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;
91 static int Open(vlc_object_t *);
92 static void Close(vlc_object_t *object);
94 static void Prepare(vout_display_t *, picture_t *, subpicture_t *subpicture);
95 static void Display(vout_display_t *, picture_t *, subpicture_t *subpicture);
97 static HINSTANCE Direct3D11LoadShaderLibrary(void);
98 static void Direct3D11Destroy(vout_display_t *);
100 static int Direct3D11Open (vout_display_t *, video_format_t *);
101 static void Direct3D11Close(vout_display_t *);
103 static int Direct3D11CreateResources (vout_display_t *, video_format_t *);
104 static void Direct3D11DestroyResources(vout_display_t *);
106 static int Direct3D11MapTexture(picture_t *);
108 /* All the #if USE_DXGI contain an alternative method to setup dx11
109 They both need to be benchmarked to see which performs better */
111 /* I have no idea why MS decided dxgi headers do not define this
112 As they do have prototypes for d3d11 functions */
113 typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory);
116 /* TODO: Move to a direct3d11_shaders header */
117 static const char* globVertexShaderDefault = "\
120 float4 Position : POSITION;\
121 float2 Texture : TEXCOORD0;\
126 float4 Position : SV_POSITION;\
127 float2 Texture : TEXCOORD0;\
130 VS_OUTPUT VS( VS_INPUT In )\
133 Output.Position = float4(In.Position.xy, 0.0f, 1.0f);\
134 Output.Texture = In.Texture;\
139 static const char* globPixelShaderDefault = "\
140 Texture2D shaderTexture;\
141 SamplerState SampleType;\
145 float4 Position : SV_POSITION;\
146 float2 Texture : TEXCOORD0;\
149 float4 PS( PS_INPUT In ) : SV_TARGET\
151 return shaderTexture.Sample(SampleType, In.Texture);\
155 static const char* globPixelShaderBiplanarYUV2RGB = "\
156 Texture2D shaderTextureY;\
157 Texture2D shaderTextureUV;\
158 SamplerState SampleType;\
162 float4 Position : SV_POSITION;\
163 float2 Texture : TEXCOORD0;\
166 float4 PS( PS_INPUT In ) : SV_TARGET\
170 yuv.x = shaderTextureY.Sample(SampleType, In.Texture).x;\
171 yuv.yz = shaderTextureUV.Sample(SampleType, In.Texture).xy;\
172 yuv.x = 1.164 * (yuv.x-0.0625);\
173 yuv.y = yuv.y - 0.5;\
174 yuv.z = yuv.z - 0.5;\
175 rgba.x = saturate(yuv.x + 1.596 * yuv.z);\
176 rgba.y = saturate(yuv.x - 0.813 * yuv.z - 0.391 * yuv.y);\
177 rgba.z = saturate(yuv.x + 2.018 * yuv.y);\
184 static int Open(vlc_object_t *object)
186 vout_display_t *vd = (vout_display_t *)object;
188 #if !VLC_WINSTORE_APP
189 HINSTANCE hd3d11_dll = LoadLibrary(TEXT("D3D11.DLL"));
191 msg_Warn(vd, "cannot load d3d11.dll, aborting");
195 HINSTANCE hd3dcompiler_dll = Direct3D11LoadShaderLibrary();
196 if (!hd3dcompiler_dll) {
197 msg_Err(vd, "cannot load d3dcompiler.dll, aborting");
198 FreeLibrary(hd3d11_dll);
203 HINSTANCE hdxgi_dll = LoadLibrary(TEXT("DXGI.DLL"));
205 msg_Warn(vd, "cannot load dxgi.dll, aborting");
211 IDXGISwapChain1* dxgiswapChain = var_InheritInteger(vd, "winrt-dxgiswapchain");
214 ID3D11Device* d3ddevice = var_InheritInteger(vd, "winrt-d3ddevice");
217 ID3D11DeviceContext* d3dcontext = var_InheritInteger(vd, "winrt-d3dcontext");
222 vout_display_sys_t *sys = vd->sys = calloc(1, sizeof(vout_display_sys_t));
226 #if !VLC_WINSTORE_APP
227 sys->hd3d11_dll = hd3d11_dll;
228 sys->hd3dcompiler_dll = hd3dcompiler_dll;
230 sys->OurD3DCompile = (void *)GetProcAddress(sys->hd3dcompiler_dll, "D3DCompile");
231 if (!sys->OurD3DCompile) {
232 msg_Err(vd, "Cannot locate reference to D3DCompile in d3dcompiler DLL");
233 Direct3D11Destroy(vd);
238 sys->hdxgi_dll = hdxgi_dll;
240 /* TODO : enable all dxgi versions from 1.3 -> 1.1 */
241 PFN_CREATE_DXGI_FACTORY OurCreateDXGIFactory =
242 (void *)GetProcAddress(sys->hdxgi_dll, "CreateDXGIFactory");
243 if (!OurCreateDXGIFactory) {
244 msg_Err(vd, "Cannot locate reference to CreateDXGIFactory in dxgi DLL");
245 Direct3D11Destroy(vd);
249 /* TODO : detect the directx version supported and use IID_IDXGIFactory3 or 2 */
250 HRESULT hr = OurCreateDXGIFactory(&IID_IDXGIFactory, (void **)&sys->dxgifactory);
252 msg_Err(vd, "Could not create dxgi factory. (hr=0x%lX)", hr);
253 Direct3D11Destroy(vd);
257 sys->OurD3D11CreateDeviceAndSwapChain =
258 (void *)GetProcAddress(sys->hd3d11_dll, "D3D11CreateDeviceAndSwapChain");
259 if (!sys->OurD3D11CreateDeviceAndSwapChain) {
260 msg_Err(vd, "Cannot locate reference to D3D11CreateDeviceAndSwapChain in d3d11 DLL");
261 Direct3D11Destroy(vd);
266 sys->OurD3D11CreateDevice =
267 (void *)GetProcAddress(sys->hd3d11_dll, "D3D11CreateDevice");
268 if (!sys->OurD3D11CreateDevice) {
269 msg_Err(vd, "Cannot locate reference to D3D11CreateDevice in d3d11 DLL");
270 Direct3D11Destroy(vd);
276 sys->dxgiswapChain = dxgiswapChain;
277 sys->d3ddevice = d3ddevice;
278 sys->d3dcontext = d3dcontext;
285 if (Direct3D11Open(vd, &fmt)) {
286 msg_Err(vd, "Direct3D11 could not be opened");
290 vout_display_info_t info = vd->info;
292 info.has_double_click = true;
293 info.has_hide_mouse = false;
294 info.has_pictures_invalid = true;
295 info.has_event_thread = true;
297 /* TODO : subtitle support */
298 info.subpicture_chromas = NULL;
300 video_format_Clean(&vd->fmt);
301 video_format_Copy(&vd->fmt, &fmt);
304 vd->pool = CommonPool;
305 vd->prepare = Prepare;
306 vd->display = Display;
307 vd->control = CommonControl;
308 vd->manage = CommonManage;
310 msg_Dbg(vd, "Direct3D11 Open Succeeded");
316 Direct3D11Destroy(vd);
321 static void Close(vlc_object_t *object)
323 vout_display_t * vd = (vout_display_t *)object;
327 Direct3D11Destroy(vd);
331 static void Prepare(vout_display_t *vd, picture_t *picture, subpicture_t *subpicture)
333 vout_display_sys_t *sys = vd->sys;
334 VLC_UNUSED(subpicture);
337 /* float ClearColor[4] = { 1.0f, 0.125f, 0.3f, 1.0f }; */
338 /* ID3D11DeviceContext_ClearRenderTargetView(sys->d3dcontext,sys->d3drenderTargetView, ClearColor); */
339 ID3D11DeviceContext_ClearDepthStencilView(sys->d3dcontext,sys->d3ddepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
341 /* Render the quad */
342 ID3D11DeviceContext_VSSetShader(sys->d3dcontext, sys->d3dvertexShader, NULL, 0);
343 ID3D11DeviceContext_PSSetShader(sys->d3dcontext, sys->d3dpixelShader, NULL, 0);
344 ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 0, 1, &sys->d3dresViewY);
346 if (sys->vlcFormat == VLC_CODEC_NV12)
347 ID3D11DeviceContext_PSSetShaderResources(sys->d3dcontext, 1, 1, &sys->d3dresViewUV);
349 ID3D11DeviceContext_PSSetSamplers(sys->d3dcontext, 0, 1, &sys->d3dsampState);
350 ID3D11DeviceContext_DrawIndexed(sys->d3dcontext, 6, 0, 0);
353 static void Display(vout_display_t *vd, picture_t *picture, subpicture_t *subpicture)
355 vout_display_sys_t *sys = vd->sys;
357 IDXGISwapChain_Present(sys->dxgiswapChain, 0, 0);
359 picture_Release(picture);
361 subpicture_Delete(subpicture);
366 static void Direct3D11Destroy(vout_display_t *vd)
369 #if !VLC_WINSTORE_APP
371 vout_display_sys_t *sys = vd->sys;
375 FreeLibrary(sys->hdxgi_dll);
379 FreeLibrary(sys->hd3d11_dll);
380 if (sys->hd3dcompiler_dll)
381 FreeLibrary(sys->hd3dcompiler_dll);
383 /* TODO : add release of d3d11 objects here */
385 sys->OurD3D11CreateDevice = NULL;
386 sys->OurD3D11CreateDeviceAndSwapChain = NULL;
387 sys->OurD3DCompile = NULL;
388 sys->hdxgi_dll = NULL;
389 sys->hd3d11_dll = NULL;
390 sys->hd3dcompiler_dll = NULL;
398 #if !VLC_WINSTORE_APP
399 static HINSTANCE Direct3D11LoadShaderLibrary(void)
401 HINSTANCE instance = NULL;
402 /* d3dcompiler_47 is the latest on windows 8.1 */
403 for (int i = 47; i > 41; --i) {
405 _sntprintf(filename, 19, TEXT("D3DCOMPILER_%d.dll"), i);
406 instance = LoadLibrary(filename);
414 static int Direct3D11Open(vout_display_t *vd, video_format_t *fmt)
416 vout_display_sys_t *sys = vd->sys;
419 #if !VLC_WINSTORE_APP
421 UINT creationFlags = 0;
424 static const D3D_FEATURE_LEVEL featureLevels[] =
426 D3D_FEATURE_LEVEL_11_1,
427 D3D_FEATURE_LEVEL_11_0,
428 D3D_FEATURE_LEVEL_10_1,
429 D3D_FEATURE_LEVEL_10_0,
430 D3D_FEATURE_LEVEL_9_3,
431 D3D_FEATURE_LEVEL_9_2,
432 D3D_FEATURE_LEVEL_9_1
435 # if !defined(NDEBUG) && defined(_MSC_VER)
436 creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
439 DXGI_SWAP_CHAIN_DESC scd;
440 memset(&scd, 0, sizeof(scd));
442 scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
443 scd.SampleDesc.Count = 1;
444 scd.SampleDesc.Quality = 0;
445 scd.BufferDesc.Width = fmt->i_visible_width;
446 scd.BufferDesc.Height = fmt->i_visible_height;
447 scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
449 # if VLC_WINSTORE_APP
450 /* TODO : check different values for performance */
451 scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
453 scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
454 scd.Flags = DXGI_SWAP_CHAIN_FLAG_FOREGROUND_LAYER;
455 scd.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;
456 scd.Scaling = DXGI_SCALING_NONE;
459 scd.OutputWindow = sys->hvideownd;
464 /* TODO : list adapters for the user to choose from */
465 hr = IDXGIFactory_EnumAdapters(sys->dxgifactory, 0, &sys->dxgiadapter);
467 msg_Err(vd, "Could not create find factory. (hr=0x%lX)", hr);
472 hr = IDXGIAdapter_EnumOutputs(sys->dxgiadapter, 0, &output);
474 msg_Err(vd, "Could not Enumerate DXGI Outputs. (hr=0x%lX)", hr);
479 memset(&md, 0, sizeof(md));
480 md.Width = fmt->i_visible_width;
481 md.Height = fmt->i_visible_height;
482 md.Format = scd.BufferDesc.Format;
483 md.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
485 hr = IDXGIOutput_FindClosestMatchingMode(output, &md, &scd.BufferDesc, NULL);
487 msg_Err(vd, "Failed to find a supported video mode. (hr=0x%lX)", hr);
491 /* mode desc doesn't carry over the width and height*/
492 scd.BufferDesc.Width = fmt->i_visible_width;
493 scd.BufferDesc.Height = fmt->i_visible_height;
495 hr = D3D11CreateDeviceAndSwapChain(sys->dxgiadapter,
496 D3D_DRIVER_TYPE_UNKNOWN, NULL, creationFlags,
497 featureLevels, ARRAYSIZE(featureLevels),
498 D3D11_SDK_VERSION, &scd, &sys->dxgiswapChain,
499 &sys->d3ddevice, &sys->d3dfeaturelevel, &sys->d3dcontext);
501 msg_Err(vd, "Could not Create the D3D11 device and SwapChain. (hr=0x%lX)", hr);
507 static const D3D_DRIVER_TYPE driverAttempts[] = {
508 D3D_DRIVER_TYPE_HARDWARE,
509 D3D_DRIVER_TYPE_WARP,
510 D3D_DRIVER_TYPE_REFERENCE,
513 for (UINT driver = 0; driver < ARRAYSIZE(driverAttempts); driver++) {
514 hr = D3D11CreateDevice(NULL, driverAttempts[driver], NULL, creationFlags,
515 featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION,
516 &sys->d3ddevice, &sys->d3dfeaturelevel, &sys->d3dcontext);
517 if (SUCCEEDED(hr)) break;
521 msg_Err(vd, "Could not Create the D3D11 device. (hr=0x%lX)", hr);
525 IDXGIDevice *pDXGIDevice = NULL;
526 hr = ID3D11Device_QueryInterface(sys->d3ddevice, &IID_IDXGIDevice, (void **)&pDXGIDevice);
528 msg_Err(vd, "Could not Query DXGI Interface. (hr=0x%lX)", hr);
532 hr = IDXGIDevice_GetAdapter(pDXGIDevice, &sys->dxgiadapter);
534 msg_Err(vd, "Could not get the DXGI Adapter. (hr=0x%lX)", hr);
538 hr = IDXGIAdapter_GetParent(sys->dxgiadapter, &IID_IDXGIFactory, (void **)&sys->dxgifactory);
540 msg_Err(vd, "Could not get the DXGI Factory. (hr=0x%lX)", hr);
544 hr = IDXGIFactory_CreateSwapChain(sys->dxgifactory, (IUnknown *)sys->d3ddevice, &scd, &sys->dxgiswapChain);
547 msg_Err(vd, "Could not create the SwapChain. (hr=0x%lX)", hr);
551 # if VLC_WINSTORE_APP /* avoided until we can pass ISwapchainPanel without c++/cx mode */
552 /* TODO: figure out how to get "ISwapChainPanel ^panel" into brokenpanel in gcc */
553 ISwapChainPanel *brokenpanel;
554 ISwapChainPanelNative *panelNative;
555 hr = ISwapChainPanelNative_QueryInterface(brokenpanel, &IID_ISwapChainPanelNative, (void **)&pDXGIDevice);
557 msg_Err(vd, "Could not get the Native Panel. (hr=0x%lX)", hr);
561 hr = ISwapChainPanelNative_SetSwapChain(panelNative, sys->dxgiswapChain);
563 msg_Err(vd, "Could not link the SwapChain with the Native Panel. (hr=0x%lX)", hr);
571 for (unsigned i = 0; d3d_formats[i].name != 0; i++)
573 UINT i_formatSupport;
574 if( SUCCEEDED( ID3D11Device_CheckFormatSupport(sys->d3ddevice,
575 d3d_formats[i].format,
576 &i_formatSupport)) &&
577 ( i_formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D ))
579 msg_Dbg(vd, "Using pixel format %s", d3d_formats[i].name );
580 sys->d3dFormat = d3d_formats[i].format;
581 sys->vlcFormat = d3d_formats[i].fourcc;
585 if ( !sys->vlcFormat ) {
586 msg_Err(vd, "Could not get a suitable texture pixel format");
590 UpdateRects(vd, NULL, NULL, true);
592 if (Direct3D11CreateResources(vd, fmt)) {
593 msg_Err(vd, "Failed to allocate resources");
594 Direct3D11DestroyResources(vd);
598 EventThreadUpdateTitle(sys->event, VOUT_TITLE " (Direct3D11 output)");
600 msg_Dbg(vd, "Direct3D11 device adapter successfully initialized");
604 static void Direct3D11Close(vout_display_t *vd)
606 vout_display_sys_t *sys = vd->sys;
608 Direct3D11DestroyResources(vd);
609 if ( sys->d3dcontext )
610 ID3D11DeviceContext_Release(sys->d3dcontext);
611 if ( sys->d3ddevice )
612 ID3D11Device_Release(sys->d3ddevice);
613 msg_Dbg(vd, "Direct3D11 device adapter closed");
616 /* TODO : handle errors better
617 TODO : seperate out into smaller functions like createshaders */
618 static int Direct3D11CreateResources(vout_display_t *vd, video_format_t *fmt)
620 vout_display_sys_t *sys = vd->sys;
621 ID3D11Texture2D* pBackBuffer = NULL;
622 ID3D11Texture2D* pDepthStencil= NULL;
625 fmt->i_chroma = sys->vlcFormat;
627 hr = IDXGISwapChain_GetBuffer(sys->dxgiswapChain, 0, &IID_ID3D11Texture2D, (LPVOID *)&pBackBuffer);
629 msg_Err(vd, "Could not get the backbuffer from the Swapchain. (hr=0x%lX)", hr);
633 hr = ID3D11Device_CreateRenderTargetView(sys->d3ddevice, (ID3D11Resource *)pBackBuffer, NULL, &sys->d3drenderTargetView);
635 ID3D11Texture2D_Release(pBackBuffer);
638 msg_Err(vd, "Could not create the render view target. (hr=0x%lX)", hr);
642 D3D11_TEXTURE2D_DESC deptTexDesc;
643 memset(&deptTexDesc, 0,sizeof(deptTexDesc));
644 deptTexDesc.ArraySize = 1;
645 deptTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
646 deptTexDesc.CPUAccessFlags = 0;
647 deptTexDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
648 deptTexDesc.Width = fmt->i_visible_width;
649 deptTexDesc.Height = fmt->i_visible_height;
650 deptTexDesc.MipLevels = 1;
651 deptTexDesc.MiscFlags = 0;
652 deptTexDesc.SampleDesc.Count = 1;
653 deptTexDesc.SampleDesc.Quality = 0;
654 deptTexDesc.Usage = D3D11_USAGE_DEFAULT;
656 hr = ID3D11Device_CreateTexture2D(sys->d3ddevice, &deptTexDesc, NULL, &pDepthStencil);
659 msg_Err(vd, "Could not create the depth stencil texture. (hr=0x%lX)", hr);
663 D3D11_DEPTH_STENCIL_VIEW_DESC depthViewDesc;
664 memset(&depthViewDesc, 0, sizeof(depthViewDesc));
666 depthViewDesc.Format = deptTexDesc.Format;
667 depthViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
668 depthViewDesc.Texture2D.MipSlice = 0;
670 hr = ID3D11Device_CreateDepthStencilView(sys->d3ddevice, (ID3D11Resource *)pDepthStencil, &depthViewDesc, &sys->d3ddepthStencilView);
672 ID3D11Texture2D_Release(pDepthStencil);
675 msg_Err(vd, "Could not create the depth stencil view. (hr=0x%lX)", hr);
679 ID3D11DeviceContext_OMSetRenderTargets(sys->d3dcontext, 1, &sys->d3drenderTargetView, sys->d3ddepthStencilView);
682 vp.Width = (FLOAT)fmt->i_visible_width;
683 vp.Height = (FLOAT)fmt->i_visible_height;
689 ID3D11DeviceContext_RSSetViewports(sys->d3dcontext, 1, &vp);
691 ID3DBlob* pVSBlob = NULL;
693 /* TODO : Match the version to the D3D_FEATURE_LEVEL */
694 hr = D3DCompile(globVertexShaderDefault, strlen(globVertexShaderDefault),
695 NULL, NULL, NULL, "VS", "vs_4_0_level_9_1", 0, 0, &pVSBlob, NULL);
698 msg_Err(vd, "The Vertex Shader is invalid.");
702 hr = ID3D11Device_CreateVertexShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
703 ID3D10Blob_GetBufferSize(pVSBlob), NULL, &sys->d3dvertexShader);
706 ID3D11Device_Release(pVSBlob);
707 msg_Err(vd, "Failed to create the vertex shader.");
711 D3D11_INPUT_ELEMENT_DESC layout[] = {
712 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
713 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
716 ID3D11InputLayout* pVertexLayout = NULL;
717 hr = ID3D11Device_CreateInputLayout(sys->d3ddevice, layout, 2, (void *)ID3D10Blob_GetBufferPointer(pVSBlob),
718 ID3D10Blob_GetBufferSize(pVSBlob), &pVertexLayout);
720 ID3D10Blob_Release(pVSBlob);
723 msg_Err(vd, "Failed to create the vertex input layout");
727 ID3D11DeviceContext_IASetInputLayout(sys->d3dcontext, pVertexLayout);
729 ID3DBlob* pPSBlob = NULL;
731 /* TODO : Match the version to the D3D_FEATURE_LEVEL */
732 if (sys->vlcFormat == VLC_CODEC_NV12)
733 hr = D3DCompile(globPixelShaderBiplanarYUV2RGB, strlen(globPixelShaderBiplanarYUV2RGB),
734 NULL, NULL, NULL, "PS", "ps_4_0_level_9_1", 0, 0, &pPSBlob, NULL);
736 hr = D3DCompile(globPixelShaderDefault, strlen(globPixelShaderDefault),
737 NULL, NULL, NULL, "PS", "ps_4_0_level_9_1", 0, 0, &pPSBlob, NULL);
741 msg_Err(vd, "The Pixel Shader is invalid.");
745 hr = ID3D11Device_CreatePixelShader(sys->d3ddevice, (void *)ID3D10Blob_GetBufferPointer(pPSBlob),
746 ID3D10Blob_GetBufferSize(pPSBlob), NULL, &sys->d3dpixelShader);
748 ID3D10Blob_Release(pPSBlob);
751 msg_Err(vd, "Failed to create the pixel shader.");
756 -1.0f, -1.0f, -1.0f, 0.0f, 1.0f,
757 1.0f, -1.0f, -1.0f, 1.0f, 1.0f,
758 1.0f, 1.0f, -1.0f, 1.0f, 0.0f,
759 -1.0f, 1.0f, -1.0f, 0.0f, 0.0f,
762 D3D11_BUFFER_DESC bd;
763 memset(&bd, 0, sizeof(bd));
764 bd.Usage = D3D11_USAGE_DEFAULT;
765 bd.ByteWidth = sizeof(float) * 5 * 4;
766 bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
767 bd.CPUAccessFlags = 0;
769 D3D11_SUBRESOURCE_DATA InitData;
770 memset(&InitData, 0, sizeof(InitData));
771 InitData.pSysMem = vertices;
773 ID3D11Buffer* pVertexBuffer = NULL;
774 hr = ID3D11Device_CreateBuffer(sys->d3ddevice, &bd, &InitData, &pVertexBuffer);
777 msg_Err(vd, "Failed to create vertex buffer.");
781 UINT stride = sizeof(float) * 5;
783 ID3D11DeviceContext_IASetVertexBuffers(sys->d3dcontext, 0, 1, &pVertexBuffer, &stride, &offset);
785 ID3D11Buffer_Release(pVertexBuffer);
792 bd.Usage = D3D11_USAGE_DEFAULT;
793 bd.ByteWidth = sizeof(WORD)*6;
794 bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
795 bd.CPUAccessFlags = 0;
796 InitData.pSysMem = indices;
798 ID3D11Buffer* pIndexBuffer = NULL;
799 hr = ID3D11Device_CreateBuffer(sys->d3ddevice, &bd, &InitData, &pIndexBuffer);
801 msg_Err(vd, "Failed to create index buffer.");
805 ID3D11DeviceContext_IASetIndexBuffer(sys->d3dcontext, pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
807 ID3D11Buffer_Release(pVertexBuffer);
809 ID3D11DeviceContext_IASetPrimitiveTopology(sys->d3dcontext, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
811 D3D11_TEXTURE2D_DESC texDesc;
812 memset(&texDesc, 0, sizeof(texDesc));
813 texDesc.Width = fmt->i_visible_width;
814 texDesc.Height = fmt->i_visible_height;
815 texDesc.MipLevels = texDesc.ArraySize = 1;
816 texDesc.Format = sys->d3dFormat;
817 texDesc.SampleDesc.Count = 1;
818 texDesc.Usage = D3D11_USAGE_DYNAMIC;
819 texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
820 texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
821 texDesc.MiscFlags = 0;
823 hr = ID3D11Device_CreateTexture2D(sys->d3ddevice, &texDesc, NULL, &sys->d3dtexture);
825 msg_Err(vd, "Could not Create the D3d11 Texture. (hr=0x%lX)", hr);
829 D3D11_SHADER_RESOURCE_VIEW_DESC resviewDesc;
830 memset(&resviewDesc, 0, sizeof(resviewDesc));
831 if (sys->vlcFormat == VLC_CODEC_NV12)
832 resviewDesc.Format = DXGI_FORMAT_R8_UNORM;
834 resviewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
835 resviewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
836 resviewDesc.Texture2D.MipLevels = texDesc.MipLevels;
838 hr = ID3D11Device_CreateShaderResourceView(sys->d3ddevice, (ID3D11Resource *)sys->d3dtexture, &resviewDesc, &sys->d3dresViewY);
840 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
841 msg_Err(vd, "Could not Create the Y D3d11 Texture ResourceView. (hr=0x%lX)", hr);
845 if (sys->vlcFormat == VLC_CODEC_NV12) {
846 resviewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
847 hr = ID3D11Device_CreateShaderResourceView(sys->d3ddevice, (ID3D11Resource *)sys->d3dtexture, &resviewDesc, &sys->d3dresViewUV);
849 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
850 msg_Err(vd, "Could not Create the UV D3d11 Texture ResourceView. (hr=0x%lX)", hr);
855 D3D11_SAMPLER_DESC sampDesc;
856 memset(&sampDesc, 0, sizeof(sampDesc));
857 sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
858 sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
859 sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
860 sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
861 sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
863 sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
865 hr = ID3D11Device_CreateSamplerState(sys->d3ddevice, &sampDesc, &sys->d3dsampState);
868 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
869 msg_Err(vd, "Could not Create the D3d11 Sampler State. (hr=0x%lX)", hr);
873 picture_sys_t *picsys = malloc(sizeof(*picsys));
874 if (unlikely(picsys == NULL)) {
875 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
879 picsys->texture = sys->d3dtexture;
880 picsys->context = sys->d3dcontext;
883 picture_resource_t resource = { .p_sys = picsys };
884 for (int i = 0; i < PICTURE_PLANE_MAX; i++)
885 resource.p[i].i_lines = fmt->i_visible_height / (i > 0 ? 2 : 1);
887 picture_t *picture = picture_NewFromResource(fmt, &resource);
889 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
893 sys->picsys = picsys;
895 picture_pool_configuration_t pool_cfg;
896 memset(&pool_cfg, 0, sizeof(pool_cfg));
897 pool_cfg.picture_count = 1;
898 pool_cfg.picture = &picture;
899 pool_cfg.lock = Direct3D11MapTexture;
901 sys->pool = picture_pool_NewExtended(&pool_cfg);
903 picture_Release(picture);
904 if(sys->d3dtexture) ID3D11Texture2D_Release(sys->d3dtexture);
908 msg_Dbg(vd, "Direct3D11 resources created");
912 static void Direct3D11DestroyResources(vout_display_t *vd)
914 vout_display_sys_t *sys = vd->sys;
916 /* TODO: Destroy Shaders? */
918 picture_sys_t *picsys = sys->picsys;
919 ID3D11Texture2D_Release(picsys->texture);
920 picture_pool_Release(sys->pool);
924 msg_Dbg(vd, "Direct3D11 resources destroyed");
927 static int Direct3D11MapTexture(picture_t *picture)
929 D3D11_MAPPED_SUBRESOURCE mappedResource;
932 hr = ID3D11DeviceContext_Map(picture->p_sys->context, (ID3D11Resource *)picture->p_sys->texture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
935 msg_Dbg( picture->p_sys->vd, "failed to map the texture (hr=0x%lX)", hr );
938 res = CommonUpdatePicture(picture, NULL, mappedResource.pData, mappedResource.RowPitch);
939 ID3D11DeviceContext_Unmap(picture->p_sys->context,(ID3D11Resource *)picture->p_sys->texture, 0);