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https://github.com/moonlight-stream/moonlight-qt
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Demote DXVA2 renderer to second pass of hwaccels
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3 changed files with 6 additions and 45 deletions
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@ -447,13 +447,6 @@ bool DXVA2Renderer::initializeQuirksForAdapter(IDirect3D9Ex* d3d9ex, int adapter
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// For other GPUs, we'll avoid populating it as was our previous behavior.
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m_DeviceQuirks |= DXVA2_QUIRK_SET_DEST_FORMAT;
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}
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// Tag this display device if it has a WDDM 2.0+ driver for the decoder selection logic
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if (HIWORD(id.DriverVersion.HighPart) >= 20) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected WDDM 2.0 or later display driver");
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m_DeviceQuirks |= DXVA2_QUIRK_WDDM_20_PLUS;
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}
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}
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return true;
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@ -568,34 +561,6 @@ bool DXVA2Renderer::initializeDevice(SDL_Window* window, bool enableVsync)
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return false;
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}
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// If we have a WDDM 2.0 or later display driver, prefer the D3D11VA renderer.
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//
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// D3D11VA is better in this case because it can enable tearing in non-FSE
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// modes when the user has V-Sync disabled. In non-FSE V-Sync cases, D3D11VA
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// provides lower display latency on systems that support Independent Flip
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// in windowed mode. When using D3D9, DWM will not promote us to IFlip unless
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// we're full-screen (exclusive or not).
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//
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// We want D3D11VA in FSE multi-GPU cases due to a plethora of issues with
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// D3D9Ex PresentEx()/D3DPRESENT_DONOTWAIT on hybrid graphics systems (See
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// issues #235, #240, #386, and #951 on GitHub). Clearly this codepath is not
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// well tested by Microsoft or GPU vendors, so stick to the more common
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// D3D11-based renderer which is much more likely to behave.
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//
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// DXVA2 video processing is also quite buggy on AMD, Intel, and Qualcomm
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// hardware with various issues documented in initializeQuirksForAdapter().
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// We can avoid all this by using our own shaders in the D3D11VA renderer.
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//
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// NB: The reason we only do this for WDDM 2.0 and later is because older
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// AMD drivers (such as those for the HD 5570) render garbage when using
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// the D3D11VA renderer.
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if (m_DecoderSelectionPass == 0 && (m_DeviceQuirks & DXVA2_QUIRK_WDDM_20_PLUS)) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Defaulting to D3D11VA for WDDM 2.0 GPU driver");
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d3d9ex->Release();
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return false;
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}
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D3DCAPS9 deviceCaps;
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d3d9ex->GetDeviceCaps(adapterIndex, D3DDEVTYPE_HAL, &deviceCaps);
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@ -80,7 +80,7 @@ private:
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#define DXVA2_QUIRK_NO_VP 0x01
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#define DXVA2_QUIRK_SET_DEST_FORMAT 0x02
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#define DXVA2_QUIRK_WDDM_20_PLUS 0x04
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#define DXVA2_QUIRK_WDDM_20_PLUS 0x04 // Unused
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#define DXVA2_QUIRK_MULTI_GPU 0x08
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int m_DeviceQuirks;
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};
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@ -814,12 +814,8 @@ IFFmpegRenderer* FFmpegVideoDecoder::createHwAccelRenderer(const AVCodecHWConfig
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if (pass == 0) {
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switch (hwDecodeCfg->device_type) {
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#ifdef Q_OS_WIN32
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// DXVA2 appears in the hwaccel list before D3D11VA, so we will prefer it.
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//
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// There is logic in DXVA2 that may elect to fail on the first selection pass
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// to allow D3D11VA to be used in cases where it is known to be better.
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case AV_HWDEVICE_TYPE_DXVA2:
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return new DXVA2Renderer(pass);
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// DXVA2 appears in the hwaccel list before D3D11VA, so we only check for D3D11VA
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// on the first pass to ensure we prefer D3D11VA over DXVA2.
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case AV_HWDEVICE_TYPE_D3D11VA:
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return new D3D11VARenderer(pass);
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#endif
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@ -857,9 +853,9 @@ IFFmpegRenderer* FFmpegVideoDecoder::createHwAccelRenderer(const AVCodecHWConfig
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return new CUDARenderer();
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#endif
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#ifdef Q_OS_WIN32
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// This gives DXVA2 and D3D11VA another shot at handling cases where they
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// chose to purposefully fail in the first selection pass to allow a more
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// optimal decoder to be tried.
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// This gives us another shot if D3D11VA failed in the first pass.
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// Since DXVA2 is in the hwaccel list first, we'll first try to fall back
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// to that before giving D3D11VA another try as a last resort.
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case AV_HWDEVICE_TYPE_DXVA2:
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return new DXVA2Renderer(pass);
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case AV_HWDEVICE_TYPE_D3D11VA:
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