1 /*****************************************************************************
2 * direct3d11.c: Windows Direct3D11 video output module
3 *****************************************************************************
4 * Copyright (C) 2014-2015 VLC authors and VideoLAN
6 * Authors: Martell Malone <martellmalone@gmail.com>
8 * This program is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU Lesser General Public License as published by
10 * the Free Software Foundation; either version 2.1 of the License, or
11 * (at your option) any later version.
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public License
19 * along with this program; if not, write to the Free Software Foundation,
20 * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
21 *****************************************************************************/
27 #include <vlc_common.h>
28 #include <vlc_plugin.h>
29 #include <vlc_vout_display.h>
35 /* avoided until we can pass ISwapchainPanel without c++/cx mode
36 # include <windows.ui.xaml.media.dxinterop.h> */
41 # define D3D11CreateDeviceAndSwapChain(args...) sys->OurD3D11CreateDeviceAndSwapChain(args)
42 # define D3D11CreateDevice(args...) sys->OurD3D11CreateDevice(args)
43 # define D3DCompile(args...) sys->OurD3DCompile(args)
45 # define IDXGISwapChain_Present(args...) IDXGISwapChain_Present1(args)
46 # define IDXGIFactory_CreateSwapChain(a,b,c,d) IDXGIFactory2_CreateSwapChainForComposition(a,b,c,NULL,d)
47 # define DXGI_SWAP_CHAIN_DESC DXGI_SWAP_CHAIN_DESC1
50 static int Open(vlc_object_t *);
51 static void Close(vlc_object_t *);
53 #define D3D11_HELP N_("Recommended video output for Windows 8 and later versions")
56 set_shortname("Direct3D11")
57 set_description(N_("Direct3D11 video output"))
59 set_category(CAT_VIDEO)
60 set_subcategory(SUBCAT_VIDEO_VOUT)
61 set_capability("vout display", 240)
62 add_shortcut("direct3d11")
63 set_callbacks(Open, Close)
73 static const d3d_format_t d3d_formats[] = {
74 { "NV12", DXGI_FORMAT_NV12, VLC_CODEC_NV12 },
75 { "RGBA", DXGI_FORMAT_R8G8B8A8_UNORM, VLC_CODEC_RGBA },
79 static const vlc_fourcc_t d3d_subpicture_chromas[] = {
86 ID3D11Texture2D *texture;
87 ID3D11DeviceContext *context;
90 static int Open(vlc_object_t *);
91 static void Close(vlc_object_t *object);
93 static void Prepare(vout_display_t *, picture_t *, subpicture_t *subpicture);
94 static void Display(vout_display_t *, picture_t *, subpicture_t *subpicture);
96 static int Direct3D11Create (vout_display_t *);
97 static void Direct3D11Destroy(vout_display_t *);
99 static int Direct3D11Open (vout_display_t *, video_format_t *);
100 static void Direct3D11Close(vout_display_t *);
102 static int Direct3D11CreateResources (vout_display_t *, video_format_t *);
103 static void Direct3D11DestroyResources(vout_display_t *);
105 static int Direct3D11MapTexture(picture_t *);
107 /* All the #if 0 contain an alternative method to setup dx11
108 They both need to be benchmarked to see which performs better */
110 /* I have no idea why MS decided dxgi headers do not define this
111 As they do have prototypes for d3d11 functions */
112 typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
115 /* TODO: Move to a direct3d11_shaders header */
116 static const char* globVertexShaderDefault = "\
119 float4 Position : POSITION;\
120 float2 Texture : TEXCOORD0;\
125 float4 Position : SV_POSITION;\
126 float2 Texture : TEXCOORD0;\
129 VS_OUTPUT VS( VS_INPUT In )\
132 Output.Position = float4(In.Position.xy, 0.0f, 1.0f);\
133 Output.Texture = In.Texture;\
138 static const char* globPixelShaderDefault = "\
139 Texture2D shaderTexture;\
140 SamplerState SampleType;\
144 float4 Position : SV_POSITION;\
145 float2 Texture : TEXCOORD0;\
148 float4 PS( PS_INPUT In ) : SV_TARGET\
150 return shaderTexture.Sample(SampleType, In.Texture);\
154 static const char* globPixelShaderBiplanarYUV2RGB = "\
155 Texture2D shaderTextureY;\
156 Texture2D shaderTextureUV;\
157 SamplerState SampleType;\
161 float4 Position : SV_POSITION;\
162 float2 Texture : TEXCOORD0;\
165 float4 PS( PS_INPUT In ) : SV_TARGET\
169 yuv.x = shaderTextureY.Sample(SampleType, In.Texture).x;\
170 yuv.yz = shaderTextureUV.Sample(SampleType, In.Texture).xy;\
171 yuv.x = 1.164 * (yuv.x-0.0625);\
172 yuv.y = yuv.y - 0.5;\
173 yuv.z = yuv.z - 0.5;\
174 rgba.x = saturate(yuv.x + 1.596 * yuv.z);\
175 rgba.y = saturate(yuv.x - 0.813 * yuv.z - 0.391 * yuv.y);\
176 rgba.z = saturate(yuv.x + 2.018 * yuv.y);\
182 static int Open(vlc_object_t *object)
184 vout_display_t *vd = (vout_display_t *)object;
186 if (Direct3D11Create(vd)) {
187 msg_Err(vd, "Direct3D11 could not be initialized");
188 Direct3D11Destroy(vd);
196 if (Direct3D11Open(vd, &fmt)) {
197 msg_Err(vd, "Direct3D11 could not be opened");
201 vout_display_info_t info = vd->info;
203 info.has_double_click = true;
204 info.has_hide_mouse = false;
205 info.has_pictures_invalid = true;
206 info.has_event_thread = true;
208 /* TODO : subtitle support */
209 info.subpicture_chromas = NULL;
211 video_format_Clean(&vd->fmt);
212 video_format_Copy(&vd->fmt, &fmt);
215 vd->pool = CommonPool;
216 vd->prepare = Prepare;
217 vd->display = Display;
218 vd->control = CommonControl;
219 vd->manage = CommonManage;
221 msg_Dbg(vd, "Direct3D11 Open Succeeded");
227 Direct3D11Destroy(vd);
232 static void Close(vlc_object_t *object)
234 vout_display_t * vd = (vout_display_t *)object;
238 Direct3D11Destroy(vd);
242 static void Prepare(vout_display_t *vd, picture_t *picture, subpicture_t *subpicture)
244 vout_display_sys_t *sys = vd->sys;
245 VLC_UNUSED(subpicture);
248 /* float ClearColor[4] = { 1.0f, 0.125f, 0.3f, 1.0f }; */
249 /* ID3D11DeviceContext_ClearRenderTargetView(sys->d3dcontext,sys->d3drenderTargetView, ClearColor); */
250 ID3D11DeviceContext_ClearDepthStencilView(sys->d3dcontext,sys->d3ddepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
252 /* Render the quad */
253 ID3D11DeviceContext_VSSetShader(sys->d3dcontext, sys->d3dvertexShader, NULL, 0);
254 ID3D11DeviceContext_PSSetShader(sys->d3dcontext, sys->d3dpixelShader, NULL, 0);
255 ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 0, 1, &sys->d3dresViewY);
257 if (sys->vlcFormat == VLC_CODEC_NV12)
258 ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 1, 1, &sys->d3dresViewUV);
260 ID3D11DeviceContext_PSSetSamplers(sys->d3dcontext, 0, 1, &sys->d3dsampState);
261 ID3D11DeviceContext_DrawIndexed(sys->d3dcontext, 6, 0, 0);
264 static void Display(vout_display_t *vd, picture_t *picture, subpicture_t *subpicture)
266 vout_display_sys_t *sys = vd->sys;
268 IDXGISwapChain_Present(sys->dxgiswapChain, 0, 0);
270 picture_Release(picture);
272 subpicture_Delete(subpicture);
277 #if !VLC_WINSTORE_APP
278 static HINSTANCE Direct3D11LoadShaderLibrary(void)
280 HINSTANCE instance = NULL;
281 /* d3dcompiler_47 is the latest on windows 8.1 */
282 for (int i = 47; i > 41; --i) {
284 _sntprintf(filename, 19, TEXT("D3DCOMPILER_%d.dll"), i);
285 instance = LoadLibrary(filename);
292 static int Direct3D11Create(vout_display_t *vd)
295 #if !VLC_WINSTORE_APP
297 HINSTANCE hd3d11_dll = LoadLibrary(TEXT("D3D11.DLL"));
299 msg_Warn(vd, "cannot load d3d11.dll, aborting");
304 HINSTANCE hdxgi_dll = LoadLibrary(TEXT("DXGI.DLL"));
306 msg_Warn(vd, "cannot load dxgi.dll, aborting");
311 HINSTANCE hd3dcompiler_dll = Direct3D11LoadShaderLibrary();
312 if (!hd3dcompiler_dll) {
313 msg_Err(vd, "cannot load d3dcompiler.dll, aborting");
319 IDXGISwapChain1* dxgiswapChain = var_InheritInteger(vd, "winrt-dxgiswapchain");
322 ID3D11Device* d3ddevice = var_InheritInteger(vd, "winrt-d3ddevice");
325 ID3D11DeviceContext* d3dcontext = var_InheritInteger(vd, "winrt-d3dcontext");
331 vout_display_sys_t *sys = vd->sys = calloc(1, sizeof(vout_display_sys_t));
335 #if !VLC_WINSTORE_APP
337 sys->hd3d11_dll = hd3d11_dll;
338 sys->hd3dcompiler_dll = hd3dcompiler_dll;
340 sys->OurD3DCompile = (void *)GetProcAddress(sys->hd3dcompiler_dll, "D3DCompile");
341 if (!sys->OurD3DCompile) {
342 msg_Err(vd, "Cannot locate reference to D3DCompile in d3dcompiler DLL");
348 sys->hdxgi_dll = hdxgi_dll;
350 /* TODO : enable all dxgi versions from 1.3 -> 1.1 */
351 PFN_CREATE_DXGI_FACTORY OurCreateDXGIFactory =
352 (void *)GetProcAddress(sys->hdxgi_dll, "CreateDXGIFactory");
353 if (!OurCreateDXGIFactory) {
354 msg_Err(vd, "Cannot locate reference to CreateDXGIFactory in dxgi DLL");
358 /* TODO : detect the directx version supported and use IID_IDXGIFactory3 or 2 */
359 HRESULT hr = OurCreateDXGIFactory(&IID_IDXGIFactory, (void **)&sys->dxgifactory);
361 msg_Err(vd, "Could not create dxgi factory. (hr=0x%lX)", hr);
365 sys->OurD3D11CreateDeviceAndSwapChain =
366 (void *)GetProcAddress(sys->hd3d11_dll, "D3D11CreateDeviceAndSwapChain");
367 if (!sys->OurD3D11CreateDeviceAndSwapChain) {
368 msg_Err(vd, "Cannot locate reference to D3D11CreateDeviceAndSwapChain in d3d11 DLL");
374 sys->OurD3D11CreateDevice =
375 (void *)GetProcAddress(sys->hd3d11_dll, "D3D11CreateDevice");
376 if (!sys->OurD3D11CreateDevice) {
377 msg_Err(vd, "Cannot locate reference to D3D11CreateDevice in d3d11 DLL");
385 sys->dxgiswapChain = dxgiswapChain;
386 sys->d3ddevice = d3ddevice;
387 sys->d3dcontext = d3dcontext;
395 static void Direct3D11Destroy(vout_display_t *vd)
398 #if !VLC_WINSTORE_APP
400 vout_display_sys_t *sys = vd->sys;
404 FreeLibrary(sys->hdxgi_dll);
408 FreeLibrary(sys->hd3d11_dll);
409 if (sys->hd3dcompiler_dll)
410 FreeLibrary(sys->hd3dcompiler_dll);
412 /* TODO : add release of d3d11 objects here */
414 sys->OurD3D11CreateDevice = NULL;
415 sys->OurD3D11CreateDeviceAndSwapChain = NULL;
416 sys->OurD3DCompile = NULL;
417 sys->hdxgi_dll = NULL;
418 sys->hd3d11_dll = NULL;
419 sys->hd3dcompiler_dll = NULL;
428 static int Direct3D11Open(vout_display_t *vd, video_format_t *fmt)
430 vout_display_sys_t *sys = vd->sys;
433 #if !VLC_WINSTORE_APP
435 UINT creationFlags = 0;
438 static const D3D_FEATURE_LEVEL featureLevels[] =
440 D3D_FEATURE_LEVEL_11_1,
441 D3D_FEATURE_LEVEL_11_0,
442 D3D_FEATURE_LEVEL_10_1,
443 D3D_FEATURE_LEVEL_10_0,
444 D3D_FEATURE_LEVEL_9_3,
445 D3D_FEATURE_LEVEL_9_2,
446 D3D_FEATURE_LEVEL_9_1
449 # if !defined(NDEBUG) && defined(_MSC_VER)
450 creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
453 DXGI_SWAP_CHAIN_DESC scd;
454 memset(&scd, 0, sizeof(scd));
456 scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
457 scd.SampleDesc.Count = 1;
458 scd.SampleDesc.Quality = 0;
459 scd.BufferDesc.Width = fmt->i_visible_width;
460 scd.BufferDesc.Height = fmt->i_visible_height;
461 scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
463 # if VLC_WINSTORE_APP
464 /* TODO : check different values for performance */
465 scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
467 scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
468 scd.Flags = DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER;
469 scd.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
470 scd.Scaling = DXGI_SCALING_NONE;
473 scd.OutputWindow = sys->hvideownd;
478 /* TODO : list adapters for the user to choose from */
479 hr = IDXGIFactory_EnumAdapters(sys->dxgifactory, 0, &sys->dxgiadapter);
481 msg_Err(vd, "Could not create find factory. (hr=0x%lX)", hr);
486 hr = IDXGIAdapter_EnumOutputs(sys->dxgiadapter, 0, &output);
488 msg_Err(vd, "Could not Enumerate DXGI Outputs. (hr=0x%lX)", hr);
493 memset(&md, 0, sizeof(md));
494 md.Width = fmt->i_visible_width;
495 md.Height = fmt->i_visible_height;
496 md.Format = scd.BufferDesc.Format;
497 md.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
499 hr = IDXGIOutput_FindClosestMatchingMode(output, &md, &scd.BufferDesc, NULL);
501 msg_Err(vd, "Failed to find a supported video mode. (hr=0x%lX)", hr);
505 /* mode desc doesn't carry over the width and height*/
506 scd.BufferDesc.Width = fmt->i_visible_width;
507 scd.BufferDesc.Height = fmt->i_visible_height;
509 hr = D3D11CreateDeviceAndSwapChain(sys->dxgiadapter,
510 D3D_DRIVER_TYPE_UNKNOWN, NULL, creationFlags,
511 featureLevels, ARRAYSIZE(featureLevels),
512 D3D11_SDK_VERSION, &scd, &sys->dxgiswapChain,
513 &sys->d3ddevice, &sys->d3dfeaturelevel, &sys->d3dcontext);
515 msg_Err(vd, "Could not Create the D3D11 device and SwapChain. (hr=0x%lX)", hr);
521 static const D3D_DRIVER_TYPE driverAttempts[] = {
522 D3D_DRIVER_TYPE_HARDWARE,
523 D3D_DRIVER_TYPE_WARP,
524 D3D_DRIVER_TYPE_REFERENCE,
527 for (UINT driver = 0; driver < ARRAYSIZE(driverAttempts); driver++) {
528 hr = D3D11CreateDevice(NULL, driverAttempts[driver], NULL, creationFlags,
529 featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION,
530 &sys->d3ddevice, &sys->d3dfeaturelevel, &sys->d3dcontext);
531 if (SUCCEEDED(hr)) break;
535 msg_Err(vd, "Could not Create the D3D11 device. (hr=0x%lX)", hr);
539 IDXGIDevice *pDXGIDevice = NULL;
540 hr = ID3D11Device_QueryInterface(sys->d3ddevice, &IID_IDXGIDevice, (void **)&pDXGIDevice);
542 msg_Err(vd, "Could not Query DXGI Interface. (hr=0x%lX)", hr);
546 hr = IDXGIDevice_GetAdapter(pDXGIDevice, &sys->dxgiadapter);
548 msg_Err(vd, "Could not get the DXGI Adapter. (hr=0x%lX)", hr);
552 hr = IDXGIAdapter_GetParent(sys->dxgiadapter, &IID_IDXGIFactory, (void **)&sys->dxgifactory);
554 msg_Err(vd, "Could not get the DXGI Factory. (hr=0x%lX)", hr);
558 hr = IDXGIFactory_CreateSwapChain(sys->dxgifactory, (IUnknown *)sys->d3ddevice, &scd, &sys->dxgiswapChain);
561 msg_Err(vd, "Could not create the SwapChain. (hr=0x%lX)", hr);
565 # if VLC_WINSTORE_APP /* avoided until we can pass ISwapchainPanel without c++/cx mode */
566 /* TODO: figure out how to get "ISwapChainPanel ^panel" into brokenpanel in gcc */
567 ISwapChainPanel *brokenpanel;
568 ISwapChainPanelNative *panelNative;
569 hr = ISwapChainPanelNative_QueryInterface(brokenpanel, &IID_ISwapChainPanelNative, (void **)&pDXGIDevice);
571 msg_Err(vd, "Could not get the Native Panel. (hr=0x%lX)", hr);
575 hr = ISwapChainPanelNative_SetSwapChain(panelNative, sys->dxgiswapChain);
577 msg_Err(vd, "Could not link the SwapChain with the Native Panel. (hr=0x%lX)", hr);
585 for (unsigned i = 0; d3d_formats[i].name != 0; i++)
587 UINT i_formatSupport;
588 if( SUCCEEDED( ID3D11Device_CheckFormatSupport(sys->d3ddevice,
589 d3d_formats[i].format,
590 &i_formatSupport)) &&
591 ( i_formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D ))
593 msg_Dbg(vd, "Using pixel format %s", d3d_formats[i].name );
594 sys->d3dFormat = d3d_formats[i].format;
595 sys->vlcFormat = d3d_formats[i].fourcc;
599 if ( !sys->vlcFormat ) {
600 msg_Err(vd, "Could not get a suitable texture pixel format");
604 UpdateRects(vd, NULL, NULL, true);
606 if (Direct3D11CreateResources(vd, fmt)) {
607 msg_Err(vd, "Failed to allocate resources");
608 Direct3D11DestroyResources(vd);
612 EventThreadUpdateTitle(sys->event, VOUT_TITLE " (Direct3D11 output)");
614 msg_Dbg(vd, "Direct3D11 device adapter successfully initialized");
618 static void Direct3D11Close(vout_display_t *vd)
620 vout_display_sys_t *sys = vd->sys;
622 Direct3D11DestroyResources(vd);
623 if ( sys->d3dcontext )
624 ID3D11DeviceContext_Release(sys->d3dcontext);
625 if ( sys->d3ddevice )
626 ID3D11Device_Release(sys->d3ddevice);
627 msg_Dbg(vd, "Direct3D11 device adapter closed");
630 /* TODO : handle errors better
631 TODO : seperate out into smaller functions like createshaders */
632 static int Direct3D11CreateResources(vout_display_t *vd, video_format_t *fmt)
634 vout_display_sys_t *sys = vd->sys;
635 ID3D11Texture2D* pBackBuffer = NULL;
636 ID3D11Texture2D* pDepthStencil= NULL;
639 fmt->i_chroma = sys->vlcFormat;
641 hr = IDXGISwapChain_GetBuffer(sys->dxgiswapChain, 0, &IID_ID3D11Texture2D, (LPVOID *)&pBackBuffer);
643 msg_Err(vd, "Could not get the backbuffer from the Swapchain. (hr=0x%lX)", hr);
647 hr = ID3D11Device_CreateRenderTargetView(sys->d3ddevice, (ID3D11Resource *)pBackBuffer, NULL, &sys->d3drenderTargetView);
649 ID3D11Texture2D_Release(pBackBuffer);
652 msg_Err(vd, "Could not create the render view target. (hr=0x%lX)", hr);
656 D3D11_TEXTURE2D_DESC deptTexDesc;
657 memset(&deptTexDesc, 0,sizeof(deptTexDesc));
658 deptTexDesc.ArraySize = 1;
659 deptTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
660 deptTexDesc.CPUAccessFlags = 0;
661 deptTexDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
662 deptTexDesc.Width = fmt->i_visible_width;
663 deptTexDesc.Height = fmt->i_visible_height;
664 deptTexDesc.MipLevels = 1;
665 deptTexDesc.MiscFlags = 0;
666 deptTexDesc.SampleDesc.Count = 1;
667 deptTexDesc.SampleDesc.Quality = 0;
668 deptTexDesc.Usage = D3D11_USAGE_DEFAULT;
670 hr = ID3D11Device_CreateTexture2D(sys->d3ddevice, &deptTexDesc, NULL, &pDepthStencil);
673 msg_Err(vd, "Could not create the depth stencil texture. (hr=0x%lX)", hr);
677 D3D11_DEPTH_STENCIL_VIEW_DESC depthViewDesc;
678 memset(&depthViewDesc, 0, sizeof(depthViewDesc));
680 depthViewDesc.Format = deptTexDesc.Format;
681 depthViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
682 depthViewDesc.Texture2D.MipSlice = 0;
684 hr = ID3D11Device_CreateDepthStencilView(sys->d3ddevice, (ID3D11Resource *)pDepthStencil, &depthViewDesc, &sys->d3ddepthStencilView);
686 ID3D11Texture2D_Release(pDepthStencil);
689 msg_Err(vd, "Could not create the depth stencil view. (hr=0x%lX)", hr);
693 ID3D11DeviceContext_OMSetRenderTargets(sys->d3dcontext, 1, &sys->d3drenderTargetView, sys->d3ddepthStencilView);
696 vp.Width = (FLOAT)fmt->i_visible_width;
697 vp.Height = (FLOAT)fmt->i_visible_height;
703 ID3D11DeviceContext_RSSetViewports(sys->d3dcontext, 1, &vp);
705 ID3DBlob* pVSBlob = NULL;
707 /* TODO : Match the version to the D3D_FEATURE_LEVEL */
708 hr = D3DCompile(globVertexShaderDefault, strlen(globVertexShaderDefault),
709 NULL, NULL, NULL, "VS", "vs_4_0_level_9_1", 0, 0, &pVSBlob, NULL);
712 msg_Err(vd, "The Vertex Shader is invalid.");
716 hr = ID3D11Device_CreateVertexShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
717 ID3D10Blob_GetBufferSize(pVSBlob), NULL, &sys->d3dvertexShader);
720 ID3D11Device_Release(pVSBlob);
721 msg_Err(vd, "Failed to create the vertex shader.");
725 D3D11_INPUT_ELEMENT_DESC layout[] = {
726 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
727 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
730 ID3D11InputLayout* pVertexLayout = NULL;
731 hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 2, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
732 ID3D10Blob_GetBufferSize(pVSBlob), &pVertexLayout);
734 ID3D10Blob_Release(pVSBlob);
737 msg_Err(vd, "Failed to create the vertex input layout");
741 ID3D11DeviceContext_IASetInputLayout(sys->d3dcontext, pVertexLayout);
743 ID3DBlob* pPSBlob = NULL;
745 /* TODO : Match the version to the D3D_FEATURE_LEVEL */
746 if (sys->vlcFormat == VLC_CODEC_NV12)
747 hr = D3DCompile(globPixelShaderBiplanarYUV2RGB, strlen(globPixelShaderBiplanarYUV2RGB),
748 NULL, NULL, NULL, "PS", "ps_4_0_level_9_1", 0, 0, &pPSBlob, NULL);
750 hr = D3DCompile(globPixelShaderDefault, strlen(globPixelShaderDefault),
751 NULL, NULL, NULL, "PS", "ps_4_0_level_9_1", 0, 0, &pPSBlob, NULL);
755 msg_Err(vd, "The Pixel Shader is invalid.");
759 hr = ID3D11Device_CreatePixelShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pPSBlob),
760 ID3D10Blob_GetBufferSize(pPSBlob), NULL, &sys->d3dpixelShader);
762 ID3D10Blob_Release(pPSBlob);
765 msg_Err(vd, "Failed to create the pixel shader.");
770 -1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
771 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
772 1.0f, 1.0f, -1.0f, 1.0f, 0.0f,
773 -1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
776 D3D11_BUFFER_DESC bd;
777 memset(&bd, 0, sizeof(bd));
778 bd.Usage = D3D11_USAGE_DEFAULT;
779 bd.ByteWidth = sizeof(float) * 5 * 4;
780 bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
781 bd.CPUAccessFlags = 0;
783 D3D11_SUBRESOURCE_DATA InitData;
784 memset(&InitData, 0, sizeof(InitData));
785 InitData.pSysMem = vertices;
787 ID3D11Buffer* pVertexBuffer = NULL;
788 hr = ID3D11Device_CreateBuffer(sys->d3ddevice, &bd, &InitData, &pVertexBuffer);
791 msg_Err(vd, "Failed to create vertex buffer.");
795 UINT stride = sizeof(float) * 5;
797 ID3D11DeviceContext_IASetVertexBuffers(sys->d3dcontext, 0, 1, &pVertexBuffer, &stride, &offset);
799 ID3D11Buffer_Release(pVertexBuffer);
806 bd.Usage = D3D11_USAGE_DEFAULT;
807 bd.ByteWidth = sizeof(WORD)*6;
808 bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
809 bd.CPUAccessFlags = 0;
810 InitData.pSysMem = indices;
812 ID3D11Buffer* pIndexBuffer = NULL;
813 hr = ID3D11Device_CreateBuffer(sys->d3ddevice, &bd, &InitData, &pIndexBuffer);
815 msg_Err(vd, "Failed to create index buffer.");
819 ID3D11DeviceContext_IASetIndexBuffer(sys->d3dcontext, pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
821 ID3D11Buffer_Release(pVertexBuffer);
823 ID3D11DeviceContext_IASetPrimitiveTopology(sys->d3dcontext, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
825 D3D11_TEXTURE2D_DESC texDesc;
826 memset(&texDesc, 0, sizeof(texDesc));
827 texDesc.Width = fmt->i_visible_width;
828 texDesc.Height = fmt->i_visible_height;
829 texDesc.MipLevels = texDesc.ArraySize = 1;
830 texDesc.Format = sys->d3dFormat;
831 texDesc.SampleDesc.Count = 1;
832 texDesc.Usage = D3D11_USAGE_DYNAMIC;
833 texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
834 texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
835 texDesc.MiscFlags = 0;
837 hr = ID3D11Device_CreateTexture2D(sys->d3ddevice, &texDesc, NULL, &sys->d3dtexture);
839 msg_Err(vd, "Could not Create the D3d11 Texture. (hr=0x%lX)", hr);
843 D3D11_SHADER_RESOURCE_VIEW_DESC resviewDesc;
844 memset(&resviewDesc, 0, sizeof(resviewDesc));
845 if (sys->vlcFormat == VLC_CODEC_NV12)
846 resviewDesc.Format = DXGI_FORMAT_R8_UNORM;
848 resviewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
849 resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
850 resviewDesc.Texture2D.MipLevels = texDesc.MipLevels;
852 hr = ID3D11Device_CreateShaderResourceView(sys->d3ddevice, (ID3D11Resource *)sys->d3dtexture, &resviewDesc, &sys->d3dresViewY);
854 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
855 msg_Err(vd, "Could not Create the Y D3d11 Texture ResourceView. (hr=0x%lX)", hr);
859 if (sys->vlcFormat == VLC_CODEC_NV12) {
860 resviewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
861 hr = ID3D11Device_CreateShaderResourceView(sys->d3ddevice, (ID3D11Resource *)sys->d3dtexture, &resviewDesc, &sys->d3dresViewUV);
863 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
864 msg_Err(vd, "Could not Create the UV D3d11 Texture ResourceView. (hr=0x%lX)", hr);
869 D3D11_SAMPLER_DESC sampDesc;
870 memset(&sampDesc, 0, sizeof(sampDesc));
871 sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
872 sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
873 sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
874 sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
875 sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
877 sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
879 hr = ID3D11Device_CreateSamplerState(sys->d3ddevice, &sampDesc, &sys->d3dsampState);
882 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
883 msg_Err(vd, "Could not Create the D3d11 Sampler State. (hr=0x%lX)", hr);
887 picture_sys_t *picsys = malloc(sizeof(*picsys));
888 if (unlikely(picsys == NULL)) {
889 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
893 picsys->texture = sys->d3dtexture;
894 picsys->context = sys->d3dcontext;
896 picture_resource_t resource = { .p_sys = picsys };
897 for (int i = 0; i < PICTURE_PLANE_MAX; i++)
898 resource.p[i].i_lines = fmt->i_visible_height / (i > 0 ? 2 : 1);
900 picture_t *picture = picture_NewFromResource(fmt, &resource);
902 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
906 sys->picsys = picsys;
908 picture_pool_configuration_t pool_cfg;
909 memset(&pool_cfg, 0, sizeof(pool_cfg));
910 pool_cfg.picture_count = 1;
911 pool_cfg.picture = &picture;
912 pool_cfg.lock = Direct3D11MapTexture;
914 sys->pool = picture_pool_NewExtended(&pool_cfg);
916 picture_Release(picture);
917 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
921 msg_Dbg(vd, "Direct3D11 resources created");
925 static void Direct3D11DestroyResources(vout_display_t *vd)
927 vout_display_sys_t *sys = vd->sys;
929 /* TODO: Destroy Shaders? */
931 picture_sys_t *picsys = sys->picsys;
932 ID3D11Texture2D_Release(picsys->texture);
933 picture_pool_Release(sys->pool);
937 msg_Dbg(vd, "Direct3D11 resources destroyed");
940 static int Direct3D11MapTexture(picture_t *picture)
942 D3D11_MAPPED_SUBRESOURCE mappedResource;
943 ID3D11DeviceContext_Map(picture->p_sys->context, (ID3D11Resource *)picture->p_sys->texture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
944 CommonUpdatePicture(picture, NULL, mappedResource.pData, mappedResource.RowPitch);
945 ID3D11DeviceContext_Unmap(picture->p_sys->context,(ID3D11Resource *)picture->p_sys->texture, 0);