Implement D3D11VA video rendering

This commit is contained in:
Cameron Gutman 2022-02-04 21:51:34 -06:00
parent 67612f607e
commit f256407789
8 changed files with 362 additions and 35 deletions

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@ -61,5 +61,6 @@
<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
<file alias="d3d11_vertex.fxc">shaders/d3d11_vertex.fxc</file>
<file alias="d3d11_overlay_pixel.fxc">shaders/d3d11_overlay_pixel.fxc</file>
<file alias="d3d11_video_pixel.fxc">shaders/d3d11_video_pixel.fxc</file>
</qresource>
</RCC>

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@ -1,3 +1,4 @@
fxc /T vs_4_0_level_9_3 /Fo d3d11_vertex.fxc d3d11_vertex.hlsl
fxc /T ps_4_0_level_9_3 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
fxc /T ps_4_0_level_9_3 /Fo d3d11_video_pixel.fxc d3d11_video_pixel.hlsl

Binary file not shown.

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@ -0,0 +1,30 @@
Texture2D luminancePlane : register(t0);
Texture2D chrominancePlane : register(t1);
SamplerState theSampler : register(s0);
cbuffer CSC_CONST_BUF : register(b0)
{
float3x3 cscMatrix;
float3 offsets;
};
struct ShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET
{
float y = luminancePlane.Sample(theSampler, input.tex);
float2 uv = chrominancePlane.Sample(theSampler, input.tex);
float3 yuv = float3(y, uv);
// Subtract the YUV offset for limited vs full range
yuv -= offsets;
// Multiply by the conversion matrix for this colorspace
yuv = mul(yuv, cscMatrix);
return min16float4(saturate(yuv), 1.0f);
}

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@ -19,18 +19,75 @@ typedef struct _VERTEX
float tu, tv;
} VERTEX, *PVERTEX;
#define CSC_MATRIX_RAW_ELEMENT_COUNT 9
#define CSC_MATRIX_PACKED_ELEMENT_COUNT 12
static const float k_CscMatrix_Bt601Lim[CSC_MATRIX_RAW_ELEMENT_COUNT] = {
1.1644f, 1.1644f, 1.1644f,
0.0f, -0.3917f, 2.0172f,
1.5960f, -0.8129f, 0.0f,
};
static const float k_CscMatrix_Bt601Full[CSC_MATRIX_RAW_ELEMENT_COUNT] = {
1.0f, 1.0f, 1.0f,
0.0f, -0.3441f, 1.7720f,
1.4020f, -0.7141f, 0.0f,
};
static const float k_CscMatrix_Bt709Lim[CSC_MATRIX_RAW_ELEMENT_COUNT] = {
1.1644f, 1.1644f, 1.1644f,
0.0f, -0.2132f, 2.1124f,
1.7927f, -0.5329f, 0.0f,
};
static const float k_CscMatrix_Bt709Full[CSC_MATRIX_RAW_ELEMENT_COUNT] = {
1.0f, 1.0f, 1.0f,
0.0f, -0.1873f, 1.8556f,
1.5748f, -0.4681f, 0.0f,
};
static const float k_CscMatrix_Bt2020Lim[CSC_MATRIX_RAW_ELEMENT_COUNT] = {
1.1644f, 1.1644f, 1.1644f,
0.0f, -0.1874f, 2.1418f,
1.6781f, -0.6505f, 0.0f,
};
static const float k_CscMatrix_Bt2020Full[CSC_MATRIX_RAW_ELEMENT_COUNT] = {
1.0f, 1.0f, 1.0f,
0.0f, -0.1646f, 1.8814f,
1.4746f, -0.5714f, 0.0f,
};
#define OFFSETS_ELEMENT_COUNT 3
static const float k_Offsets_Lim[OFFSETS_ELEMENT_COUNT] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
static const float k_Offsets_Full[OFFSETS_ELEMENT_COUNT] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
typedef struct _CSC_CONST_BUF
{
// CscMatrix value from above but packed appropriately
float cscMatrix[CSC_MATRIX_PACKED_ELEMENT_COUNT];
// YUV offset values from above
float offsets[OFFSETS_ELEMENT_COUNT];
// Padding float to be a multiple of 16 bytes
float padding;
} CSC_CONST_BUF, *PCSC_CONST_BUF;
static_assert(sizeof(CSC_CONST_BUF) % 16 == 0, "Constant buffer sizes must be a multiple of 16");
D3D11VARenderer::D3D11VARenderer()
: m_Factory(nullptr),
m_Device(nullptr),
m_SwapChain(nullptr),
m_DeviceContext(nullptr),
m_RenderTargetView(nullptr),
m_LastColorSpace(AVCOL_SPC_UNSPECIFIED),
m_LastColorRange(AVCOL_RANGE_UNSPECIFIED),
m_AllowTearing(false),
m_FrameWaitableObject(nullptr),
m_VideoPixelShader(nullptr),
m_VideoVertexBuffer(nullptr),
m_VideoConstantBuffer(nullptr),
m_OverlayLock(0),
m_OverlayPixelShader(nullptr),
m_HwContext(nullptr)
m_HwDeviceContext(nullptr),
m_HwFramesContext(nullptr)
{
RtlZeroMemory(m_OverlayVertexBuffers, sizeof(m_OverlayVertexBuffers));
RtlZeroMemory(m_OverlayTextures, sizeof(m_OverlayTextures));
@ -43,6 +100,8 @@ D3D11VARenderer::~D3D11VARenderer()
{
SDL_DestroyMutex(m_ContextLock);
SAFE_COM_RELEASE(m_VideoConstantBuffer);
SAFE_COM_RELEASE(m_VideoVertexBuffer);
SAFE_COM_RELEASE(m_VideoPixelShader);
for (int i = 0; i < ARRAYSIZE(m_OverlayVertexBuffers); i++) {
@ -65,16 +124,19 @@ D3D11VARenderer::~D3D11VARenderer()
CloseHandle(m_FrameWaitableObject);
}
if (m_SwapChain != nullptr) {
if (m_SwapChain != nullptr && !m_Windowed) {
// It's illegal to destroy a full-screen swapchain. Make sure we're in windowed mode.
m_SwapChain->SetFullscreenState(FALSE, nullptr);
}
SAFE_COM_RELEASE(m_SwapChain);
if (m_HwFramesContext != nullptr) {
av_buffer_unref(&m_HwFramesContext);
}
if (m_HwContext != nullptr) {
if (m_HwDeviceContext != nullptr) {
// This will release m_Device and m_DeviceContext too
av_buffer_unref(&m_HwContext);
av_buffer_unref(&m_HwDeviceContext);
}
else {
SAFE_COM_RELEASE(m_Device);
@ -293,14 +355,15 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
return false;
}
m_HwContext = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_D3D11VA);
if (!m_HwContext) {
{
m_HwDeviceContext = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_D3D11VA);
if (!m_HwDeviceContext) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate D3D11VA context");
"Failed to allocate D3D11VA device context");
return false;
}
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwContext->data;
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwDeviceContext->data;
AVD3D11VADeviceContext* d3d11vaDeviceContext = (AVD3D11VADeviceContext*)deviceContext->hwctx;
// AVHWDeviceContext takes ownership of these objects
@ -312,13 +375,50 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
d3d11vaDeviceContext->unlock = unlockContext;
d3d11vaDeviceContext->lock_ctx = this;
int err = av_hwdevice_ctx_init(m_HwContext);
int err = av_hwdevice_ctx_init(m_HwDeviceContext);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to initialize D3D11VA context: %d",
"Failed to initialize D3D11VA device context: %d",
err);
return false;
}
}
{
m_HwFramesContext = av_hwframe_ctx_alloc(m_HwDeviceContext);
if (!m_HwFramesContext) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate D3D11VA frame context");
return false;
}
AVHWFramesContext* framesContext = (AVHWFramesContext*)m_HwFramesContext->data;
// We require NV12 or P010 textures for our shader
framesContext->format = AV_PIX_FMT_D3D11;
framesContext->sw_format = params->videoFormat == VIDEO_FORMAT_H265_MAIN10 ?
AV_PIX_FMT_P010 : AV_PIX_FMT_NV12;
// Surfaces must be 128 pixel aligned for HEVC and 16 pixel aligned for H.264
framesContext->width = FFALIGN(params->width, (params->videoFormat & VIDEO_FORMAT_MASK_H265) ? 128 : 16);
framesContext->height = FFALIGN(params->height, (params->videoFormat & VIDEO_FORMAT_MASK_H265) ? 128 : 16);
// We can have up to 16 reference frames plus a working surface
framesContext->initial_pool_size = 17;
AVD3D11VAFramesContext* d3d11vaFramesContext = (AVD3D11VAFramesContext*)framesContext->hwctx;
// We need to override the default D3D11VA bind flags to bind the textures as a shader resources
d3d11vaFramesContext->BindFlags = D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE;
int err = av_hwframe_ctx_init(m_HwFramesContext);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to initialize D3D11VA frame context: %d",
err);
return false;
}
}
if (params->enableVsync && m_Windowed) {
// We only want one buffered frame on our waitable swapchain
@ -367,7 +467,7 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
bool D3D11VARenderer::prepareDecoderContext(AVCodecContext* context, AVDictionary**)
{
context->hw_device_ctx = av_buffer_ref(m_HwContext);
context->hw_device_ctx = av_buffer_ref(m_HwDeviceContext);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using D3D11VA accelerated renderer");
@ -375,6 +475,14 @@ bool D3D11VARenderer::prepareDecoderContext(AVCodecContext* context, AVDictionar
return true;
}
bool D3D11VARenderer::prepareDecoderContextInGetFormat(AVCodecContext *context, AVPixelFormat)
{
// hw_frames_ctx must be initialized in ffGetFormat().
context->hw_frames_ctx = av_buffer_ref(m_HwFramesContext);
return true;
}
void D3D11VARenderer::setHdrMode(bool enabled)
{
HRESULT hr;
@ -446,6 +554,11 @@ void D3D11VARenderer::renderFrame(AVFrame* frame)
{
D3D11_VIEWPORT viewPort;
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
// Acquire the context lock for rendering to prevent concurrent
// access from inside FFmpeg's decoding code
lockContext(this);
@ -476,7 +589,8 @@ void D3D11VARenderer::renderFrame(AVFrame* frame)
viewPort.Height = dst.h;
m_DeviceContext->RSSetViewports(1, &viewPort);
// TODO: Render video
// Render our video frame with the aspect-ratio adjusted viewport
renderVideo(frame);
// Set the viewport to render overlays at the full window size
viewPort.TopLeftX = viewPort.TopLeftY = 0;
@ -601,7 +715,7 @@ void D3D11VARenderer::renderOverlay(Overlay::OverlayType type)
SDL_AtomicUnlock(&m_OverlayLock);
// Bind vertex buffer and shader
// Bind vertex buffer
UINT stride = sizeof(VERTEX);
UINT offset = 0;
m_DeviceContext->IASetVertexBuffers(0, 1, &overlayVertexBuffer, &stride, &offset);
@ -618,6 +732,131 @@ void D3D11VARenderer::renderOverlay(Overlay::OverlayType type)
overlayVertexBuffer->Release();
}
void D3D11VARenderer::updateColorConversionConstants(AVFrame* frame)
{
// If nothing has changed since last frame, we're done
if (frame->colorspace == m_LastColorSpace && frame->color_range == m_LastColorRange) {
return;
}
// Free any existing buffer
SAFE_COM_RELEASE(m_VideoConstantBuffer);
D3D11_BUFFER_DESC constDesc = {};
constDesc.ByteWidth = sizeof(CSC_CONST_BUF);
constDesc.Usage = D3D11_USAGE_IMMUTABLE;
constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constDesc.CPUAccessFlags = 0;
constDesc.MiscFlags = 0;
// This handles the case where the color range is unknown,
// so that we use Limited color range which is the default
// behavior for Moonlight.
CSC_CONST_BUF constBuf = {};
bool fullRange = (frame->color_range == AVCOL_RANGE_JPEG);
const float* rawCscMatrix;
switch (frame->colorspace) {
case AVCOL_SPC_SMPTE170M:
case AVCOL_SPC_BT470BG:
rawCscMatrix = fullRange ? k_CscMatrix_Bt601Full : k_CscMatrix_Bt601Lim;
break;
case AVCOL_SPC_BT709:
rawCscMatrix = fullRange ? k_CscMatrix_Bt709Full : k_CscMatrix_Bt709Lim;
break;
case AVCOL_SPC_BT2020_NCL:
case AVCOL_SPC_BT2020_CL:
rawCscMatrix = fullRange ? k_CscMatrix_Bt2020Full : k_CscMatrix_Bt2020Lim;
break;
default:
SDL_assert(false);
return;
}
// We need to adjust our raw CSC matrix to be column-major and with float3 vectors
// padded with a float in between each of them to adhere to HLSL requirements.
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
constBuf.cscMatrix[i * 4 + j] = rawCscMatrix[j * 3 + i];
}
}
// No adjustments are needed to the float[3] array of offsets, so it can just
// be copied with memcpy().
memcpy(constBuf.offsets,
fullRange ? k_Offsets_Full : k_Offsets_Lim,
sizeof(constBuf.offsets));
D3D11_SUBRESOURCE_DATA constData = {};
constData.pSysMem = &constBuf;
HRESULT hr = m_Device->CreateBuffer(&constDesc, &constData, &m_VideoConstantBuffer);
if (FAILED(hr)) {
m_VideoConstantBuffer = nullptr;
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateBuffer() failed: %x",
hr);
return;
}
m_LastColorSpace = frame->colorspace;
m_LastColorRange = frame->color_range;
}
void D3D11VARenderer::renderVideo(AVFrame* frame)
{
HRESULT hr;
// Update our CSC constants if the colorspace has changed
updateColorConversionConstants(frame);
// Bind video rendering vertex buffer
UINT stride = sizeof(VERTEX);
UINT offset = 0;
m_DeviceContext->IASetVertexBuffers(0, 1, &m_VideoVertexBuffer, &stride, &offset);
// Create shader resource views for the video texture
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = 0;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = (uintptr_t)frame->data[1];
srvDesc.Texture2DArray.ArraySize = 1;
// Bind the luminance plane
ID3D11ShaderResourceView* luminanceTextureView;
srvDesc.Format = m_DecoderParams.videoFormat == VIDEO_FORMAT_H265_MAIN10 ? DXGI_FORMAT_R16_UNORM : DXGI_FORMAT_R8_UNORM;
hr = m_Device->CreateShaderResourceView((ID3D11Resource*)frame->data[0], &srvDesc, &luminanceTextureView);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateShaderResourceView() failed: %x",
hr);
return;
}
m_DeviceContext->PSSetShaderResources(0, 1, &luminanceTextureView);
luminanceTextureView->Release();
// Bind the chrominance plane
ID3D11ShaderResourceView* chrominanceTextureView;
srvDesc.Format = m_DecoderParams.videoFormat == VIDEO_FORMAT_H265_MAIN10 ? DXGI_FORMAT_R16G16_UNORM : DXGI_FORMAT_R8G8_UNORM;
hr = m_Device->CreateShaderResourceView((ID3D11Resource*)frame->data[0], &srvDesc, &chrominanceTextureView);
if (FAILED(hr)) {
luminanceTextureView->Release();
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateShaderResourceView() failed: %x",
hr);
return;
}
m_DeviceContext->PSSetShaderResources(1, 1, &chrominanceTextureView);
chrominanceTextureView->Release();
// Bind video pixel shader and CSC constants
m_DeviceContext->PSSetShader(m_VideoPixelShader, nullptr, 0);
m_DeviceContext->PSSetConstantBuffers(0, 1, &m_VideoConstantBuffer);
// Draw the video
m_DeviceContext->DrawIndexed(6, 0, 0);
}
// This function must NOT use any DXGI or ID3D11DeviceContext methods
// since it can be called on an arbitrary thread!
void D3D11VARenderer::notifyOverlayUpdated(Overlay::OverlayType type)
@ -915,7 +1154,19 @@ bool D3D11VARenderer::setupRenderingResources()
hr = m_Device->CreatePixelShader(overlayPixelShaderBytecode.constData(), overlayPixelShaderBytecode.length(), nullptr, &m_OverlayPixelShader);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateVertexShader() failed: %x",
"ID3D11Device::CreatePixelShader() failed: %x",
hr);
return false;
}
}
{
QByteArray videoPixelShaderBytecode = Path::readDataFile("d3d11_video_pixel.fxc");
hr = m_Device->CreatePixelShader(videoPixelShaderBytecode.constData(), videoPixelShaderBytecode.length(), nullptr, &m_VideoPixelShader);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreatePixelShader() failed: %x",
hr);
return false;
}
@ -998,6 +1249,36 @@ bool D3D11VARenderer::setupRenderingResources()
}
}
// Create our fixed vertex buffer for video rendering
{
VERTEX verts[] =
{
{-1, -1, 0, 1},
{-1, 1, 0, 0},
{ 1, -1, 1, 1},
{ 1, 1, 1, 0},
};
D3D11_BUFFER_DESC vbDesc = {};
vbDesc.ByteWidth = sizeof(verts);
vbDesc.Usage = D3D11_USAGE_IMMUTABLE;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = 0;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = sizeof(VERTEX);
D3D11_SUBRESOURCE_DATA vbData = {};
vbData.pSysMem = verts;
hr = m_Device->CreateBuffer(&vbDesc, &vbData, &m_VideoVertexBuffer);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateBuffer() failed: %x",
hr);
return false;
}
}
// Create our blend state
{
D3D11_BLEND_DESC blendDesc = {};

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@ -17,6 +17,7 @@ public:
virtual ~D3D11VARenderer() override;
virtual bool initialize(PDECODER_PARAMETERS params) override;
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary**) override;
virtual bool prepareDecoderContextInGetFormat(AVCodecContext* context, AVPixelFormat pixelFormat) override;
virtual void renderFrame(AVFrame* frame) override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual void setHdrMode(bool enabled) override;
@ -28,6 +29,8 @@ private:
bool setupRenderingResources();
void renderOverlay(Overlay::OverlayType type);
void updateColorConversionConstants(AVFrame* frame);
void renderVideo(AVFrame* frame);
bool checkDecoderSupport(IDXGIAdapter* adapter);
IDXGIFactory5* m_Factory;
@ -41,10 +44,15 @@ private:
int m_DisplayWidth;
int m_DisplayHeight;
bool m_Windowed;
AVColorSpace m_LastColorSpace;
AVColorRange m_LastColorRange;
bool m_AllowTearing;
HANDLE m_FrameWaitableObject;
ID3D11PixelShader* m_VideoPixelShader;
ID3D11Buffer* m_VideoVertexBuffer;
ID3D11Buffer* m_VideoConstantBuffer;
SDL_SpinLock m_OverlayLock;
ID3D11Buffer* m_OverlayVertexBuffers[Overlay::OverlayMax];
@ -52,6 +60,7 @@ private:
ID3D11ShaderResourceView* m_OverlayTextureResourceViews[Overlay::OverlayMax];
ID3D11PixelShader* m_OverlayPixelShader;
AVBufferRef* m_HwContext;
AVBufferRef* m_HwDeviceContext;
AVBufferRef* m_HwFramesContext;
};

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@ -159,6 +159,11 @@ public:
// Nothing
}
virtual bool prepareDecoderContextInGetFormat(AVCodecContext*, AVPixelFormat) {
// Assume no further initialization is required
return true;
}
// IOverlayRenderer
virtual void notifyOverlayUpdated(Overlay::OverlayType) override {
// Nothing

View File

@ -114,9 +114,8 @@ enum AVPixelFormat FFmpegVideoDecoder::ffGetFormat(AVCodecContext* context,
// format (if not using hardware decoding). It's crucial
// to override the default get_format() which will try
// to gracefully fall back to software decode and break us.
if (*p == (decoder->m_HwDecodeCfg ?
decoder->m_HwDecodeCfg->pix_fmt :
context->pix_fmt)) {
if (*p == (decoder->m_HwDecodeCfg ? decoder->m_HwDecodeCfg->pix_fmt : context->pix_fmt) &&
decoder->m_BackendRenderer->prepareDecoderContextInGetFormat(context, *p)) {
return *p;
}
}
@ -124,7 +123,8 @@ enum AVPixelFormat FFmpegVideoDecoder::ffGetFormat(AVCodecContext* context,
// Failed to match the preferred pixel formats. Try non-preferred options for non-hwaccel decoders.
if (decoder->m_HwDecodeCfg == nullptr) {
for (p = pixFmts; *p != -1; p++) {
if (decoder->m_FrontendRenderer->isPixelFormatSupported(decoder->m_VideoFormat, *p)) {
if (decoder->m_FrontendRenderer->isPixelFormatSupported(decoder->m_VideoFormat, *p) &&
decoder->m_BackendRenderer->prepareDecoderContextInGetFormat(context, *p)) {
return *p;
}
}