mpv/video/out/gpu/osd.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 <stdlib.h>
#include <assert.h>
#include <limits.h>
#include "common/common.h"
#include "common/msg.h"
#include "video/csputils.h"
#include "video/mp_image.h"
#include "osd.h"
#define GLSL(x) gl_sc_add(sc, #x "\n");
// glBlendFuncSeparate() arguments
static const int blend_factors[SUBBITMAP_COUNT][4] = {
[SUBBITMAP_LIBASS] = {RA_BLEND_SRC_ALPHA, RA_BLEND_ONE_MINUS_SRC_ALPHA,
RA_BLEND_ONE, RA_BLEND_ONE_MINUS_SRC_ALPHA},
[SUBBITMAP_RGBA] = {RA_BLEND_ONE, RA_BLEND_ONE_MINUS_SRC_ALPHA,
RA_BLEND_ONE, RA_BLEND_ONE_MINUS_SRC_ALPHA},
};
struct vertex {
float position[2];
float texcoord[2];
uint8_t ass_color[4];
};
static const struct ra_renderpass_input vertex_vao[] = {
{"position", RA_VARTYPE_FLOAT, 2, 1, offsetof(struct vertex, position)},
{"texcoord" , RA_VARTYPE_FLOAT, 2, 1, offsetof(struct vertex, texcoord)},
{"ass_color", RA_VARTYPE_BYTE_UNORM, 4, 1, offsetof(struct vertex, ass_color)},
};
struct mpgl_osd_part {
enum sub_bitmap_format format;
int change_id;
struct ra_tex *texture;
int w, h;
int num_subparts;
int prev_num_subparts;
struct sub_bitmap *subparts;
int num_vertices;
struct vertex *vertices;
};
struct mpgl_osd {
struct mp_log *log;
struct osd_state *osd;
struct ra *ra;
struct mpgl_osd_part *parts[MAX_OSD_PARTS];
const struct ra_format *fmt_table[SUBBITMAP_COUNT];
bool formats[SUBBITMAP_COUNT];
bool change_flag; // for reporting to API user only
// temporary
int stereo_mode;
struct mp_osd_res osd_res;
void *scratch;
};
struct mpgl_osd *mpgl_osd_init(struct ra *ra, struct mp_log *log,
struct osd_state *osd)
{
struct mpgl_osd *ctx = talloc_ptrtype(NULL, ctx);
*ctx = (struct mpgl_osd) {
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.log = log,
.osd = osd,
.ra = ra,
.change_flag = true,
.scratch = talloc_zero_size(ctx, 1),
};
ctx->fmt_table[SUBBITMAP_LIBASS] = ra_find_unorm_format(ra, 1, 1);
ctx->fmt_table[SUBBITMAP_RGBA] = ra_find_unorm_format(ra, 1, 4);
for (int n = 0; n < MAX_OSD_PARTS; n++)
ctx->parts[n] = talloc_zero(ctx, struct mpgl_osd_part);
for (int n = 0; n < SUBBITMAP_COUNT; n++)
ctx->formats[n] = !!ctx->fmt_table[n];
return ctx;
}
void mpgl_osd_destroy(struct mpgl_osd *ctx)
{
if (!ctx)
return;
for (int n = 0; n < MAX_OSD_PARTS; n++) {
struct mpgl_osd_part *p = ctx->parts[n];
ra_tex_free(ctx->ra, &p->texture);
}
talloc_free(ctx);
}
static int next_pow2(int v)
{
for (int x = 0; x < 30; x++) {
if ((1 << x) >= v)
return 1 << x;
}
return INT_MAX;
}
static bool upload_osd(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
struct sub_bitmaps *imgs)
{
struct ra *ra = ctx->ra;
bool ok = false;
assert(imgs->packed);
int req_w = next_pow2(imgs->packed_w);
int req_h = next_pow2(imgs->packed_h);
const struct ra_format *fmt = ctx->fmt_table[imgs->format];
assert(fmt);
if (!osd->texture || req_w > osd->w || req_h > osd->h ||
osd->format != imgs->format)
{
ra_tex_free(ra, &osd->texture);
osd->format = imgs->format;
osd->w = MPMAX(32, req_w);
osd->h = MPMAX(32, req_h);
MP_VERBOSE(ctx, "Reallocating OSD texture to %dx%d.\n", osd->w, osd->h);
if (osd->w > ra->max_texture_wh || osd->h > ra->max_texture_wh) {
MP_ERR(ctx, "OSD bitmaps do not fit on a surface with the maximum "
"supported size %dx%d.\n", ra->max_texture_wh,
ra->max_texture_wh);
goto done;
}
struct ra_tex_params params = {
.dimensions = 2,
.w = osd->w,
.h = osd->h,
.d = 1,
.format = fmt,
.render_src = true,
.src_linear = true,
vo_opengl: refactor RA texture and buffer updates - tex_uploads args are moved to a struct - the ability to directly upload texture data without going through a buffer is made explicit - the concept of buffer updates and buffer polling is made more explicit and generalized to buf_update as well (not just mapped buffers) - the ability to call tex_upload/buf_update on a tex/buf is made explicit during tex/buf creation - uploading from buffers now uses an explicit offset instead of implicitly comparing *src against buf->data, because not all buffers may actually be persistently mapped - the initial_data = immutable requirement is dropped. (May be re-added later for D3D11 if that ever becomes a thing) This change helps the vulkan abstraction immensely and also helps move common code (like the PBO pooling) out of ra_gl and into the opengl/utils.c This also technically has the side-benefit / side-constraint of using PBOs for OSD texture uploads as well, which actually seems to help performance on machines where --opengl-pbo is faster than the naive code path. Because of this, I decided to hook up the OSD code to the opengl-pbo option as well. One drawback of this refactor is that the GL_STREAM_COPY hack for texture uploads "got lost", but I think I'm happy with that going away anyway since DR almost fully deprecates it, and it's not the "right thing" anyway - but instead an nvidia-only hack to make this stuff work somewhat better on NUMA systems with discrete GPUs. Another change is that due to the way fencing works with ra_buf (we get one fence per ra_buf per upload) we have to use multiple ra_bufs instead of offsets into a shared buffer. But for OpenGL this is probably better anyway. It's possible that in future, we could support having independent “buffer slices” (each with their own fence/sync object), but this would be an optimization more than anything. I also think that we could address the underlying problem (memory closeness) differently by making the ra_vk memory allocator smart enough to chunk together allocations under the hood.
2017-08-16 20:13:51 +00:00
.host_mutable = true,
};
osd->texture = ra_tex_create(ra, &params);
if (!osd->texture)
goto done;
}
vo_opengl: refactor RA texture and buffer updates - tex_uploads args are moved to a struct - the ability to directly upload texture data without going through a buffer is made explicit - the concept of buffer updates and buffer polling is made more explicit and generalized to buf_update as well (not just mapped buffers) - the ability to call tex_upload/buf_update on a tex/buf is made explicit during tex/buf creation - uploading from buffers now uses an explicit offset instead of implicitly comparing *src against buf->data, because not all buffers may actually be persistently mapped - the initial_data = immutable requirement is dropped. (May be re-added later for D3D11 if that ever becomes a thing) This change helps the vulkan abstraction immensely and also helps move common code (like the PBO pooling) out of ra_gl and into the opengl/utils.c This also technically has the side-benefit / side-constraint of using PBOs for OSD texture uploads as well, which actually seems to help performance on machines where --opengl-pbo is faster than the naive code path. Because of this, I decided to hook up the OSD code to the opengl-pbo option as well. One drawback of this refactor is that the GL_STREAM_COPY hack for texture uploads "got lost", but I think I'm happy with that going away anyway since DR almost fully deprecates it, and it's not the "right thing" anyway - but instead an nvidia-only hack to make this stuff work somewhat better on NUMA systems with discrete GPUs. Another change is that due to the way fencing works with ra_buf (we get one fence per ra_buf per upload) we have to use multiple ra_bufs instead of offsets into a shared buffer. But for OpenGL this is probably better anyway. It's possible that in future, we could support having independent “buffer slices” (each with their own fence/sync object), but this would be an optimization more than anything. I also think that we could address the underlying problem (memory closeness) differently by making the ra_vk memory allocator smart enough to chunk together allocations under the hood.
2017-08-16 20:13:51 +00:00
struct ra_tex_upload_params params = {
.tex = osd->texture,
.src = imgs->packed->planes[0],
.invalidate = true,
.rc = &(struct mp_rect){0, 0, imgs->packed_w, imgs->packed_h},
.stride = imgs->packed->stride[0],
};
ok = ra->fns->tex_upload(ra, &params);
done:
return ok;
}
static void gen_osd_cb(void *pctx, struct sub_bitmaps *imgs)
{
struct mpgl_osd *ctx = pctx;
if (imgs->num_parts == 0 || !ctx->formats[imgs->format])
return;
struct mpgl_osd_part *osd = ctx->parts[imgs->render_index];
bool ok = true;
if (imgs->change_id != osd->change_id) {
if (!upload_osd(ctx, osd, imgs))
ok = false;
osd->change_id = imgs->change_id;
ctx->change_flag = true;
}
osd->num_subparts = ok ? imgs->num_parts : 0;
MP_TARRAY_GROW(osd, osd->subparts, osd->num_subparts);
memcpy(osd->subparts, imgs->parts,
osd->num_subparts * sizeof(osd->subparts[0]));
}
bool mpgl_osd_draw_prepare(struct mpgl_osd *ctx, int index,
struct gl_shader_cache *sc)
{
assert(index >= 0 && index < MAX_OSD_PARTS);
struct mpgl_osd_part *part = ctx->parts[index];
enum sub_bitmap_format fmt = part->format;
if (!fmt || !part->num_subparts || !part->texture)
return false;
gl_sc_uniform_texture(sc, "osdtex", part->texture);
switch (fmt) {
case SUBBITMAP_RGBA: {
GLSL(color = texture(osdtex, texcoord).bgra;)
break;
}
case SUBBITMAP_LIBASS: {
GLSL(color =
vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);)
break;
}
default:
abort();
}
return true;
}
static void write_quad(struct vertex *va, struct gl_transform t,
float x0, float y0, float x1, float y1,
float tx0, float ty0, float tx1, float ty1,
float tex_w, float tex_h, const uint8_t color[4])
{
gl_transform_vec(t, &x0, &y0);
gl_transform_vec(t, &x1, &y1);
#define COLOR_INIT {color[0], color[1], color[2], color[3]}
va[0] = (struct vertex){ {x0, y0}, {tx0 / tex_w, ty0 / tex_h}, COLOR_INIT };
va[1] = (struct vertex){ {x0, y1}, {tx0 / tex_w, ty1 / tex_h}, COLOR_INIT };
va[2] = (struct vertex){ {x1, y0}, {tx1 / tex_w, ty0 / tex_h}, COLOR_INIT };
va[3] = (struct vertex){ {x1, y1}, {tx1 / tex_w, ty1 / tex_h}, COLOR_INIT };
va[4] = va[2];
va[5] = va[1];
#undef COLOR_INIT
}
static void generate_verts(struct mpgl_osd_part *part, struct gl_transform t)
{
MP_TARRAY_GROW(part, part->vertices,
part->num_vertices + part->num_subparts * 6);
for (int n = 0; n < part->num_subparts; n++) {
struct sub_bitmap *b = &part->subparts[n];
struct vertex *va = &part->vertices[part->num_vertices];
// NOTE: the blend color is used with SUBBITMAP_LIBASS only, so it
// doesn't matter that we upload garbage for the other formats
uint32_t c = b->libass.color;
uint8_t color[4] = { c >> 24, (c >> 16) & 0xff,
(c >> 8) & 0xff, 255 - (c & 0xff) };
write_quad(va, t,
b->x, b->y, b->x + b->dw, b->y + b->dh,
b->src_x, b->src_y, b->src_x + b->w, b->src_y + b->h,
part->w, part->h, color);
part->num_vertices += 6;
}
}
// number of screen divisions per axis (x=0, y=1) for the current 3D mode
static void get_3d_side_by_side(int stereo_mode, int div[2])
{
div[0] = div[1] = 1;
switch (stereo_mode) {
case MP_STEREO3D_SBS2L:
case MP_STEREO3D_SBS2R: div[0] = 2; break;
case MP_STEREO3D_AB2R:
case MP_STEREO3D_AB2L: div[1] = 2; break;
}
}
void mpgl_osd_draw_finish(struct mpgl_osd *ctx, int index,
struct gl_shader_cache *sc, struct ra_fbo fbo)
{
struct mpgl_osd_part *part = ctx->parts[index];
int div[2];
get_3d_side_by_side(ctx->stereo_mode, div);
part->num_vertices = 0;
for (int x = 0; x < div[0]; x++) {
for (int y = 0; y < div[1]; y++) {
struct gl_transform t;
gl_transform_ortho_fbo(&t, fbo);
float a_x = ctx->osd_res.w * x;
float a_y = ctx->osd_res.h * y;
t.t[0] += a_x * t.m[0][0] + a_y * t.m[1][0];
t.t[1] += a_x * t.m[0][1] + a_y * t.m[1][1];
generate_verts(part, t);
}
}
const int *factors = &blend_factors[part->format][0];
gl_sc_blend(sc, factors[0], factors[1], factors[2], factors[3]);
gl_sc_dispatch_draw(sc, fbo.tex, false, vertex_vao, MP_ARRAY_SIZE(vertex_vao),
sizeof(struct vertex), part->vertices, part->num_vertices);
}
static void set_res(struct mpgl_osd *ctx, struct mp_osd_res res, int stereo_mode)
{
int div[2];
get_3d_side_by_side(stereo_mode, div);
res.w /= div[0];
res.h /= div[1];
ctx->osd_res = res;
}
void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode, int draw_flags)
{
for (int n = 0; n < MAX_OSD_PARTS; n++)
ctx->parts[n]->num_subparts = 0;
set_res(ctx, res, stereo_mode);
osd_draw(ctx->osd, ctx->osd_res, pts, draw_flags, ctx->formats, gen_osd_cb, ctx);
ctx->stereo_mode = stereo_mode;
// Parts going away does not necessarily result in gen_osd_cb() being called
// (not even with num_parts==0), so check this separately.
for (int n = 0; n < MAX_OSD_PARTS; n++) {
struct mpgl_osd_part *part = ctx->parts[n];
if (part->num_subparts != part->prev_num_subparts)
ctx->change_flag = true;
part->prev_num_subparts = part->num_subparts;
}
}
// See osd_resize() for remarks. This function is an optional optimization too.
void mpgl_osd_resize(struct mpgl_osd *ctx, struct mp_osd_res res, int stereo_mode)
{
set_res(ctx, res, stereo_mode);
osd_resize(ctx->osd, ctx->osd_res);
}
bool mpgl_osd_check_change(struct mpgl_osd *ctx, struct mp_osd_res *res,
double pts)
{
ctx->change_flag = false;
mpgl_osd_generate(ctx, *res, pts, 0, 0);
return ctx->change_flag;
}