mpv/video/out/vo_wlshm.c

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/*
* This file is part of mpv video player.
*
* 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 <errno.h>
#include <fcntl.h>
#include <sys/mman.h>
#include <time.h>
#include <unistd.h>
#include <libswscale/swscale.h>
#include "osdep/endian.h"
#include "present_sync.h"
#include "sub/osd.h"
#include "video/fmt-conversion.h"
#include "video/mp_image.h"
#include "video/sws_utils.h"
#include "vo.h"
#include "wayland_common.h"
struct buffer {
struct vo *vo;
size_t size;
struct wl_shm_pool *pool;
struct wl_buffer *buffer;
struct mp_image mpi;
struct buffer *next;
};
struct priv {
struct mp_sws_context *sws;
struct buffer *free_buffers;
struct mp_rect src;
struct mp_rect dst;
struct mp_osd_res osd;
};
static void buffer_handle_release(void *data, struct wl_buffer *wl_buffer)
{
struct buffer *buf = data;
struct vo *vo = buf->vo;
struct priv *p = vo->priv;
if (buf->mpi.w == vo->dwidth && buf->mpi.h == vo->dheight) {
buf->next = p->free_buffers;
p->free_buffers = buf;
} else {
talloc_free(buf);
}
}
static const struct wl_buffer_listener buffer_listener = {
buffer_handle_release,
};
static void buffer_destroy(void *p)
{
struct buffer *buf = p;
wl_buffer_destroy(buf->buffer);
wl_shm_pool_destroy(buf->pool);
munmap(buf->mpi.planes[0], buf->size);
}
static struct buffer *buffer_create(struct vo *vo, int width, int height)
{
struct priv *p = vo->priv;
struct vo_wayland_state *wl = vo->wl;
int fd;
int stride;
size_t size;
uint8_t *data;
struct buffer *buf;
stride = MP_ALIGN_UP(width * 4, 16);
size = height * stride;
fd = vo_wayland_allocate_memfd(vo, size);
if (fd < 0)
goto error0;
data = mmap(NULL, size, PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0);
if (data == MAP_FAILED)
goto error1;
buf = talloc_zero(NULL, struct buffer);
if (!buf)
goto error2;
buf->vo = vo;
buf->size = size;
mp_image_set_params(&buf->mpi, &p->sws->dst);
mp_image_set_size(&buf->mpi, width, height);
buf->mpi.planes[0] = data;
buf->mpi.stride[0] = stride;
buf->pool = wl_shm_create_pool(wl->shm, fd, size);
if (!buf->pool)
goto error3;
buf->buffer = wl_shm_pool_create_buffer(buf->pool, 0, width, height,
stride, WL_SHM_FORMAT_XRGB8888);
if (!buf->buffer)
goto error4;
wl_buffer_add_listener(buf->buffer, &buffer_listener, buf);
wayland: only render if we have frame callback Back in the olden days, mpv's wayland backend was driven by the frame callback. This had several issues and was removed in favor of the current approach which allowed some advanced features (like display-resample and presentation time) to actually work properly. However as a consequence, it meant that mpv always rendered, even if the surface was hidden. Wayland people consider this "wasteful" (and well they aren't wrong). This commit aims to avoid wasteful rendering by doing some additional checks in the swapchain. There's three main parts to this. 1. Wayland EGL now uses an external swapchain (like the drm context). Before we start a new frame, we check to see if we are waiting on a callback from the compositor. If there is no wait, then go ahead and proceed to render the frame, swap buffers, and then initiate vo_wayland_wait_frame to poll (with a timeout) for the next potential callback. If we are still waiting on callback from the compositor when starting a new frame, then we simple skip rendering it entirely until the surface comes back into view. 2. Wayland on vulkan has essentially the same approach although the details are a little different. The ra_vk_ctx does not have support for an external swapchain and although such a mechanism could theoretically be added, it doesn't make much sense with libplacebo. Instead, start_frame was added as a param and used to check for callback. 3. For wlshm, it's simply a matter of adding frame callback to it, leveraging vo_wayland_wait_frame, and using the frame callback value to whether or not to draw the image.
2020-09-18 17:29:53 +00:00
close(fd);
talloc_set_destructor(buf, buffer_destroy);
return buf;
error4:
wl_shm_pool_destroy(buf->pool);
error3:
talloc_free(buf);
error2:
munmap(data, size);
error1:
close(fd);
error0:
return NULL;
}
static void uninit(struct vo *vo)
{
struct priv *p = vo->priv;
struct buffer *buf;
while (p->free_buffers) {
buf = p->free_buffers;
p->free_buffers = buf->next;
talloc_free(buf);
}
vo_wayland_uninit(vo);
}
static int preinit(struct vo *vo)
{
struct priv *p = vo->priv;
if (!vo_wayland_init(vo))
goto err;
if (!vo->wl->shm) {
MP_FATAL(vo->wl, "Compositor doesn't support the %s protocol!\n",
wl_shm_interface.name);
goto err;
}
p->sws = mp_sws_alloc(vo);
p->sws->log = vo->log;
mp_sws_enable_cmdline_opts(p->sws, vo->global);
return 0;
err:
uninit(vo);
return -1;
}
static int query_format(struct vo *vo, int format)
{
return sws_isSupportedInput(imgfmt2pixfmt(format));
}
static int reconfig(struct vo *vo, struct mp_image_params *params)
{
struct priv *p = vo->priv;
if (!vo_wayland_reconfig(vo))
return -1;
p->sws->src = *params;
return 0;
}
static int resize(struct vo *vo)
{
struct priv *p = vo->priv;
struct vo_wayland_state *wl = vo->wl;
const int32_t width = mp_rect_w(wl->geometry);
const int32_t height = mp_rect_h(wl->geometry);
if (width == 0 || height == 0)
return 1;
struct buffer *buf;
vo_wayland_set_opaque_region(wl, false);
vo->want_redraw = true;
vo->dwidth = width;
vo->dheight = height;
vo_get_src_dst_rects(vo, &p->src, &p->dst, &p->osd);
p->sws->dst = (struct mp_image_params) {
.imgfmt = MP_SELECT_LE_BE(IMGFMT_BGR0, IMGFMT_0RGB),
.w = width,
.h = height,
.p_w = 1,
.p_h = 1,
};
mp_image_params_guess_csp(&p->sws->dst);
while (p->free_buffers) {
buf = p->free_buffers;
p->free_buffers = buf->next;
talloc_free(buf);
}
vo_wayland_handle_fractional_scale(wl);
return mp_sws_reinit(p->sws);
}
static int control(struct vo *vo, uint32_t request, void *data)
{
switch (request) {
case VOCTRL_SET_PANSCAN:
resize(vo);
return VO_TRUE;
}
int events = 0;
int ret = vo_wayland_control(vo, &events, request, data);
if (events & VO_EVENT_RESIZE)
ret = resize(vo);
wayland: only render if we have frame callback Back in the olden days, mpv's wayland backend was driven by the frame callback. This had several issues and was removed in favor of the current approach which allowed some advanced features (like display-resample and presentation time) to actually work properly. However as a consequence, it meant that mpv always rendered, even if the surface was hidden. Wayland people consider this "wasteful" (and well they aren't wrong). This commit aims to avoid wasteful rendering by doing some additional checks in the swapchain. There's three main parts to this. 1. Wayland EGL now uses an external swapchain (like the drm context). Before we start a new frame, we check to see if we are waiting on a callback from the compositor. If there is no wait, then go ahead and proceed to render the frame, swap buffers, and then initiate vo_wayland_wait_frame to poll (with a timeout) for the next potential callback. If we are still waiting on callback from the compositor when starting a new frame, then we simple skip rendering it entirely until the surface comes back into view. 2. Wayland on vulkan has essentially the same approach although the details are a little different. The ra_vk_ctx does not have support for an external swapchain and although such a mechanism could theoretically be added, it doesn't make much sense with libplacebo. Instead, start_frame was added as a param and used to check for callback. 3. For wlshm, it's simply a matter of adding frame callback to it, leveraging vo_wayland_wait_frame, and using the frame callback value to whether or not to draw the image.
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if (events & VO_EVENT_EXPOSE)
vo->want_redraw = true;
vo_event(vo, events);
return ret;
}
static void draw_frame(struct vo *vo, struct vo_frame *frame)
{
struct priv *p = vo->priv;
struct vo_wayland_state *wl = vo->wl;
struct mp_image *src = frame->current;
struct buffer *buf;
wayland: shuffle around the render loop again Take two. f4e89dd went wrong by moving vo_wayland_wait_frame before start_frame was called. Whether or not this matters depends on the compositor, but some weird things can happen. Basically, it's a scheduling issue. vo_wayland_wait_frame queues all events and sends them to the server to process (with no blocking if presentation time is available). If mpv changes state while rendering (and this function is called before every frame is drawn), then that event also gets dispatched and sent to the compositor. This, in some cases, can cause some funny behavior because the next frame gets attached to the surface while the old buffer is getting released. It's safer to call this function after the swap already happens and well before mpv calls its next draw. There's no weird scheduling of events, and the compositor log is more normal. The second part of this is to fix some stuttering issues. This is mostly just conjecture, but probably what was happening was this thing called "composition". The easiest way to see this is to play a video on the default audio sync mode (probably easiest to see on a typical 23.976 video). Have that in a window and float it over firefox (floating windows are bloat on a tiling wm anyway). Then in firefox, do some short bursts of smooth scrolling (likely uses egl). Some stutter in video rendering could be observed, particularly in panning shots. Compositors are supposed to prevent tearing so what likely was happening was that the compositor was simply holding the buffer a wee bit longer to make sure it happened in sync with the smooth scrolling. Because the mpv code waits precisely on presentation time, the loop would timeout on occasion instead of receiving the frame callback. This would then lead to a skipped frame when rendering and thus causing stuttering. The fix is simple: just only count consecutive timeouts as not receiving frame callback. If a compositor holds the mpv buffer slightly longer to avoid tearing, then we will definitely receive frame callback on the next round of the render loop. This logic also appears to be sound for plasma (funfact: Plasma always returns frame callback even when the window is hidden. Not sure what's up with that, but luckily it doesn't matter to us.), so get rid of the goofy 1/vblank_time thing and just keep it a simple > 1 check.
2021-05-23 19:36:19 +00:00
bool render = vo_wayland_check_visible(vo);
wayland: shuffle around the render loop again Take two. f4e89dd went wrong by moving vo_wayland_wait_frame before start_frame was called. Whether or not this matters depends on the compositor, but some weird things can happen. Basically, it's a scheduling issue. vo_wayland_wait_frame queues all events and sends them to the server to process (with no blocking if presentation time is available). If mpv changes state while rendering (and this function is called before every frame is drawn), then that event also gets dispatched and sent to the compositor. This, in some cases, can cause some funny behavior because the next frame gets attached to the surface while the old buffer is getting released. It's safer to call this function after the swap already happens and well before mpv calls its next draw. There's no weird scheduling of events, and the compositor log is more normal. The second part of this is to fix some stuttering issues. This is mostly just conjecture, but probably what was happening was this thing called "composition". The easiest way to see this is to play a video on the default audio sync mode (probably easiest to see on a typical 23.976 video). Have that in a window and float it over firefox (floating windows are bloat on a tiling wm anyway). Then in firefox, do some short bursts of smooth scrolling (likely uses egl). Some stutter in video rendering could be observed, particularly in panning shots. Compositors are supposed to prevent tearing so what likely was happening was that the compositor was simply holding the buffer a wee bit longer to make sure it happened in sync with the smooth scrolling. Because the mpv code waits precisely on presentation time, the loop would timeout on occasion instead of receiving the frame callback. This would then lead to a skipped frame when rendering and thus causing stuttering. The fix is simple: just only count consecutive timeouts as not receiving frame callback. If a compositor holds the mpv buffer slightly longer to avoid tearing, then we will definitely receive frame callback on the next round of the render loop. This logic also appears to be sound for plasma (funfact: Plasma always returns frame callback even when the window is hidden. Not sure what's up with that, but luckily it doesn't matter to us.), so get rid of the goofy 1/vblank_time thing and just keep it a simple > 1 check.
2021-05-23 19:36:19 +00:00
if (!render)
wayland: simplify render loop This is actually a very nice simplification that should have been thought of years ago (sue me). In a nutshell, the story with the wayland code is that the frame callback and swap buffer behavior doesn't fit very well with mpv's rendering loop. It's been refactored/changed quite a few times over the years and works well enough but things could be better. The current iteration works with an external swapchain to check if we have frame callback before deciding whether or not to render. This logic was implemented in both egl and vulkan. This does have its warts however. There's some hidden state detection logic which works but is kind of ugly. Since wayland doesn't allow clients to know if they are actually visible (questionable but whatever), you can just reasonably assume that if a bunch of callbacks are missed in a row, you're probably not visible. That's fine, but it is indeed less than ideal since the threshold is basically entirely arbitrary and mpv does do a few wasteful renders before it decides that the window is actually hidden. The biggest urk in the vo_wayland_wait_frame is the use of wl_display_roundtrip. Wayland developers would probably be offended by the way mpv abuses that function, but essentially it was a way to have semi-blocking behavior needed for display-resample to work. Since the swap interval must be 0 on wayland (otherwise it will block the entire player's rendering loop), we need some other way to wait on vsync. The idea here was to dispatch and poll a bunch of wayland events, wait (with a timeout) until we get frame callback, and then wait for the compositor to process it. That pretty much perfectly waits on vsync and lets us keep all the good timings and all that jazz that we want for mpv. The problem is that wl_display_roundtrip is conceptually a bad function. It can internally call wl_display_dispatch which in certain instances, empty event queue, will block forever. Now strictly speaking, this probably will never, ever happen (once I was able to to trigger it by hardcoding an error into a compositor), but ideally vo_wayland_wait_frame should never infinitely block and stall the player. Unfortunately, removing that function always lead to problems with timings and unsteady vsync intervals so it survived many refactors. Until now, of course. In wayland, the ideal is to never do wasteful rendering (i.e. don't render if the window isn't visible). Instead of wrestling around with hidden states and possible missed vblanks, let's rearrange the wayland rendering logic so we only ever draw a frame when the frame callback is returned to use (within a reasonable timeout to avoid blocking forever). This slight rearrangement of the wait allows for several simplifications to be made. Namely, wl_display_roundtrip stops being needed. Instead, we can rely entirely on totally nonblocking calls (dispatch_pending, flush, and so on). We still need to poll the fd here to actually get the frame callback event from the compositor, but there's no longer any reason to do extra waiting. As soon as we get the callback, we immediately draw. This works quite well and has stable vsync (display-resample and audio). Additionally, all of the logic about hidden states is no longer needed. If vo_wayland_wait_frame times out, it's okay to assume immediately that the window is not visible and skip rendering. Unfortunately, there's one limitation on this new approach. It will only work correctly if the compositor implements presentation time. That means a reduced version of the old way still has to be carried around in vo_wayland_wait_frame. So if the compositor has no presentation time, then we are forced to use wl_display_roundtrip and juggle some funny assumptions about whether or not the window is hidden or not. Plasma is the only real notable compositor without presentation time at this stage so perhaps this "legacy" mechanism could be removed in the future.
2021-05-17 19:36:59 +00:00
return;
wayland: only render if we have frame callback Back in the olden days, mpv's wayland backend was driven by the frame callback. This had several issues and was removed in favor of the current approach which allowed some advanced features (like display-resample and presentation time) to actually work properly. However as a consequence, it meant that mpv always rendered, even if the surface was hidden. Wayland people consider this "wasteful" (and well they aren't wrong). This commit aims to avoid wasteful rendering by doing some additional checks in the swapchain. There's three main parts to this. 1. Wayland EGL now uses an external swapchain (like the drm context). Before we start a new frame, we check to see if we are waiting on a callback from the compositor. If there is no wait, then go ahead and proceed to render the frame, swap buffers, and then initiate vo_wayland_wait_frame to poll (with a timeout) for the next potential callback. If we are still waiting on callback from the compositor when starting a new frame, then we simple skip rendering it entirely until the surface comes back into view. 2. Wayland on vulkan has essentially the same approach although the details are a little different. The ra_vk_ctx does not have support for an external swapchain and although such a mechanism could theoretically be added, it doesn't make much sense with libplacebo. Instead, start_frame was added as a param and used to check for callback. 3. For wlshm, it's simply a matter of adding frame callback to it, leveraging vo_wayland_wait_frame, and using the frame callback value to whether or not to draw the image.
2020-09-18 17:29:53 +00:00
buf = p->free_buffers;
if (buf) {
p->free_buffers = buf->next;
} else {
buf = buffer_create(vo, vo->dwidth, vo->dheight);
if (!buf) {
wl_surface_attach(wl->surface, NULL, 0, 0);
return;
}
}
if (src) {
struct mp_image dst = buf->mpi;
struct mp_rect src_rc;
struct mp_rect dst_rc;
src_rc.x0 = MP_ALIGN_DOWN(p->src.x0, MPMAX(src->fmt.align_x, 4));
src_rc.y0 = MP_ALIGN_DOWN(p->src.y0, MPMAX(src->fmt.align_y, 4));
src_rc.x1 = p->src.x1 - (p->src.x0 - src_rc.x0);
src_rc.y1 = p->src.y1 - (p->src.y0 - src_rc.y0);
dst_rc.x0 = MP_ALIGN_DOWN(p->dst.x0, MPMAX(dst.fmt.align_x, 4));
dst_rc.y0 = MP_ALIGN_DOWN(p->dst.y0, MPMAX(dst.fmt.align_y, 4));
dst_rc.x1 = p->dst.x1 - (p->dst.x0 - dst_rc.x0);
dst_rc.y1 = p->dst.y1 - (p->dst.y0 - dst_rc.y0);
mp_image_crop_rc(src, src_rc);
mp_image_crop_rc(&dst, dst_rc);
mp_sws_scale(p->sws, &dst, src);
if (dst_rc.y0 > 0)
mp_image_clear(&buf->mpi, 0, 0, buf->mpi.w, dst_rc.y0);
if (buf->mpi.h > dst_rc.y1)
mp_image_clear(&buf->mpi, 0, dst_rc.y1, buf->mpi.w, buf->mpi.h);
if (dst_rc.x0 > 0)
mp_image_clear(&buf->mpi, 0, dst_rc.y0, dst_rc.x0, dst_rc.y1);
if (buf->mpi.w > dst_rc.x1)
mp_image_clear(&buf->mpi, dst_rc.x1, dst_rc.y0, buf->mpi.w, dst_rc.y1);
osd_draw_on_image(vo->osd, p->osd, src->pts, 0, &buf->mpi);
} else {
mp_image_clear(&buf->mpi, 0, 0, buf->mpi.w, buf->mpi.h);
osd_draw_on_image(vo->osd, p->osd, 0, 0, &buf->mpi);
}
wl_surface_attach(wl->surface, buf->buffer, 0, 0);
}
static void flip_page(struct vo *vo)
{
struct vo_wayland_state *wl = vo->wl;
wl_surface_damage_buffer(wl->surface, 0, 0, vo->dwidth,
vo->dheight);
wl_surface_commit(wl->surface);
wayland: only render if we have frame callback Back in the olden days, mpv's wayland backend was driven by the frame callback. This had several issues and was removed in favor of the current approach which allowed some advanced features (like display-resample and presentation time) to actually work properly. However as a consequence, it meant that mpv always rendered, even if the surface was hidden. Wayland people consider this "wasteful" (and well they aren't wrong). This commit aims to avoid wasteful rendering by doing some additional checks in the swapchain. There's three main parts to this. 1. Wayland EGL now uses an external swapchain (like the drm context). Before we start a new frame, we check to see if we are waiting on a callback from the compositor. If there is no wait, then go ahead and proceed to render the frame, swap buffers, and then initiate vo_wayland_wait_frame to poll (with a timeout) for the next potential callback. If we are still waiting on callback from the compositor when starting a new frame, then we simple skip rendering it entirely until the surface comes back into view. 2. Wayland on vulkan has essentially the same approach although the details are a little different. The ra_vk_ctx does not have support for an external swapchain and although such a mechanism could theoretically be added, it doesn't make much sense with libplacebo. Instead, start_frame was added as a param and used to check for callback. 3. For wlshm, it's simply a matter of adding frame callback to it, leveraging vo_wayland_wait_frame, and using the frame callback value to whether or not to draw the image.
2020-09-18 17:29:53 +00:00
wayland: shuffle around the render loop again Take two. f4e89dd went wrong by moving vo_wayland_wait_frame before start_frame was called. Whether or not this matters depends on the compositor, but some weird things can happen. Basically, it's a scheduling issue. vo_wayland_wait_frame queues all events and sends them to the server to process (with no blocking if presentation time is available). If mpv changes state while rendering (and this function is called before every frame is drawn), then that event also gets dispatched and sent to the compositor. This, in some cases, can cause some funny behavior because the next frame gets attached to the surface while the old buffer is getting released. It's safer to call this function after the swap already happens and well before mpv calls its next draw. There's no weird scheduling of events, and the compositor log is more normal. The second part of this is to fix some stuttering issues. This is mostly just conjecture, but probably what was happening was this thing called "composition". The easiest way to see this is to play a video on the default audio sync mode (probably easiest to see on a typical 23.976 video). Have that in a window and float it over firefox (floating windows are bloat on a tiling wm anyway). Then in firefox, do some short bursts of smooth scrolling (likely uses egl). Some stutter in video rendering could be observed, particularly in panning shots. Compositors are supposed to prevent tearing so what likely was happening was that the compositor was simply holding the buffer a wee bit longer to make sure it happened in sync with the smooth scrolling. Because the mpv code waits precisely on presentation time, the loop would timeout on occasion instead of receiving the frame callback. This would then lead to a skipped frame when rendering and thus causing stuttering. The fix is simple: just only count consecutive timeouts as not receiving frame callback. If a compositor holds the mpv buffer slightly longer to avoid tearing, then we will definitely receive frame callback on the next round of the render loop. This logic also appears to be sound for plasma (funfact: Plasma always returns frame callback even when the window is hidden. Not sure what's up with that, but luckily it doesn't matter to us.), so get rid of the goofy 1/vblank_time thing and just keep it a simple > 1 check.
2021-05-23 19:36:19 +00:00
if (!wl->opts->disable_vsync)
vo_wayland_wait_frame(wl);
if (wl->use_present)
present_sync_swap(wl->present);
}
static void get_vsync(struct vo *vo, struct vo_vsync_info *info)
{
struct vo_wayland_state *wl = vo->wl;
if (wl->use_present)
present_sync_get_info(wl->present, info);
}
const struct vo_driver video_out_wlshm = {
.description = "Wayland SHM video output (software scaling)",
.name = "wlshm",
.preinit = preinit,
.query_format = query_format,
.reconfig = reconfig,
.control = control,
.draw_frame = draw_frame,
.flip_page = flip_page,
.get_vsync = get_vsync,
.wakeup = vo_wayland_wakeup,
.wait_events = vo_wayland_wait_events,
.uninit = uninit,
.priv_size = sizeof(struct priv),
};