Move dummy fence into renderVideo()

The workaround only seems to work with a new fence each time.
This commit is contained in:
Cameron Gutman 2024-08-30 22:42:53 -05:00
parent 8b50eea485
commit 99311403fa
2 changed files with 21 additions and 38 deletions

View file

@ -109,8 +109,6 @@ D3D11VARenderer::~D3D11VARenderer()
SDL_DestroyMutex(m_ContextLock);
m_DecodeFence.Reset();
m_VideoVertexBuffer.Reset();
for (auto& shader : m_VideoPixelShaders) {
shader.Reset();
@ -587,20 +585,6 @@ void D3D11VARenderer::renderFrame(AVFrame* frame)
// access from inside FFmpeg's decoding code
lockContext(this);
// Ensure decoding operations have completed using a dummy fence.
// This is not necessary on modern GPU drivers, but it is required
// on some older GPU drivers that don't properly synchronize the
// video engine with 3D operations.
if (m_BindDecoderOutputTextures && m_DecodeFence) {
ComPtr<ID3D11DeviceContext4> deviceContext4;
if (SUCCEEDED(m_DeviceContext.As(&deviceContext4))) {
auto desiredFenceValue = m_DecodeFence->GetCompletedValue() + 1;
if (SUCCEEDED(deviceContext4->Signal(m_DecodeFence.Get(), desiredFenceValue))) {
deviceContext4->Wait(m_DecodeFence.Get(), desiredFenceValue);
}
}
}
// Clear the back buffer
const float clearColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
m_DeviceContext->ClearRenderTargetView(m_RenderTargetView.Get(), clearColor);
@ -838,6 +822,27 @@ 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 GPU drivers that don't properly synchronize the
// video engine with 3D operations.
if (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 (minus alignment padding) into our video texture
@ -1493,27 +1498,6 @@ bool D3D11VARenderer::setupRenderingResources()
m_DeviceContext->RSSetViewports(1, &viewport);
}
// Create our decoding fence if the GPU supports fences
if (m_FenceType != SupportedFenceType::None) {
ComPtr<ID3D11Device5> device5;
if (SUCCEEDED(m_Device.As(&device5))) {
hr = device5->CreateFence(0,
m_FenceType == SupportedFenceType::Monitored ?
D3D11_FENCE_FLAG_NONE : D3D11_FENCE_FLAG_NON_MONITORED,
IID_PPV_ARGS(&m_DecodeFence));
if (FAILED(hr)) {
// Non-fatal
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device5::CreateFence() failed: %x",
hr);
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"ID3D11Device5::CreateFence() not available until Windows 10 1703");
}
}
return true;
}

View file

@ -64,7 +64,6 @@ private:
Microsoft::WRL::ComPtr<IDXGISwapChain4> m_SwapChain;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_DeviceContext;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_RenderTargetView;
Microsoft::WRL::ComPtr<ID3D11Fence> m_DecodeFence;
SupportedFenceType m_FenceType;
SDL_mutex* m_ContextLock;
bool m_BindDecoderOutputTextures;