Added SDL_GetTextureDXGIResource() to get the DXGI resource associated with a render texture.

Also switched the D3D11 and D3D12 renderers to use real NV12 textures for NV12 data.

The combination of these two changes allows us to implement 0-copy video decode and playback for D3D11 in testffmpeg without any access to the renderer internals.
This commit is contained in:
Sam Lantinga 2023-10-10 00:04:45 -07:00
parent a842446f62
commit 2bd478ae65
10 changed files with 336 additions and 265 deletions

View file

@ -102,7 +102,6 @@ typedef struct
/* NV12 texture support */
SDL_bool nv12;
ID3D11Texture2D *mainTextureNV;
ID3D11ShaderResourceView *mainTextureResourceViewNV;
Uint8 *pixels;
@ -187,6 +186,7 @@ static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0
#if defined(__WINRT__) && NTDDI_VERSION > NTDDI_WIN8
static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
#endif
static const GUID SDL_IID_IDXGIResource = { 0x035f3ab4, 0x482e, 0x4e50, { 0xb4, 0x1f, 0x8a, 0x7f, 0x8b, 0xd8, 0x96, 0x0b } };
static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
@ -208,7 +208,7 @@ Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
}
}
static DXGI_FORMAT SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
@ -217,8 +217,26 @@ static DXGI_FORMAT SDLPixelFormatToDXGIFormat(Uint32 sdlFormat)
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12: /* For the Y texture */
case SDL_PIXELFORMAT_NV21: /* For the Y texture */
return DXGI_FORMAT_R8_UNORM;
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
return DXGI_FORMAT_NV12;
default:
return DXGI_FORMAT_UNKNOWN;
}
}
static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 sdlFormat)
{
switch (sdlFormat) {
case SDL_PIXELFORMAT_ARGB8888:
return DXGI_FORMAT_B8G8R8A8_UNORM;
case SDL_PIXELFORMAT_XRGB8888:
return DXGI_FORMAT_B8G8R8X8_UNORM;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12: /* For the Y texture */
case SDL_PIXELFORMAT_NV21: /* For the Y texture */
return DXGI_FORMAT_R8_UNORM;
default:
return DXGI_FORMAT_UNKNOWN;
@ -850,8 +868,7 @@ static void D3D11_ReleaseMainRenderTargetView(SDL_Renderer *renderer)
static HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer *renderer);
HRESULT
D3D11_HandleDeviceLost(SDL_Renderer *renderer)
static HRESULT D3D11_HandleDeviceLost(SDL_Renderer *renderer)
{
HRESULT result = S_OK;
@ -1055,7 +1072,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData;
HRESULT result;
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGIFormat(texture->format);
DXGI_FORMAT textureFormat = SDLPixelFormatToDXGITextureFormat(texture->format);
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
@ -1131,29 +1148,13 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
if (texture->format == SDL_PIXELFORMAT_NV12 ||
texture->format == SDL_PIXELFORMAT_NV21) {
D3D11_TEXTURE2D_DESC nvTextureDesc = textureDesc;
textureData->nv12 = SDL_TRUE;
nvTextureDesc.Format = DXGI_FORMAT_R8G8_UNORM;
nvTextureDesc.Width = (textureDesc.Width + 1) / 2;
nvTextureDesc.Height = (textureDesc.Height + 1) / 2;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&nvTextureDesc,
NULL,
&textureData->mainTextureNV);
if (FAILED(result)) {
D3D11_DestroyTexture(renderer, texture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
}
}
#endif /* SDL_HAVE_YUV */
SDL_zero(resourceViewDesc);
resourceViewDesc.Format = textureDesc.Format;
resourceViewDesc.Format = SDLPixelFormatToDXGIMainResourceViewFormat(texture->format);
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
resourceViewDesc.Texture2D.MostDetailedMip = 0;
resourceViewDesc.Texture2D.MipLevels = textureDesc.MipLevels;
@ -1191,7 +1192,7 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
nvResourceViewDesc.Format = DXGI_FORMAT_R8G8_UNORM;
result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
(ID3D11Resource *)textureData->mainTextureNV,
(ID3D11Resource *)textureData->mainTexture,
&nvResourceViewDesc,
&textureData->mainTextureResourceViewNV);
if (FAILED(result)) {
@ -1239,7 +1240,6 @@ static void D3D11_DestroyTexture(SDL_Renderer *renderer,
SAFE_RELEASE(data->mainTextureResourceViewU);
SAFE_RELEASE(data->mainTextureV);
SAFE_RELEASE(data->mainTextureResourceViewV);
SAFE_RELEASE(data->mainTextureNV);
SAFE_RELEASE(data->mainTextureResourceViewNV);
SDL_free(data->pixels);
#endif
@ -1286,6 +1286,11 @@ static int D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Tex
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
}
if (stagingTextureDesc.Format == DXGI_FORMAT_NV12) {
/* Copy the UV plane as well */
h += (h + 1) / 2;
}
src = (const Uint8 *)pixels;
dst = textureMemory.pData;
length = w * bpp;
@ -1355,15 +1360,6 @@ static int D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return -1;
}
}
if (textureData->nv12) {
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, srcPixels, 2 * ((srcPitch + 1) / 2)) < 0) {
return -1;
}
}
#endif /* SDL_HAVE_YUV */
return 0;
}
@ -1401,18 +1397,110 @@ static int D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
ID3D11Texture2D *stagingTexture;
const Uint8 *src;
Uint8 *dst;
int w, h, row;
UINT length;
HRESULT result;
D3D11_TEXTURE2D_DESC stagingTextureDesc;
D3D11_MAPPED_SUBRESOURCE textureMemory;
if (textureData == NULL) {
return SDL_SetError("Texture is not currently available");
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
return -1;
w = rect->w;
h = rect->h;
/* Create a 'staging' texture, which will be used to write to a portion of the main texture. */
ID3D11Texture2D_GetDesc(textureData->mainTexture, &stagingTextureDesc);
stagingTextureDesc.Width = w;
stagingTextureDesc.Height = h;
stagingTextureDesc.BindFlags = 0;
stagingTextureDesc.MiscFlags = 0;
stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
stagingTextureDesc.Usage = D3D11_USAGE_STAGING;
result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
&stagingTextureDesc,
NULL,
&stagingTexture);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D [create staging texture]"), result);
}
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, 2, rect->x / 2, rect->y / 2, ((rect->w + 1) / 2), (rect->h + 1) / 2, UVplane, UVpitch) < 0) {
return -1;
/* Get a write-only pointer to data in the staging texture: */
result = ID3D11DeviceContext_Map(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0,
D3D11_MAP_WRITE,
0,
&textureMemory);
if (FAILED(result)) {
SAFE_RELEASE(stagingTexture);
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11DeviceContext1::Map [map staging texture]"), result);
}
src = Yplane;
dst = textureMemory.pData;
length = w;
if (length == (UINT)Ypitch && length == textureMemory.RowPitch) {
SDL_memcpy(dst, src, (size_t)length * rect->h);
dst += length * rect->h;
} else {
if (length > (UINT)Ypitch) {
length = Ypitch;
}
if (length > textureMemory.RowPitch) {
length = textureMemory.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += Ypitch;
dst += textureMemory.RowPitch;
}
}
/* Adjust dimensions for the UV plane */
w = ((w + 1) / 2) * 2;
h = ((h + 1) / 2);
src = UVplane;
length = w;
if (length == (UINT)UVpitch && length == textureMemory.RowPitch) {
SDL_memcpy(dst, src, (size_t)length * h);
} else {
if (length > (UINT)UVpitch) {
length = UVpitch;
}
if (length > textureMemory.RowPitch) {
length = textureMemory.RowPitch;
}
for (row = 0; row < h; ++row) {
SDL_memcpy(dst, src, length);
src += UVpitch;
dst += textureMemory.RowPitch;
}
}
/* Commit the pixel buffer's changes back to the staging texture: */
ID3D11DeviceContext_Unmap(rendererData->d3dContext,
(ID3D11Resource *)stagingTexture,
0);
/* Copy the staging texture's contents back to the texture: */
ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext,
(ID3D11Resource *)textureData->mainTexture,
0,
rect->x,
rect->y,
0,
(ID3D11Resource *)stagingTexture,
0,
NULL);
SAFE_RELEASE(stagingTexture);
return 0;
}
#endif
@ -1548,6 +1636,26 @@ static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *textu
textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
}
static IDXGIResource *D3D11_GetTextureDXGIResource(SDL_Texture *texture)
{
D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
IDXGIResource *resource = NULL;
HRESULT result;
if (textureData == NULL || textureData->mainTexture == NULL) {
SDL_SetError("Texture is not currently available");
return NULL;
}
result = ID3D11Texture2D_QueryInterface(textureData->mainTexture, &SDL_IID_IDXGIResource, (void **)&resource);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("GetTextureDXGIResource"), result);
return NULL;
}
return resource;
}
static int D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
@ -2324,6 +2432,7 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->LockTexture = D3D11_LockTexture;
renderer->UnlockTexture = D3D11_UnlockTexture;
renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
renderer->GetTextureDXGIResource = D3D11_GetTextureDXGIResource;
renderer->SetRenderTarget = D3D11_SetRenderTarget;
renderer->QueueSetViewport = D3D11_QueueSetViewport;
renderer->QueueSetDrawColor = D3D11_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */