picture->p_sys;
D3D11_TEXTURE2D_DESC texDesc;
@@ -1076,7 +1080,10 @@ static void Display(vout_display_t *vd, picture_t *picture, subpicture_t *subpic
Direct3D11UnmapTexture(picture);
/* Render the quad */
- DisplayD3DPicture(sys, &sys->picQuad, sys->picQuad.picSys.resourceView);
+ if (is_d3d11_opaque(picture->format.i_chroma) && !sys->legacy_shader)
+ DisplayD3DPicture(sys, &sys->picQuad, picture->p_sys->resourceView);
+ else
+ DisplayD3DPicture(sys, &sys->picQuad, sys->picQuad.picSys.resourceView);
if (subpicture) {
// draw the additional vertices
@@ -1230,7 +1237,7 @@ 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
@@ -1328,13 +1335,6 @@ static int Direct3D11Open(vout_display_t *vd, video_format_t *fmt)
msg_Warn(vd, "Could not get a suitable SPU pixel shader for %s", sys->picQuadConfig->name);
}
- if ( fmt->i_height != fmt->i_visible_height || fmt->i_width != fmt->i_visible_width )
- {
- msg_Dbg( vd, "use a staging texture to crop to visible size" );
- AllocQuad( vd, fmt, &sys->stagingQuad, &sys->picQuadConfig, NULL, false,
- PROJECTION_MODE_RECTANGULAR );
- }
-
video_format_t core_source;
CropStagingFormat( vd, &core_source );
UpdateRects(vd, NULL, NULL, true);
@@ -1364,6 +1364,13 @@ static int Direct3D11Open(vout_display_t *vd, video_format_t *fmt)
}
#endif
+ if ( fmt->i_height != fmt->i_visible_height || fmt->i_width != fmt->i_visible_width )
+ {
+ msg_Dbg( vd, "use a staging texture to crop to visible size" );
+ AllocQuad( vd, fmt, &sys->stagingQuad, sys->picQuadConfig, NULL,
+ PROJECTION_MODE_RECTANGULAR );
+ }
+
#if !VLC_WINSTORE_APP
EventThreadUpdateTitle(sys->event, VOUT_TITLE " (Direct3D11 output)");
#endif
@@ -1429,12 +1436,28 @@ 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;
@@ -1524,12 +1547,34 @@ static int Direct3D11CreateResources(vout_display_t *vd, video_format_t *fmt)
ID3D11DepthStencilState_Release(pDepthStencilState);
}
+#ifdef HAVE_ID3D11VIDEODECODER
+ sys->legacy_shader = !var_InheritBool(vd, "direct3d11-direct-hw");
+#if 0
+ IDXGIAdapter *pAdapter = D3D11DeviceAdapter(sys->d3ddevice);
+ if (pAdapter) {
+ DXGI_ADAPTER_DESC adapterDesc;
+ if (SUCCEEDED(IDXGIAdapter_GetDesc(pAdapter, &adapterDesc)) &&
+ adapterDesc.VendorId == 0x1002) {
+ /* ATI/AMD hardware has issues with pixel shaders with Texture2DArray */
+ sys->legacy_shader = true;
+ }
+ IDXGIAdapter_Release(pAdapter);
+ }
+#endif
+#else
+ sys->legacy_shader = true;
+#endif
ID3D11PixelShader *pPicQuadShader;
hr = CompilePixelShader(vd, sys->d3dPxShader, &pPicQuadShader);
if (FAILED(hr))
{
- msg_Err(vd, "Failed to create the pixel shader. (hr=0x%lX)", hr);
- return VLC_EGENERIC;
+ sys->legacy_shader = true;
+ hr = CompilePixelShader(vd, sys->d3dPxShader, &pPicQuadShader);
+ if (FAILED(hr))
+ {
+ msg_Err(vd, "Failed to create the pixel shader. (hr=0x%lX)", hr);
+ return VLC_EGENERIC;
+ }
}
if (sys->psz_rgbaPxShader != NULL)
@@ -2036,11 +2081,21 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
}
/* map texture planes to resource views */
- D3D11_SHADER_RESOURCE_VIEW_DESC resviewDesc;
- memset(&resviewDesc, 0, sizeof(resviewDesc));
- resviewDesc.Format = cfg->formatY;
- resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- resviewDesc.Texture2D.MipLevels = texDesc.MipLevels;
+ D3D11_SHADER_RESOURCE_VIEW_DESC resviewDesc = {
+ .Format = cfg->formatY,
+ };
+ 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, (ID3D11Resource *)quad->pTexture, &resviewDesc, &quad->picSys.resourceView[0]);
if (FAILED(hr)) {
--
2.10.2
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