moonlight-qt/app/streaming/video/ffmpeg-renderers/d3d11va.cpp

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// For D3D11_DECODER_PROFILE values
#include <initguid.h>
#include "d3d11va.h"
#include "dxutil.h"
#include "path.h"
#include "streaming/streamutils.h"
#include "streaming/session.h"
#include <SDL_syswm.h>
#include <VersionHelpers.h>
#define SAFE_COM_RELEASE(x) if (x) { (x)->Release(); }
typedef struct _VERTEX
{
float x, y;
float tu, tv;
} VERTEX, *PVERTEX;
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#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),
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m_LastColorSpace(AVCOL_SPC_UNSPECIFIED),
m_LastColorRange(AVCOL_RANGE_UNSPECIFIED),
m_AllowTearing(false),
m_FrameWaitableObject(nullptr),
m_VideoPixelShader(nullptr),
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m_VideoVertexBuffer(nullptr),
m_OverlayLock(0),
m_OverlayPixelShader(nullptr),
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m_HwDeviceContext(nullptr),
m_HwFramesContext(nullptr)
{
RtlZeroMemory(m_OverlayVertexBuffers, sizeof(m_OverlayVertexBuffers));
RtlZeroMemory(m_OverlayTextures, sizeof(m_OverlayTextures));
RtlZeroMemory(m_OverlayTextureResourceViews, sizeof(m_OverlayTextureResourceViews));
m_ContextLock = SDL_CreateMutex();
}
D3D11VARenderer::~D3D11VARenderer()
{
SDL_DestroyMutex(m_ContextLock);
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SAFE_COM_RELEASE(m_VideoVertexBuffer);
SAFE_COM_RELEASE(m_VideoPixelShader);
for (int i = 0; i < ARRAYSIZE(m_OverlayVertexBuffers); i++) {
SAFE_COM_RELEASE(m_OverlayVertexBuffers[i]);
}
for (int i = 0; i < ARRAYSIZE(m_OverlayTextureResourceViews); i++) {
SAFE_COM_RELEASE(m_OverlayTextureResourceViews[i]);
}
for (int i = 0; i < ARRAYSIZE(m_OverlayTextures); i++) {
SAFE_COM_RELEASE(m_OverlayTextures[i]);
}
SAFE_COM_RELEASE(m_OverlayPixelShader);
SAFE_COM_RELEASE(m_RenderTargetView);
if (m_FrameWaitableObject != nullptr) {
CloseHandle(m_FrameWaitableObject);
}
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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);
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}
SAFE_COM_RELEASE(m_SwapChain);
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if (m_HwFramesContext != nullptr) {
av_buffer_unref(&m_HwFramesContext);
}
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if (m_HwDeviceContext != nullptr) {
// This will release m_Device and m_DeviceContext too
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av_buffer_unref(&m_HwDeviceContext);
}
else {
SAFE_COM_RELEASE(m_Device);
SAFE_COM_RELEASE(m_DeviceContext);
}
SAFE_COM_RELEASE(m_Factory);
}
bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
{
int adapterIndex, outputIndex;
HRESULT hr;
m_DecoderParams = *params;
// Use DXVA2 on anything older than Win10, so we don't have to handle a bunch
// of legacy Win7/Win8 codepaths in here.
if (!IsWindows10OrGreater()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"D3D11VA renderer is only supported on Windows 10 or later.");
return false;
}
if (!SDL_DXGIGetOutputInfo(SDL_GetWindowDisplayIndex(params->window),
&adapterIndex, &outputIndex)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_DXGIGetOutputInfo() failed: %s",
SDL_GetError());
return false;
}
hr = CreateDXGIFactory(__uuidof(IDXGIFactory5), (void**)&m_Factory);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CreateDXGIFactory() failed: %x",
hr);
return false;
}
IDXGIAdapter* adapter;
hr = m_Factory->EnumAdapters(adapterIndex, &adapter);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGIFactory::EnumAdapters() failed: %x",
hr);
return false;
}
hr = D3D11CreateDevice(adapter,
D3D_DRIVER_TYPE_UNKNOWN,
nullptr,
D3D11_CREATE_DEVICE_VIDEO_SUPPORT
#ifdef QT_DEBUG
| D3D11_CREATE_DEVICE_DEBUG
#endif
,
nullptr,
0,
D3D11_SDK_VERSION,
&m_Device,
nullptr,
&m_DeviceContext);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"D3D11CreateDevice() failed: %x",
hr);
adapter->Release();
return false;
}
if (!checkDecoderSupport(adapter)) {
adapter->Release();
return false;
}
adapter->Release();
adapter = nullptr;
#if 0
m_Windowed = (SDL_GetWindowFlags(params->window) & SDL_WINDOW_FULLSCREEN_DESKTOP) != SDL_WINDOW_FULLSCREEN;
#else
// Always use windowed or borderless windowed mode for now. SDL does mode-setting for us
// in full-screen exclusive mode, so this actually works out okay.
m_Windowed = true;
#endif
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
swapChainDesc.Flags = 0;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullScreenDesc = {};
if (m_Windowed) {
// Use the current window size as the swapchain size
SDL_GetWindowSize(params->window, (int*)&swapChainDesc.Width, (int*)&swapChainDesc.Height);
}
else {
// Use the current display mode as the swapchain size
SDL_DisplayMode sdlMode;
if (SDL_GetWindowDisplayMode(params->window, &sdlMode) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetWindowDisplayMode() failed: %s",
SDL_GetError());
return false;
}
swapChainDesc.Width = sdlMode.w;
swapChainDesc.Height = sdlMode.h;
// FIXME: The SDL referesh rate may not match the actual mode due to truncation
fullScreenDesc.RefreshRate.Numerator = sdlMode.refresh_rate;
fullScreenDesc.RefreshRate.Denominator = 1;
fullScreenDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
fullScreenDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
fullScreenDesc.Windowed = FALSE;
}
m_DisplayWidth = swapChainDesc.Width;
m_DisplayHeight = swapChainDesc.Height;
if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) {
swapChainDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
}
else {
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
// Use DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING with flip mode for non-vsync case, if possible
if (!params->enableVsync) {
// DXGI_PRESENT_ALLOW_TEARING may only be used in windowed mode
if (m_Windowed) {
BOOL allowTearing = FALSE;
hr = m_Factory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING,
&allowTearing,
sizeof(allowTearing));
if (SUCCEEDED(hr)) {
// Use flip discard with allow tearing mode if possible.
swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
m_AllowTearing = true;
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"GPU driver doesn't support DXGI_FEATURE_PRESENT_ALLOW_TEARING");
// Without tearing support, we'll have to use regular discard mode to get tearing
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
}
}
else {
// In full-screen exclusive mode, we'll have to use regular discard mode
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
}
}
else {
// In V-sync mode, we can always use flip discard
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
// We'll use a waitable swapchain to ensure we get the lowest possible latency.
// NB: We can only use this option in windowed mode.
if (m_Windowed) {
swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
}
}
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(params->window, &info);
SDL_assert(info.subsystem == SDL_SYSWM_WINDOWS);
IDXGISwapChain1* swapChain;
hr = m_Factory->CreateSwapChainForHwnd(m_Device,
info.info.win.window,
&swapChainDesc,
m_Windowed ? nullptr : &fullScreenDesc,
nullptr,
&swapChain);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGIFactory::CreateSwapChainForHwnd() failed: %x",
hr);
return false;
}
hr = swapChain->QueryInterface(__uuidof(IDXGISwapChain4), (void**)&m_SwapChain);
swapChain->Release();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGISwapChain::QueryInterface(IDXGISwapChain4) failed: %x",
hr);
return false;
}
// Disable Alt+Enter, PrintScreen, and window message snooping. This makes
// it safe to run the renderer on a separate rendering thread rather than
// requiring the main (message loop) thread.
hr = m_Factory->MakeWindowAssociation(info.info.win.window, DXGI_MWA_NO_WINDOW_CHANGES);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGIFactory::MakeWindowAssociation() failed: %x",
hr);
return false;
}
if (!setupRenderingResources()) {
return false;
}
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{
m_HwDeviceContext = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_D3D11VA);
if (!m_HwDeviceContext) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to allocate D3D11VA device context");
return false;
}
AVHWDeviceContext* deviceContext = (AVHWDeviceContext*)m_HwDeviceContext->data;
AVD3D11VADeviceContext* d3d11vaDeviceContext = (AVD3D11VADeviceContext*)deviceContext->hwctx;
// AVHWDeviceContext takes ownership of these objects
d3d11vaDeviceContext->device = m_Device;
d3d11vaDeviceContext->device_context = m_DeviceContext;
// Set lock functions that we will use to synchronize with FFmpeg's usage of our device context
d3d11vaDeviceContext->lock = lockContext;
d3d11vaDeviceContext->unlock = unlockContext;
d3d11vaDeviceContext->lock_ctx = this;
int err = av_hwdevice_ctx_init(m_HwDeviceContext);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to initialize D3D11VA device context: %d",
err);
return false;
}
}
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{
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;
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// 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;
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// 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);
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// 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
hr = m_SwapChain->SetMaximumFrameLatency(1);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGISwapChain::SetMaximumFrameLatency() failed: %x",
hr);
return false;
}
m_FrameWaitableObject = m_SwapChain->GetFrameLatencyWaitableObject();
SDL_assert(m_FrameWaitableObject != nullptr);
// Wait for the swap chain to be ready. This is required because we don't
// we're waiting after presenting in the general case, not before.
WaitForSingleObjectEx(m_FrameWaitableObject, 1000, FALSE);
}
else {
IDXGIDevice1* dxgiDevice;
hr = m_Device->QueryInterface(__uuidof(IDXGIDevice1), (void **)&dxgiDevice);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::QueryInterface(IDXGIDevice1) failed: %x",
hr);
return false;
}
// For the non-vsync case, we won't have a waitable swapchain,
// so we must use IDXGIDevice1::SetMaximumFrameLatency() instead.
hr = dxgiDevice->SetMaximumFrameLatency(1);
dxgiDevice->Release();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGIDevice1::SetMaximumFrameLatency() failed: %x",
hr);
return false;
}
}
return true;
}
bool D3D11VARenderer::prepareDecoderContext(AVCodecContext* context, AVDictionary**)
{
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context->hw_device_ctx = av_buffer_ref(m_HwDeviceContext);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using D3D11VA accelerated renderer");
return true;
}
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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;
// According to MSDN, we need to lock the context even if we're just using DXGI functions
// https://docs.microsoft.com/en-us/windows/win32/direct3d11/overviews-direct3d-11-render-multi-thread-intro
lockContext(this);
if (enabled) {
DXGI_HDR_METADATA_HDR10 hdr10Metadata;
hdr10Metadata.RedPrimary[0] = m_DecoderParams.hdrMetadata.displayPrimaries[0].x;
hdr10Metadata.RedPrimary[1] = m_DecoderParams.hdrMetadata.displayPrimaries[0].y;
hdr10Metadata.GreenPrimary[0] = m_DecoderParams.hdrMetadata.displayPrimaries[1].x;
hdr10Metadata.GreenPrimary[1] = m_DecoderParams.hdrMetadata.displayPrimaries[1].y;
hdr10Metadata.BluePrimary[0] = m_DecoderParams.hdrMetadata.displayPrimaries[2].x;
hdr10Metadata.BluePrimary[1] = m_DecoderParams.hdrMetadata.displayPrimaries[2].y;
hdr10Metadata.WhitePoint[0] = m_DecoderParams.hdrMetadata.whitePoint.x;
hdr10Metadata.WhitePoint[1] = m_DecoderParams.hdrMetadata.whitePoint.y;
hdr10Metadata.MaxMasteringLuminance = m_DecoderParams.hdrMetadata.maxDisplayMasteringLuminance;
hdr10Metadata.MinMasteringLuminance = m_DecoderParams.hdrMetadata.minDisplayMasteringLuminance;
hdr10Metadata.MaxContentLightLevel = m_DecoderParams.hdrMetadata.maxContentLightLevel;
hdr10Metadata.MaxFrameAverageLightLevel = m_DecoderParams.hdrMetadata.maxFrameAverageLightLevel;
hr = m_SwapChain->SetHDRMetaData(DXGI_HDR_METADATA_TYPE_HDR10, sizeof(hdr10Metadata), &hdr10Metadata);
if (SUCCEEDED(hr)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Set display HDR mode: enabled");
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to enter HDR mode: %x",
hr);
}
// Switch to Rec 2020 PQ (SMPTE ST 2084) colorspace for HDR10 rendering
hr = m_SwapChain->SetColorSpace1(DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGISwapChain::SetColorSpace1(DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020) failed: %x",
hr);
}
}
else {
// Restore default sRGB colorspace
hr = m_SwapChain->SetColorSpace1(DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGISwapChain::SetColorSpace1(DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709) failed: %x",
hr);
}
hr = m_SwapChain->SetHDRMetaData(DXGI_HDR_METADATA_TYPE_NONE, 0, nullptr);
if (SUCCEEDED(hr)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Set display HDR mode: disabled");
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to exit HDR mode: %x",
hr);
}
}
unlockContext(this);
}
void D3D11VARenderer::renderFrame(AVFrame* frame)
{
D3D11_VIEWPORT viewPort;
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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);
// Clear the back buffer
const float clearColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
m_DeviceContext->ClearRenderTargetView(m_RenderTargetView, clearColor);
// Bind the back buffer. This needs to be done each time,
// because the render target view will be unbound by Present().
m_DeviceContext->OMSetRenderTargets(1, &m_RenderTargetView, nullptr);
viewPort.MinDepth = 0;
viewPort.MaxDepth = 1;
// Set the viewport to render the video with aspect ratio scaling
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = m_DecoderParams.width;
src.h = m_DecoderParams.height;
dst.x = dst.y = 0;
dst.w = m_DisplayWidth;
dst.h = m_DisplayHeight;
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
viewPort.TopLeftX = dst.x;
viewPort.TopLeftY = dst.y;
viewPort.Width = dst.w;
viewPort.Height = dst.h;
m_DeviceContext->RSSetViewports(1, &viewPort);
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// 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;
viewPort.Width = m_DisplayWidth;
viewPort.Height = m_DisplayHeight;
m_DeviceContext->RSSetViewports(1, &viewPort);
// Render overlays on top of the video stream
for (int i = 0; i < Overlay::OverlayMax; i++) {
renderOverlay((Overlay::OverlayType)i);
}
UINT flags;
UINT syncInterval;
if (m_AllowTearing) {
SDL_assert(!m_DecoderParams.enableVsync);
SDL_assert(m_Windowed);
// If tearing is allowed, use DXGI_PRESENT_ALLOW_TEARING with syncInterval 0.
// It is not valid to use any other syncInterval values in tearing mode.
syncInterval = 0;
flags = DXGI_PRESENT_ALLOW_TEARING;
}
else if (!m_DecoderParams.enableVsync) {
// In any other non-vsync mode, just render with syncInterval 0.
// We'll probably have a non-flip swapchain here.
syncInterval = 0;
flags = 0;
}
else if (m_Windowed) {
SDL_assert(m_DecoderParams.enableVsync);
// In windowed mode, we'll have a waitable swapchain, so we can
// use syncInterval 0 and the wait will sync us with VBlank.
syncInterval = 0;
flags = 0;
}
else {
SDL_assert(!m_Windowed);
SDL_assert(m_DecoderParams.enableVsync);
SDL_assert(m_FrameWaitableObject == nullptr);
// In full-screen exclusive mode, we won't have waitable swapchain.
// We'll use syncInterval 1 to synchronize with VBlank and pass
// DXGI_PRESENT_DO_NOT_WAIT for our flags to avoid blocking any
// concurrent decoding operations in flight.
syncInterval = 1;
flags = DXGI_PRESENT_DO_NOT_WAIT;
}
HRESULT hr;
do {
// Present according to the decoder parameters
hr = m_SwapChain->Present(syncInterval, flags);
if (hr == DXGI_ERROR_WAS_STILL_DRAWING) {
// Unlock the context while we wait to try again
unlockContext(this);
SDL_Delay(1);
lockContext(this);
}
} while (hr == DXGI_ERROR_WAS_STILL_DRAWING);
// Release the context lock
unlockContext(this);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGISwapChain::Present() failed: %x",
hr);
// The card may have been removed or crashed. Reset the decoder.
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
if (m_FrameWaitableObject != nullptr) {
SDL_assert(m_Windowed);
SDL_assert(m_DecoderParams.enableVsync);
// Wait for the pipeline to be ready for the next frame in V-Sync mode.
//
// MSDN advises us to wait *before* doing any rendering operations,
// however that assumes the a typical game which will latch inputs,
// run the engine, draw, etc. after WaitForSingleObjectEx(). In our case,
// we actually want wait *after* our rendering operations, because our AVFrame
// is already set in stone by the time we enter this function. Waiting after
// presenting allows a more recent frame to be received before renderFrame()
// is called again.
WaitForSingleObjectEx(m_FrameWaitableObject, 1000, FALSE);
}
}
void D3D11VARenderer::renderOverlay(Overlay::OverlayType type)
{
if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
return;
}
// If the overlay is being updated, just skip rendering it this frame
if (!SDL_AtomicTryLock(&m_OverlayLock)) {
return;
}
ID3D11Texture2D* overlayTexture = m_OverlayTextures[type];
ID3D11Buffer* overlayVertexBuffer = m_OverlayVertexBuffers[type];
ID3D11ShaderResourceView* overlayTextureResourceView = m_OverlayTextureResourceViews[type];
if (overlayTexture == nullptr) {
SDL_AtomicUnlock(&m_OverlayLock);
return;
}
// Reference these objects so they don't immediately go away if the
// overlay update thread tries to release them.
SDL_assert(overlayVertexBuffer != nullptr);
overlayTexture->AddRef();
overlayVertexBuffer->AddRef();
overlayTextureResourceView->AddRef();
SDL_AtomicUnlock(&m_OverlayLock);
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// Bind vertex buffer
UINT stride = sizeof(VERTEX);
UINT offset = 0;
m_DeviceContext->IASetVertexBuffers(0, 1, &overlayVertexBuffer, &stride, &offset);
// Bind pixel shader and resources
m_DeviceContext->PSSetShader(m_OverlayPixelShader, nullptr, 0);
m_DeviceContext->PSSetShaderResources(0, 1, &overlayTextureResourceView);
// Draw the overlay
m_DeviceContext->DrawIndexed(6, 0, 0);
overlayTextureResourceView->Release();
overlayTexture->Release();
overlayVertexBuffer->Release();
}
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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;
}
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;
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ID3D11Buffer* constantBuffer;
HRESULT hr = m_Device->CreateBuffer(&constDesc, &constData, &constantBuffer);
if (SUCCEEDED(hr)) {
m_DeviceContext->PSSetConstantBuffers(0, 1, &constantBuffer);
constantBuffer->Release();
}
else {
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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();
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// Bind video pixel shader
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m_DeviceContext->PSSetShader(m_VideoPixelShader, nullptr, 0);
// 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)
{
HRESULT hr;
SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
if (newSurface == nullptr && Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// The overlay is enabled and there is no new surface. Leave the old texture alone.
return;
}
SDL_AtomicLock(&m_OverlayLock);
ID3D11Texture2D* oldTexture = m_OverlayTextures[type];
m_OverlayTextures[type] = nullptr;
ID3D11Buffer* oldVertexBuffer = m_OverlayVertexBuffers[type];
m_OverlayVertexBuffers[type] = nullptr;
ID3D11ShaderResourceView* oldTextureResourceView = m_OverlayTextureResourceViews[type];
m_OverlayTextureResourceViews[type] = nullptr;
SDL_AtomicUnlock(&m_OverlayLock);
SAFE_COM_RELEASE(oldTextureResourceView);
SAFE_COM_RELEASE(oldTexture);
SAFE_COM_RELEASE(oldVertexBuffer);
// If the overlay is disabled, we're done
if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
SDL_FreeSurface(newSurface);
return;
}
// Create a texture with our pixel data
SDL_assert(!SDL_MUSTLOCK(newSurface));
D3D11_TEXTURE2D_DESC texDesc = {};
texDesc.Width = newSurface->w;
texDesc.Height = newSurface->h;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_IMMUTABLE;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA texData = {};
texData.pSysMem = newSurface->pixels;
texData.SysMemPitch = newSurface->pitch;
ID3D11Texture2D* newTexture;
hr = m_Device->CreateTexture2D(&texDesc, &texData, &newTexture);
if (FAILED(hr)) {
SDL_FreeSurface(newSurface);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateTexture2D() failed: %x",
hr);
return;
}
ID3D11ShaderResourceView* newTextureResourceView = nullptr;
hr = m_Device->CreateShaderResourceView((ID3D11Resource*)newTexture, nullptr, &newTextureResourceView);
if (FAILED(hr)) {
SAFE_COM_RELEASE(newTexture);
SDL_FreeSurface(newSurface);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateShaderResourceView() failed: %x",
hr);
return;
}
SDL_FRect renderRect = {};
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
renderRect.x = 0;
renderRect.y = 0;
}
else if (type == Overlay::OverlayDebug) {
// Top left
renderRect.x = 0;
renderRect.y = m_DisplayHeight - newSurface->h;
}
renderRect.w = newSurface->w;
renderRect.h = newSurface->h;
// Convert screen space to normalized device coordinates
renderRect.x /= m_DisplayWidth / 2;
renderRect.w /= m_DisplayWidth / 2;
renderRect.y /= m_DisplayHeight / 2;
renderRect.h /= m_DisplayHeight / 2;
renderRect.x -= 1.0f;
renderRect.y -= 1.0f;
// The surface is no longer required
SDL_FreeSurface(newSurface);
newSurface = nullptr;
VERTEX verts[] =
{
{renderRect.x, renderRect.y, 0, 1},
{renderRect.x, renderRect.y+renderRect.h, 0, 0},
{renderRect.x+renderRect.w, renderRect.y, 1, 1},
{renderRect.x+renderRect.w, renderRect.y+renderRect.h, 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;
ID3D11Buffer* newVertexBuffer;
hr = m_Device->CreateBuffer(&vbDesc, &vbData, &newVertexBuffer);
if (FAILED(hr)) {
SAFE_COM_RELEASE(newTextureResourceView);
SAFE_COM_RELEASE(newTexture);
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateBuffer() failed: %x",
hr);
return;
}
SDL_AtomicLock(&m_OverlayLock);
m_OverlayVertexBuffers[type] = newVertexBuffer;
m_OverlayTextures[type] = newTexture;
m_OverlayTextureResourceViews[type] = newTextureResourceView;
SDL_AtomicUnlock(&m_OverlayLock);
}
bool D3D11VARenderer::checkDecoderSupport(IDXGIAdapter* adapter)
{
HRESULT hr;
ID3D11VideoDevice* videoDevice;
// Derive a ID3D11VideoDevice from our ID3D11Device.
hr = m_Device->QueryInterface(__uuidof(ID3D11VideoDevice), (void**)&videoDevice);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::QueryInterface(ID3D11VideoDevice) failed: %x",
hr);
return false;
}
// Check if the format is supported by this decoder
BOOL supported;
switch (m_DecoderParams.videoFormat)
{
case VIDEO_FORMAT_H264:
if (FAILED(videoDevice->CheckVideoDecoderFormat(&D3D11_DECODER_PROFILE_H264_VLD_NOFGT, DXGI_FORMAT_NV12, &supported))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GPU doesn't support H.264 decoding");
videoDevice->Release();
return false;
}
else if (!supported) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GPU doesn't support H.264 decoding to NV12 format");
videoDevice->Release();
return false;
}
break;
case VIDEO_FORMAT_H265:
if (FAILED(videoDevice->CheckVideoDecoderFormat(&D3D11_DECODER_PROFILE_HEVC_VLD_MAIN, DXGI_FORMAT_NV12, &supported))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GPU doesn't support HEVC decoding");
videoDevice->Release();
return false;
}
else if (!supported) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GPU doesn't support HEVC decoding to NV12 format");
videoDevice->Release();
return false;
}
break;
case VIDEO_FORMAT_H265_MAIN10:
if (FAILED(videoDevice->CheckVideoDecoderFormat(&D3D11_DECODER_PROFILE_HEVC_VLD_MAIN10, DXGI_FORMAT_P010, &supported))) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GPU doesn't support HEVC Main10 decoding");
videoDevice->Release();
return false;
}
else if (!supported) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"GPU doesn't support HEVC Main10 decoding to P010 format");
videoDevice->Release();
return false;
}
break;
default:
SDL_assert(false);
videoDevice->Release();
return false;
}
videoDevice->Release();
DXGI_ADAPTER_DESC adapterDesc;
hr = adapter->GetDesc(&adapterDesc);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGIAdapter::GetDesc() failed: %x",
hr);
return false;
}
if (DXUtil::isFormatHybridDecodedByHardware(m_DecoderParams.videoFormat, adapterDesc.VendorId, adapterDesc.DeviceId)) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"GPU decoding for format %x is blocked due to hardware limitations",
m_DecoderParams.videoFormat);
return false;
}
return true;
}
int D3D11VARenderer::getRendererAttributes()
{
// This renderer supports HDR
return RENDERER_ATTRIBUTE_HDR_SUPPORT;
}
void D3D11VARenderer::lockContext(void *lock_ctx)
{
auto me = (D3D11VARenderer*)lock_ctx;
SDL_LockMutex(me->m_ContextLock);
}
void D3D11VARenderer::unlockContext(void *lock_ctx)
{
auto me = (D3D11VARenderer*)lock_ctx;
SDL_UnlockMutex(me->m_ContextLock);
}
bool D3D11VARenderer::setupRenderingResources()
{
HRESULT hr;
m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// We use a common vertex shader for all pixel shaders
{
QByteArray vertexShaderBytecode = Path::readDataFile("d3d11_vertex.fxc");
ID3D11VertexShader* vertexShader;
hr = m_Device->CreateVertexShader(vertexShaderBytecode.constData(), vertexShaderBytecode.length(), nullptr, &vertexShader);
if (SUCCEEDED(hr)) {
m_DeviceContext->VSSetShader(vertexShader, nullptr, 0);
vertexShader->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateVertexShader() failed: %x",
hr);
return false;
}
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ID3D11InputLayout* inputLayout;
hr = m_Device->CreateInputLayout(vertexDesc, ARRAYSIZE(vertexDesc), vertexShaderBytecode.constData(), vertexShaderBytecode.length(), &inputLayout);
if (SUCCEEDED(hr)) {
m_DeviceContext->IASetInputLayout(inputLayout);
inputLayout->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateInputLayout() failed: %x",
hr);
return false;
}
}
{
QByteArray overlayPixelShaderBytecode = Path::readDataFile("d3d11_overlay_pixel.fxc");
hr = m_Device->CreatePixelShader(overlayPixelShaderBytecode.constData(), overlayPixelShaderBytecode.length(), nullptr, &m_OverlayPixelShader);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"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;
}
}
// We use a common sampler for all pixel shaders
{
D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
ID3D11SamplerState* sampler;
hr = m_Device->CreateSamplerState(&samplerDesc, &sampler);
if (SUCCEEDED(hr)) {
m_DeviceContext->PSSetSamplers(0, 1, &sampler);
sampler->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateSamplerState() failed: %x",
hr);
return false;
}
}
// Create our render target view
{
ID3D11Resource* backBufferResource;
hr = m_SwapChain->GetBuffer(0, __uuidof(ID3D11Resource), (void**)&backBufferResource);
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"IDXGISwapChain::GetBuffer() failed: %x",
hr);
return false;
}
hr = m_Device->CreateRenderTargetView(backBufferResource, nullptr, &m_RenderTargetView);
backBufferResource->Release();
if (FAILED(hr)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateRenderTargetView() failed: %x",
hr);
return false;
}
}
// We use a common index buffer for all geometry
{
const int indexes[] = {0, 1, 2, 3, 2, 1};
D3D11_BUFFER_DESC indexBufferDesc = {};
indexBufferDesc.ByteWidth = sizeof(indexes);
indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = sizeof(int);
D3D11_SUBRESOURCE_DATA indexBufferData = {};
indexBufferData.pSysMem = indexes;
indexBufferData.SysMemPitch = sizeof(int);
ID3D11Buffer* indexBuffer;
hr = m_Device->CreateBuffer(&indexBufferDesc, &indexBufferData, &indexBuffer);
if (SUCCEEDED(hr)) {
m_DeviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0);
indexBuffer->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateBuffer() failed: %x",
hr);
return false;
}
}
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// 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 = {};
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
ID3D11BlendState* blendState;
hr = m_Device->CreateBlendState(&blendDesc, &blendState);
if (SUCCEEDED(hr)) {
m_DeviceContext->OMSetBlendState(blendState, nullptr, 0xffffffff);
blendState->Release();
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device::CreateBlendState() failed: %x",
hr);
return false;
}
}
return true;
}