mpv/video/out/hwdec/hwdec_vaapi.c

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/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stddef.h>
#include <string.h>
#include <assert.h>
#include <unistd.h>
#include <libavutil/hwcontext.h>
#include <libavutil/hwcontext_vaapi.h>
#include "config.h"
#include "video/out/gpu/hwdec.h"
#include "video/out/hwdec/dmabuf_interop.h"
#include "video/fmt-conversion.h"
#include "video/mp_image_pool.h"
#include "video/vaapi.h"
#if HAVE_VAAPI_DRM
#include "libmpv/render_gl.h"
#endif
#if HAVE_VAAPI_X11
#include <va/va_x11.h>
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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static VADisplay *create_x11_va_display(struct ra *ra)
{
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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Display *x11 = ra_get_native_resource(ra, "x11");
return x11 ? vaGetDisplay(x11) : NULL;
}
#endif
#if HAVE_VAAPI_WAYLAND
#include <va/va_wayland.h>
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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static VADisplay *create_wayland_va_display(struct ra *ra)
{
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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struct wl_display *wl = ra_get_native_resource(ra, "wl");
return wl ? vaGetDisplayWl(wl) : NULL;
}
#endif
#if HAVE_VAAPI_DRM
#include <va/va_drm.h>
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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static VADisplay *create_drm_va_display(struct ra *ra)
{
mpv_opengl_drm_params_v2 *params = ra_get_native_resource(ra, "drm_params_v2");
if (!params || params->render_fd == -1)
return NULL;
return vaGetDisplayDRM(params->render_fd);
}
#endif
struct va_create_native {
const char *name;
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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VADisplay *(*create)(struct ra *ra);
};
static const struct va_create_native create_native_cbs[] = {
#if HAVE_VAAPI_X11
{"x11", create_x11_va_display},
#endif
#if HAVE_VAAPI_WAYLAND
{"wayland", create_wayland_va_display},
#endif
#if HAVE_VAAPI_DRM
{"drm", create_drm_va_display},
#endif
};
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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static VADisplay *create_native_va_display(struct ra *ra, struct mp_log *log)
{
for (int n = 0; n < MP_ARRAY_SIZE(create_native_cbs); n++) {
const struct va_create_native *disp = &create_native_cbs[n];
mp_verbose(log, "Trying to open a %s VA display...\n", disp->name);
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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VADisplay *display = disp->create(ra);
if (display)
return display;
}
return NULL;
}
static void determine_working_formats(struct ra_hwdec *hw);
static void uninit(struct ra_hwdec *hw)
{
struct priv_owner *p = hw->priv;
if (p->ctx)
hwdec_devices_remove(hw->devs, &p->ctx->hwctx);
va_destroy(p->ctx);
}
const static dmabuf_interop_init interop_inits[] = {
#if HAVE_VAAPI_EGL
dmabuf_interop_gl_init,
#endif
#if HAVE_VAAPI_LIBPLACEBO
dmabuf_interop_pl_init,
#endif
NULL
};
static int init(struct ra_hwdec *hw)
{
struct priv_owner *p = hw->priv;
for (int i = 0; interop_inits[i]; i++) {
if (interop_inits[i](hw)) {
break;
}
}
if (!p->interop_map || !p->interop_unmap) {
MP_VERBOSE(hw, "VAAPI hwdec only works with OpenGL or Vulkan backends.\n");
return -1;
}
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
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p->display = create_native_va_display(hw->ra, hw->log);
if (!p->display) {
MP_VERBOSE(hw, "Could not create a VA display.\n");
return -1;
}
p->ctx = va_initialize(p->display, hw->log, true);
if (!p->ctx) {
vaTerminate(p->display);
return -1;
}
if (!p->ctx->av_device_ref) {
MP_VERBOSE(hw, "libavutil vaapi code rejected the driver?\n");
return -1;
}
if (hw->probing && va_guess_if_emulated(p->ctx)) {
return -1;
}
determine_working_formats(hw);
if (!p->formats || !p->formats[0]) {
return -1;
}
p->ctx->hwctx.hw_imgfmt = IMGFMT_VAAPI;
p->ctx->hwctx.supported_formats = p->formats;
p->ctx->hwctx.driver_name = hw->driver->name;
hwdec_devices_add(hw->devs, &p->ctx->hwctx);
return 0;
}
static void mapper_unmap(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *p_owner = mapper->owner->priv;
struct priv *p = mapper->priv;
p_owner->interop_unmap(mapper);
if (p->surface_acquired) {
for (int n = 0; n < p->desc.num_objects; n++)
close(p->desc.objects[n].fd);
p->surface_acquired = false;
}
}
static void mapper_uninit(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *p_owner = mapper->owner->priv;
if (p_owner->interop_uninit) {
p_owner->interop_uninit(mapper);
}
}
static bool check_fmt(struct ra_hwdec_mapper *mapper, int fmt)
{
struct priv_owner *p_owner = mapper->owner->priv;
for (int n = 0; p_owner->formats && p_owner->formats[n]; n++) {
if (p_owner->formats[n] == fmt)
return true;
}
return false;
}
static int mapper_init(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *p_owner = mapper->owner->priv;
struct priv *p = mapper->priv;
mapper->dst_params = mapper->src_params;
mapper->dst_params.imgfmt = mapper->src_params.hw_subfmt;
mapper->dst_params.hw_subfmt = 0;
struct ra_imgfmt_desc desc = {0};
if (!ra_get_imgfmt_desc(mapper->ra, mapper->dst_params.imgfmt, &desc))
return -1;
p->num_planes = desc.num_planes;
mp_image_set_params(&p->layout, &mapper->dst_params);
if (p_owner->interop_init)
if (!p_owner->interop_init(mapper, &desc))
return -1;
vaapi: determine surface format in decoder, not in renderer Until now, we have made the assumption that a driver will use only 1 hardware surface format. the format is dictated by the driver (you don't create surfaces with a specific format - you just pass a rt_format and get a surface that will be in a specific driver-chosen format). In particular, the renderer created a dummy surface to probe the format, and hoped the decoder would produce the same format. Due to a driver bug this required a workaround to actually get the same format as the driver did. Change this so that the format is determined in the decoder. The format is then passed down as hw_subfmt, which allows the renderer to configure itself with the correct format. If the hardware surface changes its format midstream, the renderer can be reconfigured using the normal mechanisms. This calls va_surface_init_subformat() each time after the decoder returns a surface. Since libavcodec/AVFrame has no concept of sub- formats, this is unavoidable. It creates and destroys a derived VAImage, but this shouldn't have any bad performance effects (at least I didn't notice any measurable effects). Note that vaDeriveImage() failures are silently ignored as some drivers (the vdpau wrapper) support neither vaDeriveImage, nor EGL interop. In addition, we still probe whether we can map an image in the EGL interop code. This is important as it's the only way to determine whether EGL interop is supported at all. With respect to the driver bug mentioned above, it doesn't matter which format the test surface has. In vf_vavpp, also remove the rt_format guessing business. I think the existing logic was a bit meaningless anyway. It's not even a given that vavpp produces the same rt_format for output.
2016-04-11 18:46:05 +00:00
if (!p_owner->probing_formats && !check_fmt(mapper, mapper->dst_params.imgfmt))
{
MP_FATAL(mapper, "unsupported VA image format %s\n",
mp_imgfmt_to_name(mapper->dst_params.imgfmt));
return -1;
}
vaapi: determine surface format in decoder, not in renderer Until now, we have made the assumption that a driver will use only 1 hardware surface format. the format is dictated by the driver (you don't create surfaces with a specific format - you just pass a rt_format and get a surface that will be in a specific driver-chosen format). In particular, the renderer created a dummy surface to probe the format, and hoped the decoder would produce the same format. Due to a driver bug this required a workaround to actually get the same format as the driver did. Change this so that the format is determined in the decoder. The format is then passed down as hw_subfmt, which allows the renderer to configure itself with the correct format. If the hardware surface changes its format midstream, the renderer can be reconfigured using the normal mechanisms. This calls va_surface_init_subformat() each time after the decoder returns a surface. Since libavcodec/AVFrame has no concept of sub- formats, this is unavoidable. It creates and destroys a derived VAImage, but this shouldn't have any bad performance effects (at least I didn't notice any measurable effects). Note that vaDeriveImage() failures are silently ignored as some drivers (the vdpau wrapper) support neither vaDeriveImage, nor EGL interop. In addition, we still probe whether we can map an image in the EGL interop code. This is important as it's the only way to determine whether EGL interop is supported at all. With respect to the driver bug mentioned above, it doesn't matter which format the test surface has. In vf_vavpp, also remove the rt_format guessing business. I think the existing logic was a bit meaningless anyway. It's not even a given that vavpp produces the same rt_format for output.
2016-04-11 18:46:05 +00:00
return 0;
}
static int mapper_map(struct ra_hwdec_mapper *mapper)
{
struct priv_owner *p_owner = mapper->owner->priv;
struct priv *p = mapper->priv;
VAStatus status;
VADisplay *display = p_owner->display;
status = vaExportSurfaceHandle(display, va_surface_id(mapper->src),
VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME_2,
VA_EXPORT_SURFACE_READ_ONLY |
VA_EXPORT_SURFACE_SEPARATE_LAYERS,
&p->desc);
if (!CHECK_VA_STATUS_LEVEL(mapper, "vaExportSurfaceHandle()",
p_owner->probing_formats ? MSGL_DEBUG : MSGL_ERR))
{
goto err;
}
vaSyncSurface(display, va_surface_id(mapper->src));
// No need to error out if sync fails, but good to know if it did.
CHECK_VA_STATUS(mapper, "vaSyncSurface()");
p->surface_acquired = true;
// We can handle composed formats if the total number of planes is still
// equal the number of planes we expect. Complex formats with auxilliary
// planes cannot be supported.
int num_returned_planes = 0;
for (int i = 0; i < p->desc.num_layers; i++) {
num_returned_planes += p->desc.layers[i].num_planes;
}
if (p->num_planes != num_returned_planes) {
mp_msg(mapper->log, p_owner->probing_formats ? MSGL_DEBUG : MSGL_ERR,
"Mapped surface with format '%s' has unexpected number of planes. "
"(%d layers and %d planes, but expected %d planes)\n",
mp_imgfmt_to_name(mapper->src->params.hw_subfmt),
p->desc.num_layers, num_returned_planes, p->num_planes);
goto err;
}
if (!p_owner->interop_map(mapper, p_owner->probing_formats))
goto err;
if (p->desc.fourcc == VA_FOURCC_YV12)
MPSWAP(struct ra_tex*, mapper->tex[1], mapper->tex[2]);
return 0;
err:
mapper_unmap(mapper);
if (!p_owner->probing_formats)
MP_FATAL(mapper, "mapping VAAPI EGL image failed\n");
return -1;
}
static bool try_format_map(struct ra_hwdec *hw, struct mp_image *surface)
{
struct ra_hwdec_mapper *mapper = ra_hwdec_mapper_create(hw, &surface->params);
if (!mapper) {
MP_DBG(hw, "Failed to create mapper\n");
return false;
}
bool ok = ra_hwdec_mapper_map(mapper, surface) >= 0;
ra_hwdec_mapper_free(&mapper);
return ok;
}
static void try_format_pixfmt(struct ra_hwdec *hw, enum AVPixelFormat pixfmt)
{
bool supported = false;
struct priv_owner *p = hw->priv;
int mp_fmt = pixfmt2imgfmt(pixfmt);
if (!mp_fmt)
return;
int num_formats = 0;
for (int n = 0; p->formats && p->formats[n]; n++) {
if (p->formats[n] == mp_fmt)
return; // already added
num_formats += 1;
}
AVBufferRef *fref = NULL;
struct mp_image *s = NULL;
AVFrame *frame = NULL;
fref = av_hwframe_ctx_alloc(p->ctx->av_device_ref);
if (!fref)
goto err;
AVHWFramesContext *fctx = (void *)fref->data;
fctx->format = AV_PIX_FMT_VAAPI;
fctx->sw_format = pixfmt;
fctx->width = 128;
fctx->height = 128;
if (av_hwframe_ctx_init(fref) < 0)
goto err;
frame = av_frame_alloc();
if (!frame)
goto err;
if (av_hwframe_get_buffer(fref, frame, 0) < 0)
goto err;
s = mp_image_from_av_frame(frame);
if (!s || !mp_image_params_valid(&s->params))
goto err;
if (try_format_map(hw, s)) {
supported = true;
MP_TARRAY_APPEND(p, p->formats, num_formats, mp_fmt);
MP_TARRAY_APPEND(p, p->formats, num_formats, 0); // terminate it
}
err:
if (!supported)
MP_DBG(hw, "Unsupported format: %s\n",
mp_imgfmt_to_name(mp_fmt));
talloc_free(s);
av_frame_free(&frame);
av_buffer_unref(&fref);
}
static void try_format_config(struct ra_hwdec *hw, AVVAAPIHWConfig *hwconfig)
{
struct priv_owner *p = hw->priv;
AVHWFramesConstraints *fc =
av_hwdevice_get_hwframe_constraints(p->ctx->av_device_ref, hwconfig);
if (!fc) {
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MP_WARN(hw, "failed to retrieve libavutil frame constraints\n");
return;
}
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
for (int n = 0; fc->valid_sw_formats &&
fc->valid_sw_formats[n] != AV_PIX_FMT_NONE; n++)
try_format_pixfmt(hw, fc->valid_sw_formats[n]);
av_hwframe_constraints_free(&fc);
}
static void determine_working_formats(struct ra_hwdec *hw)
{
struct priv_owner *p = hw->priv;
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
VAStatus status;
VAProfile *profiles = NULL;
VAEntrypoint *entrypoints = NULL;
MP_VERBOSE(hw, "Going to probe surface formats (may log bogus errors)...\n");
p->probing_formats = true;
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
AVVAAPIHWConfig *hwconfig = av_hwdevice_hwconfig_alloc(p->ctx->av_device_ref);
if (!hwconfig) {
MP_WARN(hw, "Could not allocate FFmpeg AVVAAPIHWConfig\n");
goto done;
}
profiles = talloc_zero_array(NULL, VAProfile, vaMaxNumProfiles(p->display));
entrypoints = talloc_zero_array(NULL, VAEntrypoint,
vaMaxNumEntrypoints(p->display));
int num_profiles = 0;
status = vaQueryConfigProfiles(p->display, profiles, &num_profiles);
if (!CHECK_VA_STATUS(hw, "vaQueryConfigProfiles()"))
num_profiles = 0;
for (int n = 0; n < num_profiles; n++) {
VAProfile profile = profiles[n];
if (profile == VAProfileNone) {
// We don't use the None profile.
continue;
}
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
int num_ep = 0;
status = vaQueryConfigEntrypoints(p->display, profile, entrypoints,
&num_ep);
if (status != VA_STATUS_SUCCESS) {
MP_DBG(hw, "vaQueryConfigEntrypoints(): '%s' for profile %d",
vaErrorStr(status), (int)profile);
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
continue;
}
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
for (int ep = 0; ep < num_ep; ep++) {
if (entrypoints[ep] != VAEntrypointVLD) {
// We are only interested in decoding entrypoints.
continue;
}
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
VAConfigID config = VA_INVALID_ID;
status = vaCreateConfig(p->display, profile, entrypoints[ep],
NULL, 0, &config);
if (status != VA_STATUS_SUCCESS) {
MP_DBG(hw, "vaCreateConfig(): '%s' for profile %d",
vaErrorStr(status), (int)profile);
vo_gpu: hwdec_vaegl: silence confusing message during probing During probing on a system with AMD GPU, mpv used to output the following messages if hardware decoding was enabled: [ffmpeg] AVHWFramesContext: Failed to create surface: 2 (resource allocation failed). [ffmpeg] AVHWFramesContext: Unable to allocate a surface from internal buffer pool. This commit removed the message, with hopefully no other side effects. Long explanations follow, better don't read them, it's just tedious drivel about the details. People should learn to write concise commit messages, not drone on and on endlessly all while they have no fucking point. The code probes supported hardware pixel format, and checks whether they can be mapped as textures. av_hwdevice_get_hwframe_constraints() returns a list of hardware pixel formats in the valid_sw_formats field (the "sw" means software, but they're still hardware pixel formats, makes sense). This contained the format yuv420p, even though this is not a valid hardware format. Trying to create a surface of this type results in VA surface creation failure, upon which FFmpeg prints the error messages above. We'd be fine with this, except FFmpeg has a global log callback, and there's no way to suppress these messages without creating other issues. It turns out that FFmpeg's vaapi implementation returns all formats from vaQueryImageFormats() if no "hwconfig" is provided. This list includes yuv420p, which is probably supported for surface upload/download, but not as native format. Following FFmpeg's logic, it should not appear in the valid_sw_formats list, because formats for transfers are returned by another roundabout API. Idiotically, there doesn't seem to be any vaapi call that determines whether a format is a valid surface format. All mechanisms to do this are bound to a VAConfigID (= video codec or video processor), all while the actual surface creation API strangely does not take a VAConfigID (a big WTF). Also, calling the vaCreateSurfaces() API ourselves for probing is out of the question, because that functions is utterly and idiotically complex. Look at the FFmpeg code and how much effort it requires to setup a complete set of attributes - we can't duplicate this. So the only way left to do this is the most idiotic and tedious way: enumerating all VAProfile (and VAEntrypoints) to create all possible VAConfigIDs. Each of the VAConfigIDs is associated with a list of formats, which FFmpeg can return (by passing the ID along with the "hwconfig"), and which is probed separately. Note that VAConfigID actually refers to a dynamic instance of something, and creating a VAConfigID takes not only the VAProfile and the VAEntrypoint, but also an arbitrary attribute array. In theory, this means our attempt to get to know all possible configurations cannot work, but in practice this attribute array seems to be pointless for decoding and video processing, and FFmpeg doesn't use it (though the encoding path does use it). This probably just makes it _barely_ OK to do it this way. Could we discard all this probing shit, and somehow do it another way? Probably not. The EGL API for mapping surfaces doesn't even seem to provide a way to enumerate supported formats, we may not even know whether DRM/dmabuf interop is actually supported (AFAIR the EGL extensions are present even if they don't work), nor do we know whether the VAAPI driver supports this interop (not sure). So actually trying is the only way. Further, mpv initializes the decoder on a another thread, where you can't just access OpenGL state. This suckage is mostly to be blamed on OpenGL itself and its crazy thread boundedness. In theory, this could be done anyway (see how software decoding "direct rendering" tries to get around this). But to make it worse, the decoder never cares about the list of supported formats determined by this code; instead, f_autoconvert.c tries to deal with it and insert a video processor (well, good luck with this crap, I bet it doesn't even work). So this whole endeavor might be pointless, other than the fact that failed probing can disable use of vaapi (which is correct and necessary). But if you have a shovel, you don't use it to smash the flat end on the heap of shit that's piled up before you, or do you? While this method probably works, it's still orgasmically tedious. It was tedious before: we had to create a real surface, create a GL texture, map the surface with it, then destroy everything again. But the added code is tedious on its own. Highlights include the need to malloc a FFmpeg struct just to pass a single damn integer, the need to enumerate "entrypoints" for each VA profile, even though all profiles have exactly 1 entrypoint, and the kind of obnoxious way how vaapi requires you to preallocate arrays for returned things, even they could for example reasonably be returned as immutable arrays or have some other simpler API. The main grand fuckup is of course that vaapi requires a VAConfigID to query surface properties, but not for creating surfaces. This awkwardness even affected the FFmpeg API design, which has a "hwconfig" concept that is only used by vaapi (vaapi is only 1 out of 10 hardware decoding APIs supported by the FFmpeg hwcontext stuff). Maybe I'm just missing something. It's as if vaapi required setting radioactive shit on fire. Look how clean the native D3D11 code is instead. (Even the ANGLE code manages to avoid being this fucked up. Or the VDPAU code, despite supporting multiple mapping methods.) Another only barely related change is that the valid_sw_formats field can be NULL, and the API explicitly documents this. Technically, the mpv code was buggy for not checking this, although until now the FFmpeg implementation so far could not return it when we still passed NULL for the hwconfig parameter.
2019-07-06 02:11:44 +00:00
continue;
}
hwconfig->config_id = config;
try_format_config(hw, hwconfig);
vaDestroyConfig(p->display, config);
}
}
done:
av_free(hwconfig);
talloc_free(profiles);
talloc_free(entrypoints);
p->probing_formats = false;
MP_DBG(hw, "Supported formats:\n");
for (int n = 0; p->formats && p->formats[n]; n++)
MP_DBG(hw, " %s\n", mp_imgfmt_to_name(p->formats[n]));
MP_VERBOSE(hw, "Done probing surface formats.\n");
}
const struct ra_hwdec_driver ra_hwdec_vaegl = {
.name = "vaapi-egl",
.priv_size = sizeof(struct priv_owner),
.imgfmts = {IMGFMT_VAAPI, 0},
.init = init,
.uninit = uninit,
.mapper = &(const struct ra_hwdec_mapper_driver){
.priv_size = sizeof(struct priv),
.init = mapper_init,
.uninit = mapper_uninit,
.map = mapper_map,
.unmap = mapper_unmap,
},
};