Use a D3D11Fence to wait to start the next frame until the previous frame is finished

This commit is contained in:
Cameron Gutman
2026-01-07 19:04:15 -06:00
parent 9ffe5218d5
commit cda65ab58d
2 changed files with 71 additions and 37 deletions

View File

@@ -224,24 +224,10 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
m_BindDecoderOutputTextures = adapterDesc.VendorId == 0x8086;
}
if (Utils::getEnvironmentVariableOverride("D3D11VA_FORCE_FENCE", &m_UseFenceHack)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Using D3D11VA_FORCE_FENCE to override default fence workaround logic");
}
else {
// Old Intel GPUs (HD 4000) require a fence to properly synchronize
// the video engine with the 3D engine for texture sampling.
m_UseFenceHack = adapterDesc.VendorId == 0x8086 && featureLevel < D3D_FEATURE_LEVEL_11_1;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Decoder texture access: %s (fence: %s)",
m_BindDecoderOutputTextures ? "bind" : "copy",
(m_BindDecoderOutputTextures && m_UseFenceHack) ? "yes" : "no");
// Check which fence types are supported by this GPU
{
m_FenceType = SupportedFenceType::None;
m_NextFenceValue = 0;
ComPtr<IDXGIAdapter4> adapter4;
if (SUCCEEDED(adapter.As(&adapter4))) {
@@ -257,8 +243,38 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
}
}
}
if (m_FenceType != SupportedFenceType::None) {
ComPtr<ID3D11Device5> device5;
ComPtr<ID3D11DeviceContext4> deviceContext4;
if (SUCCEEDED(m_Device.As(&device5)) && SUCCEEDED(m_DeviceContext.As(&deviceContext4))) {
hr = device5->CreateFence(m_NextFenceValue,
m_FenceType == SupportedFenceType::Monitored ?
D3D11_FENCE_FLAG_NONE : D3D11_FENCE_FLAG_NON_MONITORED,
IID_PPV_ARGS(&m_Fence));
if (FAILED(hr)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device5::CreateFence() failed: %x",
hr);
// Non-fatal
}
m_NextFenceValue++;
}
}
if (m_FenceType == SupportedFenceType::Monitored) {
// Create an auto-reset event for our fence to signal
m_FenceEvent.Attach(CreateEvent(NULL, FALSE, TRUE, NULL));
}
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Decoder texture access: %s (fence: %s)",
m_BindDecoderOutputTextures ? "bind" : "copy",
m_FenceType == SupportedFenceType::Monitored ? "monitored" :
(m_FenceType == SupportedFenceType::NonMonitored ? "non-monitored" : "unsupported"));
if (!checkDecoderSupport(adapter.Get())) {
m_DeviceContext.Reset();
m_Device.Reset();
@@ -795,27 +811,6 @@ void D3D11VARenderer::renderVideo(AVFrame* frame)
srvIndex);
return;
}
// Ensure decoding operations have completed using a dummy fence.
// This is not necessary on modern GPU drivers, but it is required
// on some older Intel GPU drivers that don't properly synchronize
// the video engine with 3D operations.
if (m_UseFenceHack && m_FenceType != SupportedFenceType::None) {
ComPtr<ID3D11Device5> device5;
ComPtr<ID3D11DeviceContext4> deviceContext4;
if (SUCCEEDED(m_Device.As(&device5)) && SUCCEEDED(m_DeviceContext.As(&deviceContext4))) {
ComPtr<ID3D11Fence> fence;
if (SUCCEEDED(device5->CreateFence(0,
m_FenceType == SupportedFenceType::Monitored ?
D3D11_FENCE_FLAG_NONE : D3D11_FENCE_FLAG_NON_MONITORED,
IID_PPV_ARGS(&fence)))) {
if (SUCCEEDED(deviceContext4->Signal(fence.Get(), 1))) {
deviceContext4->Wait(fence.Get(), 1);
}
}
}
}
}
else {
// Copy this frame into our video texture
@@ -840,6 +835,15 @@ void D3D11VARenderer::renderVideo(AVFrame* frame)
// Unbind SRVs for this frame
ID3D11ShaderResourceView* nullSrvs[2] = {};
m_DeviceContext->PSSetShaderResources(0, 2, nullSrvs);
// Trigger our fence to signal after this video frame has been rendered
if (m_Fence) {
ComPtr<ID3D11DeviceContext4> deviceContext4;
if (SUCCEEDED(m_DeviceContext.As(&deviceContext4))) {
deviceContext4->Signal(m_Fence.Get(), m_NextFenceValue);
m_NextFenceValue++;
}
}
}
// This function must NOT use any DXGI or ID3D11DeviceContext methods
@@ -966,6 +970,32 @@ void D3D11VARenderer::notifyOverlayUpdated(Overlay::OverlayType type)
SDL_AtomicUnlock(&m_OverlayLock);
}
void D3D11VARenderer::waitToRender()
{
if (m_Fence && m_FenceEvent.IsValid()) {
SDL_assert(m_FenceType == SupportedFenceType::Monitored);
// Check if the GPU is already finished
if (m_Fence->GetCompletedValue() < m_NextFenceValue - 1) {
HRESULT hr;
hr = m_Fence->SetEventOnCompletion(m_NextFenceValue - 1, m_FenceEvent.Get());
if (SUCCEEDED(hr)) {
// If we don't wake within 2 seconds, something is probably wrong
if (WaitForSingleObject(m_FenceEvent.Get(), 2000) != WAIT_OBJECT_0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to wait on fence event!");
}
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Fence::SetEventOnCompletion() failed: %x",
hr);
}
}
}
}
bool D3D11VARenderer::checkDecoderSupport(IDXGIAdapter* adapter)
{
HRESULT hr;

View File

@@ -10,6 +10,7 @@ extern "C" {
}
#include <wrl/client.h>
#include <wrl/wrappers/corewrappers.h>
class D3D11VARenderer : public IFFmpegRenderer
{
@@ -21,6 +22,7 @@ public:
virtual bool prepareDecoderContextInGetFormat(AVCodecContext* context, AVPixelFormat pixelFormat) override;
virtual void renderFrame(AVFrame* frame) override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual void waitToRender() override;
virtual int getRendererAttributes() override;
virtual int getDecoderCapabilities() override;
virtual InitFailureReason getInitFailureReason() override;
@@ -65,9 +67,11 @@ private:
Microsoft::WRL::ComPtr<ID3D11BlendState> m_OverlayBlendState;
SupportedFenceType m_FenceType;
Microsoft::WRL::ComPtr<ID3D11Fence> m_Fence;
Microsoft::WRL::Wrappers::Event m_FenceEvent;
UINT64 m_NextFenceValue;
SDL_mutex* m_ContextLock;
bool m_BindDecoderOutputTextures;
bool m_UseFenceHack;
DECODER_PARAMETERS m_DecoderParams;
int m_TextureAlignment;