mpv/video/out/vo_wlshm.c

339 lines
8.9 KiB
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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 "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);
}
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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static const struct wl_callback_listener frame_listener;
static void frame_callback(void *data, struct wl_callback *callback, uint32_t time)
{
struct vo_wayland_state *wl = data;
if (callback)
wl_callback_destroy(callback);
wl->frame_callback = wl_surface_frame(wl->surface);
wl_callback_add_listener(wl->frame_callback, &frame_listener, wl);
wl->frame_wait = false;
}
static const struct wl_callback_listener frame_listener = {
frame_callback,
};
static int allocate_memfd(size_t size)
{
int fd = memfd_create("mpv", MFD_CLOEXEC | MFD_ALLOW_SEALING);
if (fd < 0)
return -1;
fcntl(fd, F_ADD_SEALS, F_SEAL_SHRINK | F_SEAL_SEAL);
if (posix_fallocate(fd, 0, size) == 0)
return fd;
close(fd);
return -1;
}
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 = allocate_memfd(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.
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if (!wl->frame_callback) {
wl->frame_callback = wl_surface_frame(wl->surface);
wl_callback_add_listener(wl->frame_callback, &frame_listener, wl);
}
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 int preinit(struct vo *vo)
{
struct priv *p = vo->priv;
if (!vo_wayland_init(vo))
return -1;
p->sws = mp_sws_alloc(vo);
p->sws->log = vo->log;
mp_sws_enable_cmdline_opts(p->sws, vo->global);
return 0;
}
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 = wl->scaling * mp_rect_w(wl->geometry);
const int32_t height = wl->scaling * mp_rect_h(wl->geometry);
struct buffer *buf;
vo_wayland_set_opaque_region(wl, 0);
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 = IMGFMT_BGR0,
.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);
}
int ret = mp_sws_reinit(p->sws);
if (!wl->vo_opts->fullscreen && !wl->vo_opts->window_maximized)
wl_surface_commit(wl->surface);
return ret;
}
static int control(struct vo *vo, uint32_t request, void *data)
{
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_image(struct vo *vo, struct mp_image *src)
{
struct priv *p = vo->priv;
struct vo_wayland_state *wl = vo->wl;
struct buffer *buf;
if (wl->hidden)
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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return;
wl->frame_wait = true;
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);
}
talloc_free(src);
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(wl->surface, 0, 0, mp_rect_w(wl->geometry),
mp_rect_h(wl->geometry));
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.
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if (!wl->opts->disable_vsync)
vo_wayland_wait_frame(wl);
}
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);
}
#define OPT_BASE_STRUCT struct priv
static const m_option_t options[] = {
{0}
};
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_image = draw_image,
.flip_page = flip_page,
.wakeup = vo_wayland_wakeup,
.wait_events = vo_wayland_wait_events,
.uninit = uninit,
.priv_size = sizeof(struct priv),
.options = options,
};