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[windows] Enable shader based HQ scalers for DXVA renderer #838

Merged
merged 1 commit into from

10 participants

@a11599
Collaborator

The patch enables pixel shader based scaling with DXVA rendering. This is practically a dusted down patch from CrystalP with an added GPU flush. The flush is required to prevent stuttering in ION (and possibly other cards). The impact on image quality depends on the GPU. Some do only bilinear even if they would have the ponies to do better; in those cases the quality improvement is very noticeable.

According to my tests, thanks to CrystalP's scaler speedup it can now do 1080p upscaling from any source up to 60 fps on the 40 shader Ati 3450 using 'optimized' scalers and tops out at ~45 fps using unoptimized ones. More powerful GPUs should do 60 fps even with unoptimized scalers easily.

By default, the DXVA renderer will default to DXVA scaling when scaling method is set to "Automatic" for a number of reasons (see in comments).

@jmarshallnz
Owner

The settings nazi has to ask (without bothering to check the code in detail :p) whether it's reasonable to have the new setting. If it performs well enough on most hardware, why not just have it on? I presume the user can set it back to use whatever the DXVA default is anyway via the VideoOSD, right?

@a11599
Collaborator

Good point. The setting comes from times before CrystalP's scaler speedup, so it is not really needed, so I will remove it. However, I would keep DXVA scaling as a default for automatic for three reasons:

  1. Ati drivers come out of the box with edge enhancement enabled. This was designed to work after scaling. So unless the user explicitly disables EE in CCC, our HQ scalers look worse than even DXVA bilinear (at least to me).
  2. There are some really weak GPUs out there (Intel HD) that have minuscule shader performance and cannot do any of our PS based scalers.
  3. Newer cards actually offer very good DXVA scaling. My HD 6570 does look like spline, it has a very nice sharp scaler with very little ringing. I expect this trend to continue. ;)

People preferring these scalers can just set their preferred one as a default for all videos and that's it. :)

@a11599
Collaborator

Removed the setting. If there are no objections, I would like to merge this in the May window.

@chadoe chadoe was assigned
@CrystalP CrystalP was assigned
@jmarshallnz
Owner

Looks good to me once squashed down - your thoughts @CrystalP

@a11599
Collaborator

Rebased, tested and squashed, I think this is ready to go now.

xbmc/cores/VideoRenderers/WinRenderer.cpp
@@ -341,6 +341,19 @@ void CWinRenderer::Update(bool bPauseDrawing)
ManageDisplay();
}
+void CWinRenderer::FlushGPU()
+{
+ LPDIRECT3DDEVICE9 pD3DDevice = g_Windowing.Get3DDevice();
+ IDirect3DQuery9* pEvent = NULL;
+
+ pD3DDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pEvent);
+ if (pEvent != NULL)
+ {
+ pEvent->Issue(D3DISSUE_END);
+ while (S_FALSE == pEvent->GetData(NULL, 0, D3DGETDATA_FLUSH)) Sleep(1);
+ }
+}
@CrystalP Collaborator

This method belongs to RenderSystemDX I think

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@CrystalP
Collaborator

Changing the scaling method while viewing a video gives me a black screen for the HQ scalers.

The point of the patch was originally to help with the quality of the upscaling on the Ion (was like bilinear). But it stuttered once in a while, making the exercise pointless. Since other GPUs already have similar quality to the xbmc scalers, the patch didn't make sense to apply.

If you verified that the playback is 100% smooth on Ion thanks to the GPU flush, fine. The important frame rates are 24 and 25.
Did you try what happens with interlaced material? The scaler selection code has a fallback to bilinear that could bite us since there is no bilinear scaler implemented here.

@CrystalP
Collaborator

More info: on ATI 4550 this works, on nVidia G210 (similar to Ion G2) it doesn't.

xbmc/cores/VideoRenderers/WinRenderer.cpp
@@ -456,7 +469,15 @@ bool CWinRenderer::CreateIntermediateRenderTarget()
CLog::Log(LOGDEBUG, __FUNCTION__": format %i", format);
- if(!m_IntermediateTarget.Create(m_sourceWidth, m_sourceHeight, 1, usage, format, D3DPOOL_DEFAULT))
+ if (m_renderMethod == RENDER_DXVA)
+ {
+ if(!m_IntermediateTarget.Create(m_sourceWidth, m_sourceHeight, 1, usage, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT))
+ {
+ CLog::Log(LOGERROR, __FUNCTION__": Failed to create render target texture. Going back to DXVA hardware scaling.");
+ return false;
+ }
+ }
+ else if(!m_IntermediateTarget.Create(m_sourceWidth, m_sourceHeight, 1, usage, format, D3DPOOL_DEFAULT))
@CrystalP Collaborator

Maybe clearer to have if (m_renderMethod = RENDER_DXVA) { new stuff} else { old stuff }
Or change the format selection to include the dxva case.

Would be nice to have the Log() just before log the actual format in the dxva case.

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@a11599
Collaborator

It worked originally on the ION and was 100% stutter free with the GPU flush (before the scaler speedup) for 24p/25p. I used it for months. Something must have happened in between that broke this on nVidia. Unfortunately I have no nVidia HW near me that makes it difficult to fix.

Agree with the rest of the comments, will do them, I need to adjust the patch anyways. If you have some suggestions on what to do to fix the nVidia issue that would be great.

Actually there are more GPUs that do awful scaling, Ati 3450, 3850 and 5145 are three examples (bilinear). So the patch might be beneficial for more people.

@PKOneTwo

Just an FYI: using ATI 5450 and 6450. And the quality is more then visible (with patch integrated and) using Lanczos3 compared to DXVA setting!

@PKOneTwo

Since i really love to have better quality then DXVA scaler (lanczos3 for example) i just edited the patch file, so it suits with the changes in master (lines, the one and the other changes of code):

http://pastebin.com/raw.php?i=qhSSYuQt
have fun

@da-anda
Collaborator

any love left for this PR? Having PVR now some HQ scalers (and deinterlacers) would really be nice to have.

@MartijnKaijser

@a11599
care to update this PR?

@a11599
Collaborator

Will do.

@a11599
Collaborator

OK, here we go again. Rebased and adjusted code as @CrystalP requested. This is my last take on this subject. Please raise your concerns if any. I would be glad to receive test results too.

I tested progressive, interlaced, DXVA and software decoded video and have not found any problems but all my HW is ATI. Some more test results in this thread: http://forum.xbmc.org/showthread.php?tid=127174. I got reports from nV users (no black screen issue as reported by CrystalP).

@MartijnKaijser

@a11599
added test build including this patch in the forum thread.
Perhaps you could add to the thread what exactly needs testing (or perhaps start dedicated thread)
I have nvidia and an intel onboard GPU so i can do some testing as well. Played several video so far without problems

@a11599
Collaborator

@MartijnKaijser thanks for the testing. I added details on what to look for in the forum thread.

@a11599
Collaborator

Spotted a rebase problem which probably broke 3D playback.

@a11599
Collaborator

Last call; based on the positive feedbacks I am about to squash down and merge this in the September window. @MartijnKaijser thanks for your help in arranging the testing.

@a11599 a11599 merged commit 390def3 into from
@a11599 a11599 deleted the branch
@ghost Unknown referenced this pull request from a commit
Commit has since been removed from the repository and is no longer available.
@FernetMenta
Collaborator

when using NVida gfx and render method DXVA this results into a black screen @a11599 any idea?

Collaborator

Works for me with Helix alpha 2 on nV 840M just fine... Some change in between broke it then.

Collaborator

can you fix it for current master?

Collaborator

@ace20022 what NVidia card have you tested with. I have a Quadro K1000M which shows a black screen

Collaborator

No. It was originally CrystalP's patch, I just rebased it for Gotham.

Collaborator

GeForce 9500 GS

Collaborator

@afedchin do you have an idea why this fails?

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60 xbmc/cores/VideoRenderers/WinRenderer.cpp
@@ -445,7 +445,8 @@ bool CWinRenderer::CreateIntermediateRenderTarget()
D3DFORMAT format = D3DFMT_X8R8G8B8;
DWORD usage = D3DUSAGE_RENDERTARGET;
- if (g_Windowing.IsTextureFormatOk(D3DFMT_A2R10G10B10, usage)) format = D3DFMT_A2R10G10B10;
+ if (m_renderMethod == RENDER_DXVA) format = D3DFMT_X8R8G8B8;
+ else if (g_Windowing.IsTextureFormatOk(D3DFMT_A2R10G10B10, usage)) format = D3DFMT_A2R10G10B10;
else if (g_Windowing.IsTextureFormatOk(D3DFMT_A2B10G10R10, usage)) format = D3DFMT_A2B10G10R10;
else if (g_Windowing.IsTextureFormatOk(D3DFMT_A8R8G8B8, usage)) format = D3DFMT_A8R8G8B8;
else if (g_Windowing.IsTextureFormatOk(D3DFMT_A8B8G8R8, usage)) format = D3DFMT_A8B8G8R8;
@@ -525,7 +526,12 @@ void CWinRenderer::SelectPSVideoFilter()
bool scaleUp = (int)m_sourceHeight < g_graphicsContext.GetHeight() && (int)m_sourceWidth < g_graphicsContext.GetWidth();
bool scaleFps = m_fps < (g_advancedSettings.m_videoAutoScaleMaxFps + 0.01f);
- if (scaleSD && scaleUp && scaleFps && Supports(VS_SCALINGMETHOD_LANCZOS3_FAST))
+ if (m_renderMethod == RENDER_DXVA)
+ {
+ m_scalingMethod = VS_SCALINGMETHOD_DXVA_HARDWARE;
+ m_bUseHQScaler = false;
+ }
+ else if (scaleSD && scaleUp && scaleFps && Supports(VS_SCALINGMETHOD_LANCZOS3_FAST))
{
m_scalingMethod = VS_SCALINGMETHOD_LANCZOS3_FAST;
m_bUseHQScaler = true;
@@ -573,6 +579,10 @@ void CWinRenderer::UpdatePSVideoFilter()
SAFE_DELETE(m_colorShader);
+ // When using DXVA, we are already setup at this point, color shader is not needed
+ if (m_renderMethod == RENDER_DXVA)
+ return;
+
if (m_bUseHQScaler)
{
m_colorShader = new CYUV2RGBShader();
@@ -618,14 +628,11 @@ void CWinRenderer::UpdateVideoFilter()
break;
case RENDER_PS:
+ case RENDER_DXVA:
SelectPSVideoFilter();
UpdatePSVideoFilter();
break;
- case RENDER_DXVA:
- // Everything already setup, nothing to do.
- break;
-
default:
return;
}
@@ -635,6 +642,9 @@ void CWinRenderer::Render(DWORD flags)
{
if (m_renderMethod == RENDER_DXVA)
{
+ UpdateVideoFilter();
+ if (m_bUseHQScaler)
+ g_Windowing.FlushGPU();
CWinRenderer::RenderProcessor(flags);
return;
}
@@ -918,19 +928,38 @@ void CWinRenderer::RenderProcessor(DWORD flags)
{
CSingleLock lock(g_graphicsContext);
HRESULT hr;
+ CRect destRect;
+
+ if (m_bUseHQScaler)
+ {
+ destRect.y1 = 0.0f;
+ destRect.y2 = m_sourceHeight;
+ destRect.x1 = 0.0f;
+ destRect.x2 = m_sourceWidth;
+ }
+ else
+ destRect = m_destRect;
DXVABuffer *image = (DXVABuffer*)m_VideoBuffers[m_iYV12RenderBuffer];
IDirect3DSurface9* target;
- if(FAILED(hr = g_Windowing.Get3DDevice()->GetRenderTarget(0, &target)))
+ if (m_bUseHQScaler)
+ m_IntermediateTarget.GetSurfaceLevel(0, &target);
+ else
{
- CLog::Log(LOGERROR, "CWinRenderer::RenderSurface - failed to get render target. %s", CRenderSystemDX::GetErrorDescription(hr).c_str());
- return;
+ if(FAILED(hr = g_Windowing.Get3DDevice()->GetRenderTarget(0, &target)))
+ {
+ CLog::Log(LOGERROR, "CWinRenderer::RenderSurface - failed to get render target. %s", CRenderSystemDX::GetErrorDescription(hr).c_str());
+ return;
+ }
}
- m_processor.Render(m_sourceRect, g_graphicsContext.StereoCorrection(m_destRect), target, image->id, flags);
+ m_processor.Render(m_sourceRect, g_graphicsContext.StereoCorrection(destRect), target, image->id, flags);
target->Release();
+
+ if (m_bUseHQScaler)
+ Stage2();
}
bool CWinRenderer::RenderCapture(CRenderCapture* capture)
@@ -1068,17 +1097,14 @@ bool CWinRenderer::Supports(ERENDERFEATURE feature)
bool CWinRenderer::Supports(ESCALINGMETHOD method)
{
- if (m_renderMethod == RENDER_DXVA)
+ if (m_renderMethod == RENDER_PS || m_renderMethod == RENDER_DXVA)
{
- if(method == VS_SCALINGMETHOD_DXVA_HARDWARE)
+ if(m_renderMethod == RENDER_DXVA && method == VS_SCALINGMETHOD_DXVA_HARDWARE)
return true;
- return false;
- }
- else if(m_renderMethod == RENDER_PS)
- {
+
if(m_deviceCaps.PixelShaderVersion >= D3DPS_VERSION(2, 0)
&& ( method == VS_SCALINGMETHOD_AUTO
- || method == VS_SCALINGMETHOD_LINEAR))
+ || (method == VS_SCALINGMETHOD_LINEAR && m_renderMethod == RENDER_PS) ))
return true;
if(m_deviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0))
View
12 xbmc/rendering/dx/RenderSystemDX.cpp
@@ -1043,5 +1043,17 @@ bool CRenderSystemDX::SupportsStereo(RENDER_STEREO_MODE mode) const
}
}
+void CRenderSystemDX::FlushGPU()
+{
+ IDirect3DQuery9* pEvent = NULL;
+
+ m_pD3DDevice->CreateQuery(D3DQUERYTYPE_EVENT, &pEvent);
+ if (pEvent != NULL)
+ {
+ pEvent->Issue(D3DISSUE_END);
+ while (S_FALSE == pEvent->GetData(NULL, 0, D3DGETDATA_FLUSH))
+ Sleep(1);
+ }
+}
#endif
View
2  xbmc/rendering/dx/RenderSystemDX.h
@@ -78,6 +78,8 @@ class CRenderSystemDX : public CRenderSystemBase
virtual void Project(float &x, float &y, float &z);
+ void FlushGPU();
+
LPDIRECT3DDEVICE9 Get3DDevice() { return m_pD3DDevice; }
int GetBackbufferCount() const { return m_D3DPP.BackBufferCount; }
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