mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-19 14:41:42 +00:00
WIP: D3D11VA support
Overlays work, but drawing the actual video is unimplemented
This commit is contained in:
@@ -108,7 +108,7 @@ unix:!macx {
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}
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}
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win32 {
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LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus
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LIBS += -llibssl -llibcrypto -lSDL2 -lSDL2_ttf -lavcodec -lavutil -lopus -ldxgi -ld3d11
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CONFIG += ffmpeg
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}
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win32:!winrt {
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@@ -300,14 +300,16 @@ win32 {
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HEADERS += streaming/video/ffmpeg-renderers/dxutil.h
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}
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win32:!winrt {
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message(DXVA2 renderer selected)
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message(DXVA2 and D3D11VA renderers selected)
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SOURCES += \
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streaming/video/ffmpeg-renderers/dxva2.cpp \
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streaming/video/ffmpeg-renderers/d3d11va.cpp \
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streaming/video/ffmpeg-renderers/pacer/dxvsyncsource.cpp
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HEADERS += \
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streaming/video/ffmpeg-renderers/dxva2.h \
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streaming/video/ffmpeg-renderers/d3d11va.h \
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streaming/video/ffmpeg-renderers/pacer/dxvsyncsource.h
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}
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macx {
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@@ -59,5 +59,7 @@
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<file alias="egl_opaque.vert">shaders/egl_opaque.vert</file>
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<file alias="egl_overlay.frag">shaders/egl_overlay.frag</file>
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<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
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<file alias="d3d11_vertex.fxc">shaders/d3d11_vertex.fxc</file>
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<file alias="d3d11_overlay_pixel.fxc">shaders/d3d11_overlay_pixel.fxc</file>
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</qresource>
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</RCC>
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3
app/shaders/build_hlsl.bat
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3
app/shaders/build_hlsl.bat
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@@ -0,0 +1,3 @@
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fxc /T vs_4_0_level_9_3 /Fo d3d11_vertex.fxc d3d11_vertex.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
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BIN
app/shaders/d3d11_overlay_pixel.fxc
Normal file
BIN
app/shaders/d3d11_overlay_pixel.fxc
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Binary file not shown.
13
app/shaders/d3d11_overlay_pixel.hlsl
Normal file
13
app/shaders/d3d11_overlay_pixel.hlsl
Normal file
@@ -0,0 +1,13 @@
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Texture2D theTexture : register(t0);
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SamplerState theSampler : register(s0);
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struct ShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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float4 main(ShaderInput input) : SV_TARGET
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{
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return theTexture.Sample(theSampler, input.tex);
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}
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BIN
app/shaders/d3d11_vertex.fxc
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BIN
app/shaders/d3d11_vertex.fxc
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Binary file not shown.
19
app/shaders/d3d11_vertex.hlsl
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19
app/shaders/d3d11_vertex.hlsl
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@@ -0,0 +1,19 @@
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struct ShaderInput
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{
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float2 pos : POSITION;
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float2 tex : TEXCOORD0;
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};
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struct ShaderOutput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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ShaderOutput main(ShaderInput input)
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{
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ShaderOutput output;
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output.pos = float4(input.pos, 0.0f, 1.0f);
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output.tex = input.tex;
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return output;
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}
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1030
app/streaming/video/ffmpeg-renderers/d3d11va.cpp
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1030
app/streaming/video/ffmpeg-renderers/d3d11va.cpp
Normal file
File diff suppressed because it is too large
Load Diff
57
app/streaming/video/ffmpeg-renderers/d3d11va.h
Normal file
57
app/streaming/video/ffmpeg-renderers/d3d11va.h
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@@ -0,0 +1,57 @@
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#pragma once
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#include "renderer.h"
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#include "pacer/pacer.h"
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#include <d3d11_1.h>
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#include <dxgi1_5.h>
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extern "C" {
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#include <libavutil/hwcontext_d3d11va.h>
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}
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class D3D11VARenderer : public IFFmpegRenderer
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{
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public:
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D3D11VARenderer();
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virtual ~D3D11VARenderer() override;
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virtual bool initialize(PDECODER_PARAMETERS params) override;
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virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary**) override;
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virtual void renderFrame(AVFrame* frame) override;
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virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
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virtual void setHdrMode(bool enabled) override;
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virtual int getRendererAttributes() override;
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private:
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static void lockContext(void* lock_ctx);
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static void unlockContext(void* lock_ctx);
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bool setupRenderingResources();
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void renderOverlay(Overlay::OverlayType type);
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bool checkDecoderSupport(IDXGIAdapter* adapter);
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IDXGIFactory5* m_Factory;
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ID3D11Device* m_Device;
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IDXGISwapChain4* m_SwapChain;
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ID3D11DeviceContext* m_DeviceContext;
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ID3D11RenderTargetView* m_RenderTargetView;
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SDL_mutex* m_ContextLock;
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DECODER_PARAMETERS m_DecoderParams;
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int m_DisplayWidth;
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int m_DisplayHeight;
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bool m_Windowed;
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bool m_AllowTearing;
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HANDLE m_FrameWaitableObject;
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ID3D11PixelShader* m_VideoPixelShader;
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SDL_SpinLock m_OverlayLock;
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ID3D11Buffer* m_OverlayVertexBuffers[Overlay::OverlayMax];
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ID3D11Texture2D* m_OverlayTextures[Overlay::OverlayMax];
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ID3D11ShaderResourceView* m_OverlayTextureResourceViews[Overlay::OverlayMax];
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ID3D11PixelShader* m_OverlayPixelShader;
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AVBufferRef* m_HwContext;
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};
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@@ -669,6 +669,12 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
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bool DXVA2Renderer::initialize(PDECODER_PARAMETERS params)
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{
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// Don't use DXVA2 for HDR10. While it can render 10-bit color, it doesn't support
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// the HDR colorspace and HDR display metadata required to enable HDR mode properly.
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if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) {
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return false;
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}
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m_VideoFormat = params->videoFormat;
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m_VideoWidth = params->width;
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m_VideoHeight = params->height;
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@@ -9,6 +9,7 @@
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#ifdef Q_OS_WIN32
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#include "ffmpeg-renderers/dxva2.h"
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#include "ffmpeg-renderers/d3d11va.h"
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#endif
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#ifdef Q_OS_DARWIN
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@@ -599,8 +600,13 @@ IFFmpegRenderer* FFmpegVideoDecoder::createHwAccelRenderer(const AVCodecHWConfig
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if (pass == 0) {
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switch (hwDecodeCfg->device_type) {
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#ifdef Q_OS_WIN32
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// DXVA2 appears in the hwaccel list before D3D11VA, so we will implicitly
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// prefer it. When we want to switch to D3D11VA by default, we'll need to
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// move it into the second pass set below.
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case AV_HWDEVICE_TYPE_DXVA2:
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return new DXVA2Renderer();
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case AV_HWDEVICE_TYPE_D3D11VA:
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return new D3D11VARenderer();
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#endif
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#ifdef Q_OS_DARWIN
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case AV_HWDEVICE_TYPE_VIDEOTOOLBOX:
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