mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-15 13:52:28 +00:00
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
#pragma once
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#include "renderer.h"
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#include "pacer/pacer.h"
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#include <d3d11_1.h>
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#include <dxgi1_5.h>
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extern "C" {
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#include <libavutil/hwcontext_d3d11va.h>
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}
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class D3D11VARenderer : public IFFmpegRenderer
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{
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public:
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D3D11VARenderer();
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virtual ~D3D11VARenderer() override;
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virtual bool initialize(PDECODER_PARAMETERS params) override;
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virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary**) override;
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virtual bool prepareDecoderContextInGetFormat(AVCodecContext* context, AVPixelFormat pixelFormat) override;
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virtual void renderFrame(AVFrame* frame) override;
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virtual void waitToRender() override;
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virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
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virtual void setHdrMode(bool enabled) override;
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virtual int getRendererAttributes() override;
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private:
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static void lockContext(void* lock_ctx);
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static void unlockContext(void* lock_ctx);
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bool setupRenderingResources();
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bool setupTexturePoolViews(AVD3D11VAFramesContext* frameContext);
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void renderOverlay(Overlay::OverlayType type);
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void bindColorConversion(AVFrame* frame);
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void renderVideo(AVFrame* frame);
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bool checkDecoderSupport(IDXGIAdapter* adapter);
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IDXGIFactory5* m_Factory;
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ID3D11Device* m_Device;
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IDXGISwapChain4* m_SwapChain;
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ID3D11DeviceContext* m_DeviceContext;
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ID3D11RenderTargetView* m_RenderTargetView;
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SDL_mutex* m_ContextLock;
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DECODER_PARAMETERS m_DecoderParams;
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int m_TextureAlignment;
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int m_DisplayWidth;
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int m_DisplayHeight;
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bool m_Windowed;
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AVColorSpace m_LastColorSpace;
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AVColorRange m_LastColorRange;
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bool m_AllowTearing;
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HANDLE m_FrameWaitableObject;
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ID3D11PixelShader* m_VideoGenericPixelShader;
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ID3D11PixelShader* m_VideoBt601LimPixelShader;
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ID3D11PixelShader* m_VideoBt2020LimPixelShader;
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ID3D11Buffer* m_VideoVertexBuffer;
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#define DECODER_BUFFER_POOL_SIZE 17
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ID3D11ShaderResourceView* m_VideoTextureResourceViews[DECODER_BUFFER_POOL_SIZE][2];
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SDL_SpinLock m_OverlayLock;
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ID3D11Buffer* m_OverlayVertexBuffers[Overlay::OverlayMax];
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ID3D11Texture2D* m_OverlayTextures[Overlay::OverlayMax];
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ID3D11ShaderResourceView* m_OverlayTextureResourceViews[Overlay::OverlayMax];
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ID3D11PixelShader* m_OverlayPixelShader;
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AVBufferRef* m_HwDeviceContext;
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AVBufferRef* m_HwFramesContext;
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};
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