Cleanup D3D11VA renderer by removing unnecessary codepaths

Waitable swapchains seem to be worse than our existing DXVsyncSource for synchronizing with VBlank.

Full-screen exclusive mode isn't beneficial vs Independent Flip on modern Win10/Win11 systems.
This commit is contained in:
Cameron Gutman 2022-04-15 23:26:32 -05:00
parent fd563726f0
commit 747d3eedf1
2 changed files with 30 additions and 148 deletions

View file

@ -80,7 +80,6 @@ D3D11VARenderer::D3D11VARenderer()
m_LastColorSpace(AVCOL_SPC_UNSPECIFIED),
m_LastColorRange(AVCOL_RANGE_UNSPECIFIED),
m_AllowTearing(false),
m_FrameWaitableObject(nullptr),
m_VideoGenericPixelShader(nullptr),
m_VideoBt601LimPixelShader(nullptr),
m_VideoBt2020LimPixelShader(nullptr),
@ -127,15 +126,6 @@ D3D11VARenderer::~D3D11VARenderer()
SAFE_COM_RELEASE(m_OverlayPixelShader);
SAFE_COM_RELEASE(m_RenderTargetView);
if (m_FrameWaitableObject != nullptr) {
CloseHandle(m_FrameWaitableObject);
}
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) {
@ -224,20 +214,13 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
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.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
swapChainDesc.Flags = 0;
@ -247,42 +230,20 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
//
// Even though we allocate 3 front buffers for pre-rendered frames,
// they won't actually increase presentation latency because we
// always use SyncInterval 0 which replaces the last one. See
// the SetMaximumFrameLatency comment below for more details.
// always use SyncInterval 0 which replaces the last one.
//
// IDXGIDevice1 has a SetMaximumFrameLatency() function, but counter-
// intuitively we must avoid it to reduce latency. If we set our max
// frame latency to 1 on thedevice, our SyncInterval 0 Present() calls
// will block on DWM (acting like SyncInterval 1) rather than doing
// the non-blocking present we expect.
//
// NB: 3 total buffers seems sufficient on NVIDIA hardware but
// causes performance issues (buffer starvation) on AMD GPUs.
swapChainDesc.BufferCount = 3 + 1 + 1;
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;
// Leave these unspecified to ensure we don't end up in an inefficient "proxy"
// full-screen swapchain with DXGI doing format conversion behind our backs.
// https://youtu.be/E3wTajGZOsA?t=1489
fullScreenDesc.RefreshRate.Numerator = 0;
fullScreenDesc.RefreshRate.Denominator = 0;
fullScreenDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
fullScreenDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
fullScreenDesc.Windowed = FALSE;
}
m_DisplayWidth = swapChainDesc.Width;
m_DisplayHeight = swapChainDesc.Height;
@ -294,10 +255,9 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
}
// Use DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING with flip mode for non-vsync case, if possible
// Use DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING with flip mode for non-vsync case, if possible.
// NOTE: This is only possible in windowed or borderless windowed mode.
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,
@ -305,30 +265,11 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
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,
SDL_LogError(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 pace frame delivery
// NB: We can only use this option in windowed mode (or borderless fullscreen).
if (m_Windowed && params->enableFramePacing) {
swapChainDesc.Flags |= DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
}
}
@ -337,11 +278,13 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
SDL_GetWindowWMInfo(params->window, &info);
SDL_assert(info.subsystem == SDL_SYSWM_WINDOWS);
// Always use windowed or borderless windowed mode.. SDL does mode-setting for us in
// full-screen exclusive mode (SDL_WINDOW_FULLSCREEN), so this actually works out okay.
IDXGISwapChain1* swapChain;
hr = m_Factory->CreateSwapChainForHwnd(m_Device,
info.info.win.window,
&swapChainDesc,
m_Windowed ? nullptr : &fullScreenDesc,
nullptr,
nullptr,
&swapChain);
@ -449,29 +392,6 @@ bool D3D11VARenderer::initialize(PDECODER_PARAMETERS params)
}
}
// We have to set the maximum frame latency on waitable swapchains.
//
// NB: IDXGIDevice1 has a SetMaximumFrameLatency() function, but counterintuitively
// we must avoid it to reduce latency. If we set our max frame latency to 1 on the
// device, our SyncInterval 0 Present() calls will block on DWM (acting like
// SyncInterval 1) rather than doing the non-blocking present we expect.
if (swapChainDesc.Flags & DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT) {
SDL_assert(params->enableVsync);
SDL_assert(m_Windowed);
// We only want one buffered frame on our waitable swapchain to pace properly
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);
}
return true;
}
@ -560,23 +480,6 @@ void D3D11VARenderer::setHdrMode(bool enabled)
unlockContext(this);
}
void D3D11VARenderer::waitToRender()
{
if (m_FrameWaitableObject != nullptr) {
SDL_assert(m_Windowed);
SDL_assert(m_DecoderParams.enableVsync);
SDL_assert(m_DecoderParams.enableFramePacing);
// Wait for the pipeline to be ready for the next frame in pacing mode.
//
// This callback happens before selecting the next frame to render, so
// we can wait for the previous frame to finish prior to picking the
// next one to display. This reduces the effective display latency
// by ensuring we always render the most recent frame immediately.
WaitForSingleObjectEx(m_FrameWaitableObject, 500, FALSE);
}
}
void D3D11VARenderer::renderFrame(AVFrame* frame)
{
// Acquire the context lock for rendering to prevent concurrent
@ -603,33 +506,15 @@ void D3D11VARenderer::renderFrame(AVFrame* frame)
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.
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.
flags = 0;
}
else if (m_FrameWaitableObject != nullptr) {
SDL_assert(m_Windowed);
SDL_assert(m_DecoderParams.enableVsync);
SDL_assert(m_DecoderParams.enableFramePacing);
// With frame pacing, we'll have a waitable swapchain, so we can
// use syncInterval 0 and the wait will sync us with VBlank.
flags = 0;
}
else {
SDL_assert(m_DecoderParams.enableVsync);
SDL_assert(!m_DecoderParams.enableFramePacing);
SDL_assert(m_FrameWaitableObject == nullptr);
// With vsync enabled but frame pacing disabled, we'll submit as
// fast as possible and DWM will discard excess frames for us.
// Otherwise, we'll submit as fast as possible and DWM will discard excess
// frames for us. If frame pacing is also enabled, our Vsync source will keep
// us in sync with VBlank.
flags = 0;
}
@ -1046,8 +931,8 @@ bool D3D11VARenderer::checkDecoderSupport(IDXGIAdapter* adapter)
int D3D11VARenderer::getRendererAttributes()
{
// This renderer supports HDR and can frame pace with waitToRender()
return RENDERER_ATTRIBUTE_HDR_SUPPORT | RENDERER_ATTRIBUTE_SELF_PACING;
// This renderer supports HDR
return RENDERER_ATTRIBUTE_HDR_SUPPORT;
}
void D3D11VARenderer::lockContext(void *lock_ctx)

View file

@ -19,7 +19,6 @@ public:
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary**) override;
virtual bool prepareDecoderContextInGetFormat(AVCodecContext* context, AVPixelFormat pixelFormat) override;
virtual void renderFrame(AVFrame* frame) override;
virtual void waitToRender() override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual void setHdrMode(bool enabled) override;
virtual int getRendererAttributes() override;
@ -46,12 +45,10 @@ private:
int m_TextureAlignment;
int m_DisplayWidth;
int m_DisplayHeight;
bool m_Windowed;
AVColorSpace m_LastColorSpace;
AVColorRange m_LastColorRange;
bool m_AllowTearing;
HANDLE m_FrameWaitableObject;
ID3D11PixelShader* m_VideoGenericPixelShader;
ID3D11PixelShader* m_VideoBt601LimPixelShader;