mirror of
https://github.com/mpv-player/mpv
synced 2024-11-18 21:16:10 +01:00
76276c9210
Get rid of the old vf.c code. Replace it with a generic filtering framework, which can potentially handle more than just --vf. At least reimplementing --af with this code is planned. This changes some --vf semantics (including runtime behavior and the "vf" command). The most important ones are listed in interface-changes. vf_convert.c is renamed to f_swscale.c. It is now an internal filter that can not be inserted by the user manually. f_lavfi.c is a refactor of player/lavfi.c. The latter will be removed once --lavfi-complex is reimplemented on top of f_lavfi.c. (which is conceptually easy, but a big mess due to the data flow changes). The existing filters are all changed heavily. The data flow of the new filter framework is different. Especially EOF handling changes - EOF is now a "frame" rather than a state, and must be passed through exactly once. Another major thing is that all filters must support dynamic format changes. The filter reconfig() function goes away. (This sounds complex, but since all filters need to handle EOF draining anyway, they can use the same code, and it removes the mess with reconfig() having to predict the output format, which completely breaks with libavfilter anyway.) In addition, there is no automatic format negotiation or conversion. libavfilter's primitive and insufficient API simply doesn't allow us to do this in a reasonable way. Instead, filters can use f_autoconvert as sub-filter, and tell it which formats they support. This filter will in turn add actual conversion filters, such as f_swscale, to perform necessary format changes. vf_vapoursynth.c uses the same basic principle of operation as before, but with worryingly different details in data flow. Still appears to work. The hardware deint filters (vf_vavpp.c, vf_d3d11vpp.c, vf_vdpaupp.c) are heavily changed. Fortunately, they all used refqueue.c, which is for sharing the data flow logic (especially for managing future/past surfaces and such). It turns out it can be used to factor out most of the data flow. Some of these filters accepted software input. Instead of having ad-hoc upload code in each filter, surface upload is now delegated to f_autoconvert, which can use f_hwupload to perform this. Exporting VO capabilities is still a big mess (mp_stream_info stuff). The D3D11 code drops the redundant image formats, and all code uses the hw_subfmt (sw_format in FFmpeg) instead. Although that too seems to be a big mess for now. f_async_queue is unused.
285 lines
8.2 KiB
C
285 lines
8.2 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <pthread.h>
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#include "config.h"
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#include <libavcodec/avcodec.h>
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#include <libavutil/hwcontext.h>
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#include <libavutil/hwcontext_d3d11va.h>
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#if HAVE_D3D9_HWACCEL
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#include <libavutil/hwcontext_dxva2.h>
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#endif
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#include "common/common.h"
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#include "common/av_common.h"
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#include "video/fmt-conversion.h"
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#include "video/hwdec.h"
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#include "video/mp_image.h"
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#include "video/mp_image_pool.h"
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#include "osdep/windows_utils.h"
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#include "d3d.h"
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HMODULE d3d11_dll, d3d9_dll, dxva2_dll;
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PFN_D3D11_CREATE_DEVICE d3d11_D3D11CreateDevice;
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static pthread_once_t d3d_load_once = PTHREAD_ONCE_INIT;
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#if !HAVE_UWP
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static void d3d_do_load(void)
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{
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d3d11_dll = LoadLibrary(L"d3d11.dll");
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d3d9_dll = LoadLibrary(L"d3d9.dll");
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dxva2_dll = LoadLibrary(L"dxva2.dll");
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if (d3d11_dll) {
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d3d11_D3D11CreateDevice =
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(void *)GetProcAddress(d3d11_dll, "D3D11CreateDevice");
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}
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}
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#else
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static void d3d_do_load(void)
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{
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d3d11_D3D11CreateDevice = D3D11CreateDevice;
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}
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#endif
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void d3d_load_dlls(void)
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{
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pthread_once(&d3d_load_once, d3d_do_load);
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}
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// Test if Direct3D11 can be used by us. Basically, this prevents trying to use
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// D3D11 on Win7, and then failing somewhere in the process.
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bool d3d11_check_decoding(ID3D11Device *dev)
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{
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HRESULT hr;
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// We assume that NV12 is always supported, if hw decoding is supported at
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// all.
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UINT supported = 0;
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hr = ID3D11Device_CheckFormatSupport(dev, DXGI_FORMAT_NV12, &supported);
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return !FAILED(hr) && (supported & D3D11_BIND_DECODER);
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}
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static void d3d11_refine_hwframes(AVBufferRef *hw_frames_ctx)
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{
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AVHWFramesContext *fctx = (void *)hw_frames_ctx->data;
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if (fctx->format == AV_PIX_FMT_D3D11) {
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AVD3D11VAFramesContext *hwctx = fctx->hwctx;
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// According to hwcontex_d3d11va.h, yuv420p means DXGI_FORMAT_420_OPAQUE,
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// which has no shader support.
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if (fctx->sw_format != AV_PIX_FMT_YUV420P)
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hwctx->BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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}
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}
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AVBufferRef *d3d11_wrap_device_ref(ID3D11Device *device)
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{
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AVBufferRef *device_ref = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_D3D11VA);
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if (!device_ref)
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return NULL;
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AVHWDeviceContext *ctx = (void *)device_ref->data;
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AVD3D11VADeviceContext *hwctx = ctx->hwctx;
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ID3D11Device_AddRef(device);
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hwctx->device = device;
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if (av_hwdevice_ctx_init(device_ref) < 0)
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av_buffer_unref(&device_ref);
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return device_ref;
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}
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static void d3d11_complete_image_params(struct mp_image *img)
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{
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AVHWFramesContext *hw_frames = (void *)img->hwctx->data;
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// According to hwcontex_d3d11va.h, this means DXGI_FORMAT_420_OPAQUE.
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img->params.hw_flags = hw_frames->sw_format == AV_PIX_FMT_YUV420P
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? MP_IMAGE_HW_FLAG_OPAQUE : 0;
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}
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static struct AVBufferRef *d3d11_create_standalone(struct mpv_global *global,
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struct mp_log *plog, struct hwcontext_create_dev_params *params)
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{
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ID3D11Device *device = NULL;
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HRESULT hr;
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d3d_load_dlls();
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if (!d3d11_D3D11CreateDevice) {
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mp_err(plog, "Failed to load D3D11 library\n");
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return NULL;
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}
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hr = d3d11_D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,
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D3D11_CREATE_DEVICE_VIDEO_SUPPORT, NULL, 0,
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D3D11_SDK_VERSION, &device, NULL, NULL);
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if (FAILED(hr)) {
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mp_err(plog, "Failed to create D3D11 Device: %s\n",
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mp_HRESULT_to_str(hr));
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return NULL;
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}
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AVBufferRef *avref = d3d11_wrap_device_ref(device);
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ID3D11Device_Release(device);
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if (!avref)
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mp_err(plog, "Failed to allocate AVHWDeviceContext.\n");
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return avref;
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}
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const struct hwcontext_fns hwcontext_fns_d3d11 = {
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.av_hwdevice_type = AV_HWDEVICE_TYPE_D3D11VA,
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.complete_image_params = d3d11_complete_image_params,
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.refine_hwframes = d3d11_refine_hwframes,
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.create_dev = d3d11_create_standalone,
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};
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#if HAVE_D3D9_HWACCEL
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#define DXVA2API_USE_BITFIELDS
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#include <libavutil/common.h>
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#include <libavutil/hwcontext_dxva2.h>
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static void d3d9_free_av_device_ref(AVHWDeviceContext *ctx)
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{
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AVDXVA2DeviceContext *hwctx = ctx->hwctx;
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if (hwctx->devmgr)
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IDirect3DDeviceManager9_Release(hwctx->devmgr);
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}
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AVBufferRef *d3d9_wrap_device_ref(IDirect3DDevice9 *device)
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{
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HRESULT hr;
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d3d_load_dlls();
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if (!dxva2_dll)
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return NULL;
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HRESULT (WINAPI *DXVA2CreateDirect3DDeviceManager9)(UINT *, IDirect3DDeviceManager9 **) =
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(void *)GetProcAddress(dxva2_dll, "DXVA2CreateDirect3DDeviceManager9");
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if (!DXVA2CreateDirect3DDeviceManager9)
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return NULL;
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AVBufferRef *device_ref = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_DXVA2);
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if (!device_ref)
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return NULL;
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AVHWDeviceContext *ctx = (void *)device_ref->data;
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AVDXVA2DeviceContext *hwctx = ctx->hwctx;
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UINT reset_token = 0;
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hr = DXVA2CreateDirect3DDeviceManager9(&reset_token, &hwctx->devmgr);
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if (FAILED(hr))
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goto fail;
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IDirect3DDeviceManager9_ResetDevice(hwctx->devmgr, device, reset_token);
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if (FAILED(hr))
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goto fail;
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ctx->free = d3d9_free_av_device_ref;
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if (av_hwdevice_ctx_init(device_ref) < 0)
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goto fail;
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return device_ref;
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fail:
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d3d9_free_av_device_ref(ctx);
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av_buffer_unref(&device_ref);
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return NULL;
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}
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static struct AVBufferRef *d3d9_create_standalone(struct mpv_global *global,
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struct mp_log *plog, struct hwcontext_create_dev_params *params)
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{
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d3d_load_dlls();
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if (!d3d9_dll || !dxva2_dll) {
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mp_err(plog, "Failed to load D3D9 library\n");
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return NULL;
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}
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HRESULT (WINAPI *Direct3DCreate9Ex)(UINT, IDirect3D9Ex **) =
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(void *)GetProcAddress(d3d9_dll, "Direct3DCreate9Ex");
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if (!Direct3DCreate9Ex) {
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mp_err(plog, "Failed to locate Direct3DCreate9Ex\n");
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return NULL;
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}
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IDirect3D9Ex *d3d9ex = NULL;
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HRESULT hr = Direct3DCreate9Ex(D3D_SDK_VERSION, &d3d9ex);
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if (FAILED(hr)) {
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mp_err(plog, "Failed to create IDirect3D9Ex object\n");
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return NULL;
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}
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UINT adapter = D3DADAPTER_DEFAULT;
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D3DDISPLAYMODEEX modeex = {0};
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IDirect3D9Ex_GetAdapterDisplayModeEx(d3d9ex, adapter, &modeex, NULL);
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D3DPRESENT_PARAMETERS present_params = {
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.Windowed = TRUE,
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.BackBufferWidth = 640,
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.BackBufferHeight = 480,
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.BackBufferCount = 0,
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.BackBufferFormat = modeex.Format,
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.SwapEffect = D3DSWAPEFFECT_DISCARD,
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.Flags = D3DPRESENTFLAG_VIDEO,
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};
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IDirect3DDevice9Ex *exdev = NULL;
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hr = IDirect3D9Ex_CreateDeviceEx(d3d9ex, adapter,
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D3DDEVTYPE_HAL,
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GetShellWindow(),
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D3DCREATE_SOFTWARE_VERTEXPROCESSING |
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D3DCREATE_MULTITHREADED |
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D3DCREATE_FPU_PRESERVE,
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&present_params,
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NULL,
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&exdev);
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IDirect3D9_Release(d3d9ex);
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if (FAILED(hr)) {
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mp_err(plog, "Failed to create Direct3D device: %s\n",
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mp_HRESULT_to_str(hr));
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return NULL;
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}
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AVBufferRef *avref = d3d9_wrap_device_ref((IDirect3DDevice9 *)exdev);
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IDirect3DDevice9Ex_Release(exdev);
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if (!avref)
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mp_err(plog, "Failed to allocate AVHWDeviceContext.\n");
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return avref;
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}
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const struct hwcontext_fns hwcontext_fns_dxva2 = {
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.av_hwdevice_type = AV_HWDEVICE_TYPE_DXVA2,
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.create_dev = d3d9_create_standalone,
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};
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#endif /* HAVE_D3D9_HWACCEL */
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