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mpv/video/out/opengl/context_dxinterop.c
quilloss 2ba2062e5b context_dxinterop: lock rendertarget after present when swapping buffers
Moves the DXLockObjectsNV call to after PresentEx. This fixes an issue
where the presented image is a single frame late. This may be due to
DXLockObjectsNV locking the render target before StretchRect is done.
The spec indicates that the lock call should provide synchronization
for the resource, so this may be due to a driver bug.
2017-06-18 20:54:44 +02:00

605 lines
19 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include <windows.h>
#include <versionhelpers.h>
#include <d3d9.h>
#include <dwmapi.h>
#include "osdep/windows_utils.h"
#include "video/out/w32_common.h"
#include "context.h"
// For WGL_ACCESS_WRITE_DISCARD_NV, etc.
#include <GL/wglext.h>
EXTERN_C IMAGE_DOS_HEADER __ImageBase;
#define HINST_THISCOMPONENT ((HINSTANCE)&__ImageBase)
// mingw-w64 header typo?
#ifndef IDirect3DSwapChain9Ex_GetBackBuffer
#define IDirect3DSwapChain9Ex_GetBackBuffer IDirect3DSwapChain9EX_GetBackBuffer
#endif
struct priv {
HMODULE d3d9_dll;
HRESULT (WINAPI *Direct3DCreate9Ex)(UINT SDKVersion, IDirect3D9Ex **ppD3D);
// Direct3D9 device and resources
IDirect3D9Ex *d3d9ex;
IDirect3DDevice9Ex *device;
HANDLE device_h;
IDirect3DSwapChain9Ex *swapchain;
IDirect3DSurface9 *backbuffer;
IDirect3DSurface9 *rtarget;
HANDLE rtarget_h;
// OpenGL offscreen context
HWND os_wnd;
HDC os_dc;
HGLRC os_ctx;
// OpenGL resources
GLuint texture;
// Did we lose the device?
bool lost_device;
// Requested and current parameters
int requested_swapinterval;
int width, height, swapinterval;
};
static __thread struct MPGLContext *current_ctx;
static void pump_message_loop(void)
{
// We have a hidden window on this thread (for the OpenGL context,) so pump
// its message loop at regular intervals to be safe
MSG message;
while (PeekMessageW(&message, NULL, 0, 0, PM_REMOVE))
DispatchMessageW(&message);
}
static void *w32gpa(const GLubyte *procName)
{
HMODULE oglmod;
void *res = wglGetProcAddress(procName);
if (res)
return res;
oglmod = GetModuleHandleW(L"opengl32.dll");
return GetProcAddress(oglmod, procName);
}
static int os_ctx_create(struct MPGLContext *ctx)
{
static const wchar_t os_wnd_class[] = L"mpv offscreen gl";
struct priv *p = ctx->priv;
HGLRC legacy_context = NULL;
RegisterClassExW(&(WNDCLASSEXW) {
.cbSize = sizeof(WNDCLASSEXW),
.style = CS_OWNDC,
.lpfnWndProc = DefWindowProc,
.hInstance = HINST_THISCOMPONENT,
.lpszClassName = os_wnd_class,
});
// Create a hidden window for an offscreen OpenGL context. It might also be
// possible to use the VO window, but MSDN recommends against drawing to
// the same window with flip mode present and other APIs, so play it safe.
p->os_wnd = CreateWindowExW(0, os_wnd_class, os_wnd_class, 0, 0, 0, 200,
200, NULL, NULL, HINST_THISCOMPONENT, NULL);
p->os_dc = GetDC(p->os_wnd);
if (!p->os_dc) {
MP_FATAL(ctx->vo, "Couldn't create window for offscreen rendering\n");
goto fail;
}
// Choose a pixel format. It probably doesn't matter what this is because
// the primary framebuffer will not be used.
PIXELFORMATDESCRIPTOR pfd = {
.nSize = sizeof pfd,
.nVersion = 1,
.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
.iPixelType = PFD_TYPE_RGBA,
.cColorBits = 24,
.iLayerType = PFD_MAIN_PLANE,
};
int pf = ChoosePixelFormat(p->os_dc, &pfd);
if (!pf) {
MP_FATAL(ctx->vo,
"Couldn't choose pixelformat for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
SetPixelFormat(p->os_dc, pf, &pfd);
legacy_context = wglCreateContext(p->os_dc);
if (!legacy_context || !wglMakeCurrent(p->os_dc, legacy_context)) {
MP_FATAL(ctx->vo, "Couldn't create OpenGL context for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
const char *(GLAPIENTRY *wglGetExtensionsStringARB)(HDC hdc)
= w32gpa((const GLubyte*)"wglGetExtensionsStringARB");
if (!wglGetExtensionsStringARB) {
MP_FATAL(ctx->vo, "The OpenGL driver does not support OpenGL 3.x\n");
goto fail;
}
const char *wgl_exts = wglGetExtensionsStringARB(p->os_dc);
if (!strstr(wgl_exts, "WGL_ARB_create_context")) {
MP_FATAL(ctx->vo, "The OpenGL driver does not support OpenGL 3.x\n");
goto fail;
}
HGLRC (GLAPIENTRY *wglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext,
const int *attribList)
= w32gpa((const GLubyte*)"wglCreateContextAttribsARB");
if (!wglCreateContextAttribsARB) {
MP_FATAL(ctx->vo, "The OpenGL driver does not support OpenGL 3.x\n");
goto fail;
}
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
WGL_CONTEXT_FLAGS_ARB, 0,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
p->os_ctx = wglCreateContextAttribsARB(p->os_dc, 0, attribs);
if (!p->os_ctx) {
// NVidia, instead of ignoring WGL_CONTEXT_FLAGS_ARB, will error out if
// it's present on pre-3.2 contexts.
// Remove it from attribs and retry the context creation.
attribs[6] = attribs[7] = 0;
p->os_ctx = wglCreateContextAttribsARB(p->os_dc, 0, attribs);
}
if (!p->os_ctx) {
MP_FATAL(ctx->vo,
"Couldn't create OpenGL 3.x context for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
wglMakeCurrent(p->os_dc, NULL);
wglDeleteContext(legacy_context);
legacy_context = NULL;
if (!wglMakeCurrent(p->os_dc, p->os_ctx)) {
MP_FATAL(ctx->vo,
"Couldn't activate OpenGL 3.x context for offscreen rendering: %s\n",
mp_LastError_to_str());
goto fail;
}
mpgl_load_functions(ctx->gl, w32gpa, wgl_exts, ctx->vo->log);
if (!(ctx->gl->mpgl_caps & MPGL_CAP_DXINTEROP)) {
MP_FATAL(ctx->vo, "WGL_NV_DX_interop is not supported\n");
goto fail;
}
return 0;
fail:
if (legacy_context) {
wglMakeCurrent(p->os_dc, NULL);
wglDeleteContext(legacy_context);
}
return -1;
}
static void os_ctx_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
if (p->os_ctx) {
wglMakeCurrent(p->os_dc, NULL);
wglDeleteContext(p->os_ctx);
}
if (p->os_dc)
ReleaseDC(p->os_wnd, p->os_dc);
if (p->os_wnd)
DestroyWindow(p->os_wnd);
}
static int d3d_size_dependent_create(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
HRESULT hr;
IDirect3DSwapChain9 *sw9;
hr = IDirect3DDevice9Ex_GetSwapChain(p->device, 0, &sw9);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't get swap chain: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
hr = IDirect3DSwapChain9_QueryInterface(sw9, &IID_IDirect3DSwapChain9Ex,
(void**)&p->swapchain);
if (FAILED(hr)) {
SAFE_RELEASE(sw9);
MP_ERR(ctx->vo, "Obtained swap chain is not IDirect3DSwapChain9Ex: %s\n",
mp_HRESULT_to_str(hr));
return -1;
}
SAFE_RELEASE(sw9);
hr = IDirect3DSwapChain9Ex_GetBackBuffer(p->swapchain, 0,
D3DBACKBUFFER_TYPE_MONO, &p->backbuffer);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't get backbuffer: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
// Get the format of the backbuffer
D3DSURFACE_DESC bb_desc = { 0 };
IDirect3DSurface9_GetDesc(p->backbuffer, &bb_desc);
MP_VERBOSE(ctx->vo, "DX_interop backbuffer size: %ux%u\n",
(unsigned)bb_desc.Width, (unsigned)bb_desc.Height);
MP_VERBOSE(ctx->vo, "DX_interop backbuffer format: %u\n",
(unsigned)bb_desc.Format);
// Create a rendertarget with the same format as the backbuffer for
// rendering from OpenGL
HANDLE share_handle = NULL;
hr = IDirect3DDevice9Ex_CreateRenderTarget(p->device, bb_desc.Width,
bb_desc.Height, bb_desc.Format, D3DMULTISAMPLE_NONE, 0, FALSE,
&p->rtarget, &share_handle);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't create rendertarget: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
// Register the share handle with WGL_NV_DX_interop. Nvidia does not
// require the use of share handles, but Intel does.
if (share_handle)
gl->DXSetResourceShareHandleNV(p->rtarget, share_handle);
// Create the OpenGL-side texture
gl->GenTextures(1, &p->texture);
// Now share the rendertarget with OpenGL as a texture
p->rtarget_h = gl->DXRegisterObjectNV(p->device_h, p->rtarget, p->texture,
GL_TEXTURE_2D, WGL_ACCESS_WRITE_DISCARD_NV);
if (!p->rtarget_h) {
MP_ERR(ctx->vo, "Couldn't share rendertarget with OpenGL: %s\n",
mp_LastError_to_str());
return -1;
}
// Lock the rendertarget for use from OpenGL. This will only be unlocked in
// swap_buffers() when it is blitted to the real Direct3D backbuffer.
if (!gl->DXLockObjectsNV(p->device_h, 1, &p->rtarget_h)) {
MP_ERR(ctx->vo, "Couldn't lock rendertarget: %s\n",
mp_LastError_to_str());
return -1;
}
gl->BindFramebuffer(GL_FRAMEBUFFER, ctx->main_fb);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, p->texture, 0);
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
return 0;
}
static void d3d_size_dependent_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
if (p->rtarget_h) {
gl->DXUnlockObjectsNV(p->device_h, 1, &p->rtarget_h);
gl->DXUnregisterObjectNV(p->device_h, p->rtarget_h);
}
p->rtarget_h = 0;
if (p->texture)
gl->DeleteTextures(1, &p->texture);
p->texture = 0;
SAFE_RELEASE(p->rtarget);
SAFE_RELEASE(p->backbuffer);
SAFE_RELEASE(p->swapchain);
}
static void fill_presentparams(MPGLContext *ctx, D3DPRESENT_PARAMETERS *pparams)
{
struct priv *p = ctx->priv;
// Present intervals other than IMMEDIATE and ONE don't seem to work. It's
// possible that they're not compatible with FLIPEX.
UINT presentation_interval;
switch (p->requested_swapinterval) {
case 0: presentation_interval = D3DPRESENT_INTERVAL_IMMEDIATE; break;
case 1: presentation_interval = D3DPRESENT_INTERVAL_ONE; break;
default: presentation_interval = D3DPRESENT_INTERVAL_ONE; break;
}
*pparams = (D3DPRESENT_PARAMETERS) {
.Windowed = TRUE,
.BackBufferWidth = ctx->vo->dwidth ? ctx->vo->dwidth : 1,
.BackBufferHeight = ctx->vo->dheight ? ctx->vo->dheight : 1,
// The length of the backbuffer queue shouldn't affect latency because
// swap_buffers() always uses the backbuffer at the head of the queue
// and presents it immediately. MSDN says there is a performance
// penalty for having a short backbuffer queue and this seems to be
// true, at least on Nvidia, where less than four backbuffers causes
// very high CPU usage. Use six to be safe.
.BackBufferCount = 6,
.SwapEffect = IsWindows7OrGreater() ? D3DSWAPEFFECT_FLIPEX : D3DSWAPEFFECT_FLIP,
// Automatically get the backbuffer format from the display format
.BackBufferFormat = D3DFMT_UNKNOWN,
.PresentationInterval = presentation_interval,
.hDeviceWindow = vo_w32_hwnd(ctx->vo),
};
}
static int d3d_create(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
HRESULT hr;
p->d3d9_dll = LoadLibraryW(L"d3d9.dll");
if (!p->d3d9_dll) {
MP_FATAL(ctx->vo, "Failed to load \"d3d9.dll\": %s\n",
mp_LastError_to_str());
return -1;
}
// WGL_NV_dx_interop requires Direct3D 9Ex on WDDM systems. Direct3D 9Ex
// also enables flip mode present for efficient rendering with the DWM.
p->Direct3DCreate9Ex = (void*)GetProcAddress(p->d3d9_dll,
"Direct3DCreate9Ex");
if (!p->Direct3DCreate9Ex) {
MP_FATAL(ctx->vo, "Direct3D 9Ex not supported\n");
return -1;
}
hr = p->Direct3DCreate9Ex(D3D_SDK_VERSION, &p->d3d9ex);
if (FAILED(hr)) {
MP_FATAL(ctx->vo, "Couldn't create Direct3D9Ex: %s\n",
mp_HRESULT_to_str(hr));
return -1;
}
D3DPRESENT_PARAMETERS pparams;
fill_presentparams(ctx, &pparams);
hr = IDirect3D9Ex_CreateDeviceEx(p->d3d9ex, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, vo_w32_hwnd(ctx->vo),
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE |
D3DCREATE_FPU_PRESERVE | D3DCREATE_MULTITHREADED |
D3DCREATE_NOWINDOWCHANGES,
&pparams, NULL, &p->device);
if (FAILED(hr)) {
MP_FATAL(ctx->vo, "Couldn't create device: %s\n", mp_HRESULT_to_str(hr));
return -1;
}
// mpv expects frames to be presented right after swap_buffers() returns
IDirect3DDevice9Ex_SetMaximumFrameLatency(p->device, 1);
// Register the Direct3D device with WGL_NV_dx_interop
p->device_h = gl->DXOpenDeviceNV(p->device);
if (!p->device_h) {
MP_FATAL(ctx->vo, "Couldn't open Direct3D device from OpenGL: %s\n",
mp_LastError_to_str());
return -1;
}
return 0;
}
static void d3d_destroy(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
if (p->device_h)
gl->DXCloseDeviceNV(p->device_h);
SAFE_RELEASE(p->device);
SAFE_RELEASE(p->d3d9ex);
if (p->d3d9_dll)
FreeLibrary(p->d3d9_dll);
}
static void dxinterop_uninit(MPGLContext *ctx)
{
d3d_size_dependent_destroy(ctx);
d3d_destroy(ctx);
os_ctx_destroy(ctx);
vo_w32_uninit(ctx->vo);
DwmEnableMMCSS(FALSE);
pump_message_loop();
}
static void dxinterop_reset(struct MPGLContext *ctx)
{
struct priv *p = ctx->priv;
HRESULT hr;
// Check if the device actually needs to be reset
if (ctx->vo->dwidth == p->width && ctx->vo->dheight == p->height &&
p->requested_swapinterval == p->swapinterval && !p->lost_device)
return;
d3d_size_dependent_destroy(ctx);
D3DPRESENT_PARAMETERS pparams;
fill_presentparams(ctx, &pparams);
hr = IDirect3DDevice9Ex_ResetEx(p->device, &pparams, NULL);
if (FAILED(hr)) {
p->lost_device = true;
MP_ERR(ctx->vo, "Couldn't reset device: %s\n", mp_HRESULT_to_str(hr));
return;
}
if (d3d_size_dependent_create(ctx) < 0) {
p->lost_device = true;
MP_ERR(ctx->vo, "Couldn't recreate Direct3D objects after reset\n");
return;
}
MP_VERBOSE(ctx->vo, "Direct3D device reset\n");
p->width = ctx->vo->dwidth;
p->height = ctx->vo->dheight;
p->swapinterval = p->requested_swapinterval;
p->lost_device = false;
}
static int GLAPIENTRY dxinterop_swap_interval(int interval)
{
if (!current_ctx)
return 0;
struct priv *p = current_ctx->priv;
p->requested_swapinterval = interval;
dxinterop_reset(current_ctx);
return 1;
}
static void * GLAPIENTRY dxinterop_get_native_display(const char *name)
{
if (!current_ctx || !name)
return NULL;
struct priv *p = current_ctx->priv;
if (p->device && strcmp("IDirect3DDevice9Ex", name) == 0) {
return p->device;
} else if (p->device_h && strcmp("dxinterop_device_HANDLE", name) == 0) {
return p->device_h;
}
return NULL;
}
static int dxinterop_init(struct MPGLContext *ctx, int flags)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
p->requested_swapinterval = 1;
if (!vo_w32_init(ctx->vo))
goto fail;
if (os_ctx_create(ctx) < 0)
goto fail;
// Create the shared framebuffer
gl->GenFramebuffers(1, &ctx->main_fb);
current_ctx = ctx;
gl->SwapInterval = dxinterop_swap_interval;
gl->MPGetNativeDisplay = dxinterop_get_native_display;
if (d3d_create(ctx) < 0)
goto fail;
if (d3d_size_dependent_create(ctx) < 0)
goto fail;
// The OpenGL and Direct3D coordinate systems are flipped vertically
// relative to each other. Flip the video during rendering so it can be
// copied to the Direct3D backbuffer with a simple (and fast) StretchRect.
ctx->flip_v = true;
DwmEnableMMCSS(TRUE);
return 0;
fail:
dxinterop_uninit(ctx);
return -1;
}
static int dxinterop_reconfig(struct MPGLContext *ctx)
{
vo_w32_config(ctx->vo);
return 0;
}
static void dxinterop_swap_buffers(MPGLContext *ctx)
{
struct priv *p = ctx->priv;
struct GL *gl = ctx->gl;
HRESULT hr;
pump_message_loop();
// If the device is still lost, try to reset it again
if (p->lost_device)
dxinterop_reset(ctx);
if (p->lost_device)
return;
if (!gl->DXUnlockObjectsNV(p->device_h, 1, &p->rtarget_h)) {
MP_ERR(ctx->vo, "Couldn't unlock rendertarget for present: %s\n",
mp_LastError_to_str());
return;
}
// Blit the OpenGL rendertarget to the backbuffer
hr = IDirect3DDevice9Ex_StretchRect(p->device, p->rtarget, NULL,
p->backbuffer, NULL, D3DTEXF_NONE);
if (FAILED(hr)) {
MP_ERR(ctx->vo, "Couldn't stretchrect for present: %s\n",
mp_HRESULT_to_str(hr));
return;
}
hr = IDirect3DDevice9Ex_PresentEx(p->device, NULL, NULL, NULL, NULL, 0);
switch (hr) {
case D3DERR_DEVICELOST:
case D3DERR_DEVICEHUNG:
MP_VERBOSE(ctx->vo, "Direct3D device lost! Resetting.\n");
p->lost_device = true;
dxinterop_reset(ctx);
return;
default:
if (FAILED(hr))
MP_ERR(ctx->vo, "Failed to present: %s\n", mp_HRESULT_to_str(hr));
}
if (!gl->DXLockObjectsNV(p->device_h, 1, &p->rtarget_h)) {
MP_ERR(ctx->vo, "Couldn't lock rendertarget after present: %s\n",
mp_LastError_to_str());
}
}
static int dxinterop_control(MPGLContext *ctx, int *events, int request,
void *arg)
{
int r = vo_w32_control(ctx->vo, events, request, arg);
if (*events & VO_EVENT_RESIZE)
dxinterop_reset(ctx);
return r;
}
const struct mpgl_driver mpgl_driver_dxinterop = {
.name = "dxinterop",
.priv_size = sizeof(struct priv),
.init = dxinterop_init,
.reconfig = dxinterop_reconfig,
.swap_buffers = dxinterop_swap_buffers,
.control = dxinterop_control,
.uninit = dxinterop_uninit,
};