mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-06-17 14:11:33 +00:00
Avoid D3D9 fallback on lack of codec support unless a D3D11 FL11.0 GPU wasn't found
We'd rather not waste time (and risk crashes) loading the D3D9 driver if the GPU doesn't have the physical decoding hardware at all.
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@@ -75,6 +75,8 @@ static_assert(sizeof(CSC_CONST_BUF) % 16 == 0, "Constant buffer sizes must be a
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D3D11VARenderer::D3D11VARenderer(int decoderSelectionPass)
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: m_DecoderSelectionPass(decoderSelectionPass),
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m_DevicesWithFL11Support(0),
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m_DevicesWithCodecSupport(0),
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m_Factory(nullptr),
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m_Device(nullptr),
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m_SwapChain(nullptr),
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@@ -160,6 +162,7 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
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bool success = false;
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IDXGIAdapter1* adapter = nullptr;
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DXGI_ADAPTER_DESC1 adapterDesc;
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D3D_FEATURE_LEVEL featureLevel;
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HRESULT hr;
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SDL_assert(m_Device == nullptr);
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@@ -209,7 +212,7 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
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0,
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D3D11_SDK_VERSION,
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&m_Device,
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nullptr,
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&featureLevel,
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&m_DeviceContext);
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if (FAILED(hr)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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@@ -217,6 +220,11 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
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hr);
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goto Exit;
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}
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else if (featureLevel >= D3D_FEATURE_LEVEL_11_0) {
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// Remember that we found a non-software D3D11 devices with support for
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// feature level 11.0 or later (Fermi, Terascale 2, or Ivy Bridge and later)
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m_DevicesWithFL11Support++;
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}
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if (!checkDecoderSupport(adapter)) {
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m_DeviceContext->Release();
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@@ -226,6 +234,10 @@ bool D3D11VARenderer::createDeviceByAdapterIndex(int adapterIndex, bool* adapter
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goto Exit;
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}
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else {
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// Remember that we found a device with support for decoding this codec
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m_DevicesWithCodecSupport++;
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}
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success = true;
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@@ -997,6 +1009,29 @@ bool D3D11VARenderer::needsTestFrame()
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return true;
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}
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IFFmpegRenderer::InitFailureReason D3D11VARenderer::getInitFailureReason()
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{
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// In the specific case where we found at least one D3D11 hardware device but none of the
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// enumerated devices have support for the specified codec, tell the FFmpeg decoder not to
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// bother trying other hwaccels. We don't want to try loading D3D9 if the device doesn't
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// even have hardware support for the codec.
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//
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// NB: We use feature level 11.0 support as a gate here because we want to avoid returning
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// this failure reason in cases where we might have an extremely old GPU with support for
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// DXVA2 on D3D9 but not D3D11VA on D3D11. I'm unsure if any such drivers/hardware exists,
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// but better be safe than sorry.
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//
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// NB2: We're also assuming that no GPU exists which lacks any D3D11 driver but has drivers
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// for non-DX APIs like Vulkan. I believe this is a Windows Logo requirement so it should be
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// safe to assume.
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if (m_DevicesWithFL11Support != 0 && m_DevicesWithCodecSupport == 0) {
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return InitFailureReason::NoHardwareSupport;
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}
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else {
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return InitFailureReason::Unknown;
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}
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}
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void D3D11VARenderer::lockContext(void *lock_ctx)
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{
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auto me = (D3D11VARenderer*)lock_ctx;
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