2013-03-01 20:19:20 +00:00
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/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with mpv. If not, see <http://www.gnu.org/licenses/>.
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*
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* You can alternatively redistribute this file and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*/
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#include <assert.h>
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2013-03-30 03:01:17 +00:00
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#include <math.h>
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#include <stdbool.h>
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#include <string.h>
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#include <assert.h>
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#include <libavutil/common.h>
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2015-03-27 12:27:40 +00:00
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#include <libavutil/lfg.h>
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2013-03-01 20:19:20 +00:00
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2015-08-29 02:12:56 +00:00
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#include "video.h"
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2013-03-30 03:01:17 +00:00
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2014-08-29 10:09:04 +00:00
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#include "misc/bstr.h"
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2015-09-09 18:40:04 +00:00
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#include "options/m_config.h"
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2015-08-29 02:12:56 +00:00
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#include "common.h"
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#include "utils.h"
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#include "hwdec.h"
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#include "osd.h"
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2015-09-23 20:13:03 +00:00
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#include "stream/stream.h"
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2015-09-05 12:03:00 +00:00
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#include "video_shaders.h"
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2015-08-28 23:10:30 +00:00
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#include "video/out/filter_kernels.h"
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#include "video/out/aspect.h"
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#include "video/out/bitmap_packer.h"
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#include "video/out/dither.h"
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#include "video/out/vo.h"
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2013-03-01 20:19:20 +00:00
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// Pixel width of 1D lookup textures.
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#define LOOKUP_TEXTURE_SIZE 256
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2015-01-20 20:46:19 +00:00
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// scale/cscale arguments that map directly to shader filter routines.
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2013-03-01 20:19:20 +00:00
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// Note that the convolution filters are not included in this list.
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2014-06-10 21:56:05 +00:00
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static const char *const fixed_scale_filters[] = {
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2013-03-01 20:19:20 +00:00
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"bilinear",
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"bicubic_fast",
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2015-03-15 05:27:11 +00:00
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"oversample",
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2015-03-27 12:27:40 +00:00
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"custom",
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2013-03-01 20:19:20 +00:00
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NULL
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};
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2015-03-15 06:11:51 +00:00
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static const char *const fixed_tscale_filters[] = {
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2015-07-11 11:55:45 +00:00
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"oversample",
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2015-03-15 06:11:51 +00:00
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NULL
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};
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2013-03-01 20:19:20 +00:00
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// must be sorted, and terminated with 0
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2014-12-08 16:08:26 +00:00
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int filter_sizes[] =
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{2, 4, 6, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 0};
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2015-03-13 18:30:31 +00:00
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int tscale_sizes[] = {2, 4, 6, 0}; // limited by TEXUNIT_VIDEO_NUM
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2013-03-01 20:19:20 +00:00
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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struct vertex_pt {
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float x, y;
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};
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2013-03-01 20:19:20 +00:00
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struct vertex {
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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struct vertex_pt position;
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2015-03-13 12:42:05 +00:00
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struct vertex_pt texcoord[TEXUNIT_VIDEO_NUM];
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2013-03-01 20:19:20 +00:00
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};
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2015-01-28 21:22:29 +00:00
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static const struct gl_vao_entry vertex_vao[] = {
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
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{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
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{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
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{"texcoord2", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[2])},
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{"texcoord3", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[3])},
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2015-03-13 12:42:05 +00:00
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{"texcoord4", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[4])},
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{"texcoord5", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[5])},
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2015-01-28 21:22:29 +00:00
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{0}
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};
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2013-03-01 20:19:20 +00:00
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struct texplane {
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2013-03-28 19:40:19 +00:00
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int w, h;
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2013-03-28 19:48:53 +00:00
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GLint gl_internal_format;
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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GLenum gl_target;
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2013-03-28 19:48:53 +00:00
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GLenum gl_format;
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GLenum gl_type;
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2013-03-01 20:19:20 +00:00
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GLuint gl_texture;
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int gl_buffer;
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};
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2013-03-28 19:40:19 +00:00
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struct video_image {
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2013-03-28 20:02:53 +00:00
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struct texplane planes[4];
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2013-03-28 19:40:19 +00:00
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bool image_flipped;
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2015-01-22 17:29:37 +00:00
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struct mp_image *mpi; // original input image
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2013-03-28 19:40:19 +00:00
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};
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2014-11-23 19:06:05 +00:00
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struct fbosurface {
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struct fbotex fbotex;
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2015-06-26 08:59:57 +00:00
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double pts;
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2014-11-23 19:06:05 +00:00
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};
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2015-03-13 18:30:31 +00:00
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#define FBOSURFACES_MAX 10
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2014-11-23 19:06:05 +00:00
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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struct src_tex {
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GLuint gl_tex;
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GLenum gl_target;
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2015-09-02 10:52:11 +00:00
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int w, h;
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vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
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struct mp_rect_f src;
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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};
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2015-09-23 20:13:03 +00:00
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struct cached_file {
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char *path;
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char *body;
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};
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2013-03-01 20:19:20 +00:00
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struct gl_video {
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GL *gl;
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2015-03-27 12:27:40 +00:00
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struct mpv_global *global;
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2013-07-31 19:44:21 +00:00
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struct mp_log *log;
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2013-03-01 20:19:20 +00:00
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struct gl_video_opts opts;
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bool gl_debug;
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int depth_g;
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2014-12-24 15:54:47 +00:00
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int texture_16bit_depth; // actual bits available in 16 bit textures
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2013-03-01 20:19:20 +00:00
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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struct gl_shader_cache *sc;
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2013-12-01 22:39:13 +00:00
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GLenum gl_target; // texture target (GL_TEXTURE_2D, ...) for video and FBOs
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2015-01-28 21:22:29 +00:00
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struct gl_vao vao;
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2013-03-01 20:19:20 +00:00
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2014-06-15 18:46:57 +00:00
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struct osd_state *osd_state;
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2013-03-01 20:19:20 +00:00
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struct mpgl_osd *osd;
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2014-06-15 18:46:57 +00:00
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double osd_pts;
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2013-03-01 20:19:20 +00:00
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GLuint lut_3d_texture;
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bool use_lut_3d;
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GLuint dither_texture;
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int dither_size;
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2015-01-29 18:53:49 +00:00
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struct mp_image_params real_image_params; // configured format
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struct mp_image_params image_params; // texture format (mind hwdec case)
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2014-10-16 21:51:36 +00:00
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struct mp_imgfmt_desc image_desc;
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2015-01-29 14:50:21 +00:00
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int plane_count;
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int image_w, image_h;
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2013-03-28 19:40:19 +00:00
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2013-11-13 20:52:34 +00:00
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bool is_yuv, is_rgb, is_packed_yuv;
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2013-07-18 11:52:38 +00:00
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bool has_alpha;
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char color_swizzle[5];
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2013-03-01 20:19:20 +00:00
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2013-03-28 19:40:19 +00:00
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struct video_image image;
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2013-03-01 20:19:20 +00:00
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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struct fbotex chroma_merge_fbo;
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2015-09-05 15:39:27 +00:00
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struct fbotex chroma_deband_fbo;
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2015-03-27 12:27:40 +00:00
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struct fbotex indirect_fbo;
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2015-03-23 01:42:19 +00:00
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struct fbotex blend_subs_fbo;
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2015-09-23 20:43:27 +00:00
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struct fbotex unsharp_fbo;
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2014-11-23 19:06:05 +00:00
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struct fbosurface surfaces[FBOSURFACES_MAX];
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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
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2015-03-27 12:27:40 +00:00
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// these are duplicated so we can keep rendering back and forth between
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// them to support an unlimited number of shader passes per step
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struct fbotex pre_fbo[2];
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struct fbotex post_fbo[2];
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2015-03-13 18:30:31 +00:00
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int surface_idx;
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int surface_now;
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2015-07-02 11:17:20 +00:00
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int frames_drawn;
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vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
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bool is_interpolated;
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2013-03-01 20:19:20 +00:00
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vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
// state for luma (0), luma-down(1), chroma (2) and temporal (3) scalers
|
|
|
|
struct scaler scaler[4];
|
2013-03-01 20:19:20 +00:00
|
|
|
|
|
|
|
struct mp_csp_equalizer video_eq;
|
|
|
|
|
|
|
|
struct mp_rect src_rect; // displayed part of the source video
|
|
|
|
struct mp_rect dst_rect; // video rectangle on output window
|
|
|
|
struct mp_osd_res osd_rect; // OSD size/margins
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
int vp_w, vp_h;
|
|
|
|
|
|
|
|
// temporary during rendering
|
2015-03-13 12:42:05 +00:00
|
|
|
struct src_tex pass_tex[TEXUNIT_VIDEO_NUM];
|
2015-03-15 21:52:34 +00:00
|
|
|
bool use_linear;
|
2015-05-27 15:40:58 +00:00
|
|
|
bool use_normalized_range;
|
2015-03-15 23:09:36 +00:00
|
|
|
float user_gamma;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
int frames_uploaded;
|
2013-03-01 20:19:20 +00:00
|
|
|
int frames_rendered;
|
2015-03-27 12:27:40 +00:00
|
|
|
AVLFG lfg;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2013-05-25 23:48:39 +00:00
|
|
|
// Cached because computing it can take relatively long
|
|
|
|
int last_dither_matrix_size;
|
|
|
|
float *last_dither_matrix;
|
|
|
|
|
2015-09-23 20:13:03 +00:00
|
|
|
struct cached_file files[10];
|
|
|
|
int num_files;
|
|
|
|
|
2013-11-03 23:00:18 +00:00
|
|
|
struct gl_hwdec *hwdec;
|
|
|
|
bool hwdec_active;
|
2013-03-01 20:19:20 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct fmt_entry {
|
|
|
|
int mp_format;
|
|
|
|
GLint internal_format;
|
|
|
|
GLenum format;
|
|
|
|
GLenum type;
|
|
|
|
};
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
// Very special formats, for which OpenGL happens to have direct support
|
2013-03-01 20:19:20 +00:00
|
|
|
static const struct fmt_entry mp_to_gl_formats[] = {
|
2014-06-14 08:03:04 +00:00
|
|
|
{IMGFMT_BGR555, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV},
|
|
|
|
{IMGFMT_BGR565, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV},
|
|
|
|
{IMGFMT_RGB555, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV},
|
|
|
|
{IMGFMT_RGB565, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5},
|
2013-03-01 20:19:20 +00:00
|
|
|
{0},
|
|
|
|
};
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
static const struct fmt_entry gl_byte_formats[] = {
|
|
|
|
{0, GL_RED, GL_RED, GL_UNSIGNED_BYTE}, // 1 x 8
|
|
|
|
{0, GL_RG, GL_RG, GL_UNSIGNED_BYTE}, // 2 x 8
|
|
|
|
{0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE}, // 3 x 8
|
|
|
|
{0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, // 4 x 8
|
|
|
|
{0, GL_R16, GL_RED, GL_UNSIGNED_SHORT}, // 1 x 16
|
|
|
|
{0, GL_RG16, GL_RG, GL_UNSIGNED_SHORT}, // 2 x 16
|
|
|
|
{0, GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT}, // 3 x 16
|
|
|
|
{0, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT}, // 4 x 16
|
|
|
|
};
|
|
|
|
|
2014-12-17 20:48:23 +00:00
|
|
|
static const struct fmt_entry gl_byte_formats_gles3[] = {
|
|
|
|
{0, GL_R8, GL_RED, GL_UNSIGNED_BYTE}, // 1 x 8
|
|
|
|
{0, GL_RG8, GL_RG, GL_UNSIGNED_BYTE}, // 2 x 8
|
|
|
|
{0, GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE}, // 3 x 8
|
|
|
|
{0, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE}, // 4 x 8
|
|
|
|
// There are no filterable texture formats that can be uploaded as
|
|
|
|
// GL_UNSIGNED_SHORT, so apparently we're out of luck.
|
|
|
|
{0, 0, 0, 0}, // 1 x 16
|
|
|
|
{0, 0, 0, 0}, // 2 x 16
|
|
|
|
{0, 0, 0, 0}, // 3 x 16
|
|
|
|
{0, 0, 0, 0}, // 4 x 16
|
|
|
|
};
|
|
|
|
|
2014-12-19 00:03:08 +00:00
|
|
|
static const struct fmt_entry gl_byte_formats_gles2[] = {
|
|
|
|
{0, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE}, // 1 x 8
|
|
|
|
{0, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE}, // 2 x 8
|
|
|
|
{0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE}, // 3 x 8
|
|
|
|
{0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, // 4 x 8
|
|
|
|
{0, 0, 0, 0}, // 1 x 16
|
|
|
|
{0, 0, 0, 0}, // 2 x 16
|
|
|
|
{0, 0, 0, 0}, // 3 x 16
|
|
|
|
{0, 0, 0, 0}, // 4 x 16
|
|
|
|
};
|
|
|
|
|
2014-12-16 17:55:02 +00:00
|
|
|
static const struct fmt_entry gl_byte_formats_legacy[] = {
|
2014-12-18 13:46:19 +00:00
|
|
|
{0, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE}, // 1 x 8
|
|
|
|
{0, GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE}, // 2 x 8
|
|
|
|
{0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE}, // 3 x 8
|
|
|
|
{0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE}, // 4 x 8
|
|
|
|
{0, GL_LUMINANCE16, GL_LUMINANCE, GL_UNSIGNED_SHORT},// 1 x 16
|
|
|
|
{0, GL_LUMINANCE16_ALPHA16, GL_LUMINANCE_ALPHA, GL_UNSIGNED_SHORT},// 2 x 16
|
|
|
|
{0, GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT},// 3 x 16
|
|
|
|
{0, GL_RGBA16, GL_RGBA, GL_UNSIGNED_SHORT},// 4 x 16
|
2014-12-16 17:55:02 +00:00
|
|
|
};
|
|
|
|
|
2014-12-08 16:08:26 +00:00
|
|
|
static const struct fmt_entry gl_float16_formats[] = {
|
|
|
|
{0, GL_R16F, GL_RED, GL_FLOAT}, // 1 x f
|
|
|
|
{0, GL_RG16F, GL_RG, GL_FLOAT}, // 2 x f
|
|
|
|
{0, GL_RGB16F, GL_RGB, GL_FLOAT}, // 3 x f
|
|
|
|
{0, GL_RGBA16F, GL_RGBA, GL_FLOAT}, // 4 x f
|
|
|
|
};
|
|
|
|
|
2013-11-13 20:52:34 +00:00
|
|
|
static const struct fmt_entry gl_apple_formats[] = {
|
|
|
|
{IMGFMT_UYVY, GL_RGB, GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE},
|
|
|
|
{IMGFMT_YUYV, GL_RGB, GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE},
|
|
|
|
{0}
|
|
|
|
};
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
struct packed_fmt_entry {
|
|
|
|
int fmt;
|
|
|
|
int8_t component_size;
|
|
|
|
int8_t components[4]; // source component - 0 means unmapped
|
|
|
|
};
|
|
|
|
|
|
|
|
static const struct packed_fmt_entry mp_packed_formats[] = {
|
2015-01-21 18:29:18 +00:00
|
|
|
// w R G B A
|
2013-07-18 11:52:38 +00:00
|
|
|
{IMGFMT_Y8, 1, {1, 0, 0, 0}},
|
|
|
|
{IMGFMT_Y16, 2, {1, 0, 0, 0}},
|
|
|
|
{IMGFMT_YA8, 1, {1, 0, 0, 2}},
|
2015-01-21 18:29:18 +00:00
|
|
|
{IMGFMT_YA16, 2, {1, 0, 0, 2}},
|
2013-07-18 11:52:38 +00:00
|
|
|
{IMGFMT_ARGB, 1, {2, 3, 4, 1}},
|
|
|
|
{IMGFMT_0RGB, 1, {2, 3, 4, 0}},
|
|
|
|
{IMGFMT_BGRA, 1, {3, 2, 1, 4}},
|
|
|
|
{IMGFMT_BGR0, 1, {3, 2, 1, 0}},
|
|
|
|
{IMGFMT_ABGR, 1, {4, 3, 2, 1}},
|
|
|
|
{IMGFMT_0BGR, 1, {4, 3, 2, 0}},
|
|
|
|
{IMGFMT_RGBA, 1, {1, 2, 3, 4}},
|
|
|
|
{IMGFMT_RGB0, 1, {1, 2, 3, 0}},
|
|
|
|
{IMGFMT_BGR24, 1, {3, 2, 1, 0}},
|
|
|
|
{IMGFMT_RGB24, 1, {1, 2, 3, 0}},
|
|
|
|
{IMGFMT_RGB48, 2, {1, 2, 3, 0}},
|
|
|
|
{IMGFMT_RGBA64, 2, {1, 2, 3, 4}},
|
|
|
|
{IMGFMT_BGRA64, 2, {3, 2, 1, 4}},
|
|
|
|
{0},
|
|
|
|
};
|
2013-03-28 19:48:53 +00:00
|
|
|
|
2014-12-09 20:34:01 +00:00
|
|
|
const struct gl_video_opts gl_video_opts_def = {
|
2013-03-01 20:19:20 +00:00
|
|
|
.dither_depth = -1,
|
2013-05-25 23:48:39 +00:00
|
|
|
.dither_size = 6,
|
2015-07-20 17:09:22 +00:00
|
|
|
.temporal_dither_period = 1,
|
2015-05-05 12:41:33 +00:00
|
|
|
.fbo_format = GL_RGBA16,
|
2015-01-06 09:47:26 +00:00
|
|
|
.sigmoid_center = 0.75,
|
|
|
|
.sigmoid_slope = 6.5,
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
.scaler = {
|
2015-03-27 05:18:32 +00:00
|
|
|
{{"bilinear", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // scale
|
|
|
|
{{NULL, .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // dscale
|
|
|
|
{{"bilinear", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // cscale
|
2015-07-11 11:55:45 +00:00
|
|
|
{{"oversample", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // tscale
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
},
|
2015-02-06 22:23:27 +00:00
|
|
|
.alpha_mode = 2,
|
2014-12-09 20:34:01 +00:00
|
|
|
.background = {0, 0, 0, 255},
|
2015-02-03 16:12:04 +00:00
|
|
|
.gamma = 1.0f,
|
2013-03-01 20:19:20 +00:00
|
|
|
};
|
|
|
|
|
2013-10-24 20:20:16 +00:00
|
|
|
const struct gl_video_opts gl_video_opts_hq_def = {
|
|
|
|
.dither_depth = 0,
|
|
|
|
.dither_size = 6,
|
2015-07-20 17:09:22 +00:00
|
|
|
.temporal_dither_period = 1,
|
2014-02-17 10:33:37 +00:00
|
|
|
.fbo_format = GL_RGBA16,
|
2014-12-08 16:09:39 +00:00
|
|
|
.fancy_downscaling = 1,
|
2015-01-06 09:47:26 +00:00
|
|
|
.sigmoid_center = 0.75,
|
|
|
|
.sigmoid_slope = 6.5,
|
|
|
|
.sigmoid_upscaling = 1,
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
.scaler = {
|
2015-03-27 05:18:32 +00:00
|
|
|
{{"spline36", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // scale
|
|
|
|
{{"mitchell", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // dscale
|
|
|
|
{{"spline36", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // cscale
|
2015-07-19 23:33:03 +00:00
|
|
|
{{"oversample", .params={NAN, NAN}}, {.params = {NAN, NAN}}}, // tscale
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
},
|
2015-02-06 22:23:27 +00:00
|
|
|
.alpha_mode = 2,
|
2014-12-09 20:34:01 +00:00
|
|
|
.background = {0, 0, 0, 255},
|
2015-02-03 16:12:04 +00:00
|
|
|
.gamma = 1.0f,
|
2015-03-23 01:42:19 +00:00
|
|
|
.blend_subs = 0,
|
2015-09-02 11:16:34 +00:00
|
|
|
.pbo = 1,
|
2015-09-05 15:39:27 +00:00
|
|
|
.deband = 1,
|
2013-10-24 20:20:16 +00:00
|
|
|
};
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2013-12-21 19:03:36 +00:00
|
|
|
static int validate_scaler_opt(struct mp_log *log, const m_option_t *opt,
|
|
|
|
struct bstr name, struct bstr param);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
static int validate_window_opt(struct mp_log *log, const m_option_t *opt,
|
|
|
|
struct bstr name, struct bstr param);
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
#define OPT_BASE_STRUCT struct gl_video_opts
|
2015-08-29 01:24:15 +00:00
|
|
|
|
|
|
|
#define SCALER_OPTS(n, i) \
|
|
|
|
OPT_STRING_VALIDATE(n, scaler[i].kernel.name, 0, validate_scaler_opt), \
|
|
|
|
OPT_FLOAT(n"-param1", scaler[i].kernel.params[0], 0), \
|
|
|
|
OPT_FLOAT(n"-param2", scaler[i].kernel.params[1], 0), \
|
|
|
|
OPT_FLOAT(n"-blur", scaler[i].kernel.blur, 0), \
|
|
|
|
OPT_FLOAT(n"-wparam", scaler[i].window.params[0], 0), \
|
|
|
|
OPT_FLAG(n"-clamp", scaler[i].clamp, 0), \
|
|
|
|
OPT_FLOATRANGE(n"-radius", scaler[i].radius, 0, 0.5, 16.0), \
|
|
|
|
OPT_FLOATRANGE(n"-antiring", scaler[i].antiring, 0, 0.0, 1.0), \
|
|
|
|
OPT_STRING_VALIDATE(n"-window", scaler[i].window.name, 0, validate_window_opt)
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
const struct m_sub_options gl_video_conf = {
|
2014-06-10 21:56:05 +00:00
|
|
|
.opts = (const m_option_t[]) {
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
OPT_FLAG("dumb-mode", dumb_mode, 0),
|
2015-02-03 16:12:04 +00:00
|
|
|
OPT_FLOATRANGE("gamma", gamma, 0, 0.1, 2.0),
|
2015-02-07 12:54:18 +00:00
|
|
|
OPT_FLAG("gamma-auto", gamma_auto, 0),
|
2015-03-31 05:31:35 +00:00
|
|
|
OPT_CHOICE_C("target-prim", target_prim, 0, mp_csp_prim_names),
|
|
|
|
OPT_CHOICE_C("target-trc", target_trc, 0, mp_csp_trc_names),
|
2013-03-01 20:19:20 +00:00
|
|
|
OPT_FLAG("pbo", pbo, 0),
|
2015-08-29 01:24:15 +00:00
|
|
|
SCALER_OPTS("scale", 0),
|
|
|
|
SCALER_OPTS("dscale", 1),
|
|
|
|
SCALER_OPTS("cscale", 2),
|
|
|
|
SCALER_OPTS("tscale", 3),
|
2013-05-25 21:47:55 +00:00
|
|
|
OPT_FLAG("scaler-resizes-only", scaler_resizes_only, 0),
|
2015-02-06 02:37:21 +00:00
|
|
|
OPT_FLAG("linear-scaling", linear_scaling, 0),
|
2013-03-01 20:19:20 +00:00
|
|
|
OPT_FLAG("fancy-downscaling", fancy_downscaling, 0),
|
2015-01-06 09:47:26 +00:00
|
|
|
OPT_FLAG("sigmoid-upscaling", sigmoid_upscaling, 0),
|
|
|
|
OPT_FLOATRANGE("sigmoid-center", sigmoid_center, 0, 0.0, 1.0),
|
|
|
|
OPT_FLOATRANGE("sigmoid-slope", sigmoid_slope, 0, 1.0, 20.0),
|
2013-03-01 20:19:20 +00:00
|
|
|
OPT_CHOICE("fbo-format", fbo_format, 0,
|
|
|
|
({"rgb", GL_RGB},
|
|
|
|
{"rgba", GL_RGBA},
|
|
|
|
{"rgb8", GL_RGB8},
|
|
|
|
{"rgb10", GL_RGB10},
|
2013-10-23 15:46:57 +00:00
|
|
|
{"rgb10_a2", GL_RGB10_A2},
|
2013-03-01 20:19:20 +00:00
|
|
|
{"rgb16", GL_RGB16},
|
|
|
|
{"rgb16f", GL_RGB16F},
|
2013-03-28 20:44:33 +00:00
|
|
|
{"rgb32f", GL_RGB32F},
|
|
|
|
{"rgba12", GL_RGBA12},
|
|
|
|
{"rgba16", GL_RGBA16},
|
|
|
|
{"rgba16f", GL_RGBA16F},
|
|
|
|
{"rgba32f", GL_RGBA32F})),
|
2013-03-28 20:39:17 +00:00
|
|
|
OPT_CHOICE_OR_INT("dither-depth", dither_depth, 0, -1, 16,
|
|
|
|
({"no", -1}, {"auto", 0})),
|
2013-05-25 23:48:39 +00:00
|
|
|
OPT_CHOICE("dither", dither_algo, 0,
|
|
|
|
({"fruit", 0}, {"ordered", 1}, {"no", -1})),
|
|
|
|
OPT_INTRANGE("dither-size-fruit", dither_size, 0, 2, 8),
|
|
|
|
OPT_FLAG("temporal-dither", temporal_dither, 0),
|
2015-07-20 17:09:22 +00:00
|
|
|
OPT_INTRANGE("temporal-dither-period", temporal_dither_period, 0, 1, 128),
|
2015-02-27 17:31:24 +00:00
|
|
|
OPT_CHOICE("alpha", alpha_mode, 0,
|
2013-09-19 14:55:56 +00:00
|
|
|
({"no", 0},
|
2015-02-27 17:31:24 +00:00
|
|
|
{"yes", 1},
|
2013-09-19 14:55:56 +00:00
|
|
|
{"blend", 2})),
|
2013-12-01 22:39:13 +00:00
|
|
|
OPT_FLAG("rectangle-textures", use_rectangle, 0),
|
2014-12-09 20:34:01 +00:00
|
|
|
OPT_COLOR("background", background, 0),
|
2015-03-13 18:30:31 +00:00
|
|
|
OPT_FLAG("interpolation", interpolation, 0),
|
2015-04-11 17:16:34 +00:00
|
|
|
OPT_CHOICE("blend-subtitles", blend_subs, 0,
|
|
|
|
({"no", 0},
|
|
|
|
{"yes", 1},
|
|
|
|
{"video", 2})),
|
2015-03-27 12:27:40 +00:00
|
|
|
OPT_STRING("scale-shader", scale_shader, 0),
|
|
|
|
OPT_STRINGLIST("pre-shaders", pre_shaders, 0),
|
|
|
|
OPT_STRINGLIST("post-shaders", post_shaders, 0),
|
2015-09-05 15:39:27 +00:00
|
|
|
OPT_FLAG("deband", deband, 0),
|
|
|
|
OPT_SUBSTRUCT("deband", deband_opts, deband_conf, 0),
|
2015-09-23 20:43:27 +00:00
|
|
|
OPT_FLOAT("sharpen", unsharp, 0),
|
2015-03-23 01:42:19 +00:00
|
|
|
|
2015-01-13 23:45:31 +00:00
|
|
|
OPT_REMOVED("approx-gamma", "this is always enabled now"),
|
2015-01-20 20:46:19 +00:00
|
|
|
OPT_REMOVED("cscale-down", "chroma is never downscaled"),
|
2015-01-22 17:24:50 +00:00
|
|
|
OPT_REMOVED("scale-sep", "this is set automatically whenever sane"),
|
|
|
|
OPT_REMOVED("indirect", "this is set automatically whenever sane"),
|
2015-03-16 09:17:22 +00:00
|
|
|
OPT_REMOVED("srgb", "use target-prim=bt709:target-trc=srgb instead"),
|
2015-09-05 15:39:27 +00:00
|
|
|
OPT_REMOVED("source-shader", "use :deband to enable debanding"),
|
2015-01-20 20:46:19 +00:00
|
|
|
|
|
|
|
OPT_REPLACED("lscale", "scale"),
|
|
|
|
OPT_REPLACED("lscale-down", "scale-down"),
|
|
|
|
OPT_REPLACED("lparam1", "scale-param1"),
|
|
|
|
OPT_REPLACED("lparam2", "scale-param2"),
|
|
|
|
OPT_REPLACED("lradius", "scale-radius"),
|
|
|
|
OPT_REPLACED("lantiring", "scale-antiring"),
|
|
|
|
OPT_REPLACED("cparam1", "cscale-param1"),
|
|
|
|
OPT_REPLACED("cparam2", "cscale-param2"),
|
|
|
|
OPT_REPLACED("cradius", "cscale-radius"),
|
|
|
|
OPT_REPLACED("cantiring", "cscale-antiring"),
|
2015-03-13 18:30:31 +00:00
|
|
|
OPT_REPLACED("smoothmotion", "interpolation"),
|
2015-03-15 06:11:51 +00:00
|
|
|
OPT_REPLACED("smoothmotion-threshold", "tscale-param1"),
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
OPT_REPLACED("scale-down", "dscale"),
|
2015-01-20 20:46:19 +00:00
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
{0}
|
|
|
|
},
|
|
|
|
.size = sizeof(struct gl_video_opts),
|
|
|
|
.defaults = &gl_video_opts_def,
|
|
|
|
};
|
|
|
|
|
|
|
|
static void uninit_rendering(struct gl_video *p);
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
static void uninit_scaler(struct gl_video *p, struct scaler *scaler);
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
static void check_gl_features(struct gl_video *p);
|
2013-03-01 20:19:20 +00:00
|
|
|
static bool init_format(int fmt, struct gl_video *init);
|
2015-07-15 10:22:49 +00:00
|
|
|
static void gl_video_upload_image(struct gl_video *p, struct mp_image *mpi);
|
2015-09-08 20:46:36 +00:00
|
|
|
static void assign_options(struct gl_video_opts *dst, struct gl_video_opts *src);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
#define GLSL(x) gl_sc_add(p->sc, #x "\n");
|
|
|
|
#define GLSLF(...) gl_sc_addf(p->sc, __VA_ARGS__)
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2014-12-16 17:55:02 +00:00
|
|
|
static const struct fmt_entry *find_tex_format(GL *gl, int bytes_per_comp,
|
|
|
|
int n_channels)
|
|
|
|
{
|
|
|
|
assert(bytes_per_comp == 1 || bytes_per_comp == 2);
|
|
|
|
assert(n_channels >= 1 && n_channels <= 4);
|
2014-12-17 20:48:23 +00:00
|
|
|
const struct fmt_entry *fmts = gl_byte_formats;
|
2014-12-19 00:03:08 +00:00
|
|
|
if (gl->es >= 300) {
|
2014-12-17 20:48:23 +00:00
|
|
|
fmts = gl_byte_formats_gles3;
|
2014-12-19 00:03:08 +00:00
|
|
|
} else if (gl->es) {
|
|
|
|
fmts = gl_byte_formats_gles2;
|
2014-12-17 20:48:23 +00:00
|
|
|
} else if (!(gl->mpgl_caps & MPGL_CAP_TEX_RG)) {
|
|
|
|
fmts = gl_byte_formats_legacy;
|
|
|
|
}
|
2014-12-16 17:55:02 +00:00
|
|
|
return &fmts[n_channels - 1 + (bytes_per_comp - 1) * 4];
|
|
|
|
}
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-09-23 20:13:03 +00:00
|
|
|
static const char *load_cached_file(struct gl_video *p, const char *path)
|
|
|
|
{
|
|
|
|
if (!path || !path[0])
|
|
|
|
return NULL;
|
|
|
|
for (int n = 0; n < p->num_files; n++) {
|
|
|
|
if (strcmp(p->files[n].path, path) == 0)
|
|
|
|
return p->files[n].body;
|
|
|
|
}
|
|
|
|
// not found -> load it
|
|
|
|
if (p->num_files == MP_ARRAY_SIZE(p->files)) {
|
|
|
|
// empty cache when it overflows
|
|
|
|
for (int n = 0; n < p->num_files; n++) {
|
|
|
|
talloc_free(p->files[n].path);
|
|
|
|
talloc_free(p->files[n].body);
|
|
|
|
}
|
|
|
|
p->num_files = 0;
|
|
|
|
}
|
|
|
|
struct bstr s = stream_read_file(path, p, p->global, 100000); // 100 kB
|
|
|
|
if (s.len) {
|
|
|
|
struct cached_file *new = &p->files[p->num_files++];
|
|
|
|
*new = (struct cached_file) {
|
|
|
|
.path = talloc_strdup(p, path),
|
|
|
|
.body = s.start
|
|
|
|
};
|
|
|
|
return new->body;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
static void debug_check_gl(struct gl_video *p, const char *msg)
|
|
|
|
{
|
|
|
|
if (p->gl_debug)
|
2013-09-11 22:57:32 +00:00
|
|
|
glCheckError(p->gl, p->log, msg);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_set_debug(struct gl_video *p, bool enable)
|
|
|
|
{
|
2014-12-23 01:46:44 +00:00
|
|
|
GL *gl = p->gl;
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
p->gl_debug = enable;
|
2015-01-30 10:12:58 +00:00
|
|
|
if (p->gl->debug_context)
|
|
|
|
gl_set_debug_logger(gl, enable ? p->log : NULL);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
static void gl_video_reset_surfaces(struct gl_video *p)
|
|
|
|
{
|
2015-03-25 21:40:10 +00:00
|
|
|
for (int i = 0; i < FBOSURFACES_MAX; i++) {
|
2015-06-26 08:59:57 +00:00
|
|
|
p->surfaces[i].pts = MP_NOPTS_VALUE;
|
2015-03-25 21:40:10 +00:00
|
|
|
}
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
p->surface_idx = 0;
|
|
|
|
p->surface_now = 0;
|
2015-07-02 11:17:20 +00:00
|
|
|
p->frames_drawn = 0;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
|
2015-03-13 18:30:31 +00:00
|
|
|
static inline int fbosurface_wrap(int id)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
{
|
2015-03-13 18:30:31 +00:00
|
|
|
id = id % FBOSURFACES_MAX;
|
|
|
|
return id < 0 ? id + FBOSURFACES_MAX : id;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
static void recreate_osd(struct gl_video *p)
|
|
|
|
{
|
2015-03-23 15:32:59 +00:00
|
|
|
mpgl_osd_destroy(p->osd);
|
|
|
|
p->osd = NULL;
|
|
|
|
if (p->osd_state) {
|
|
|
|
p->osd = mpgl_osd_init(p->gl, p->log, p->osd_state);
|
|
|
|
mpgl_osd_set_options(p->osd, p->opts.pbo);
|
|
|
|
}
|
2015-02-03 16:12:04 +00:00
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
static void reinit_rendering(struct gl_video *p)
|
|
|
|
{
|
2013-07-31 19:44:21 +00:00
|
|
|
MP_VERBOSE(p, "Reinit rendering.\n");
|
2013-03-01 20:19:20 +00:00
|
|
|
|
|
|
|
debug_check_gl(p, "before scaler initialization");
|
|
|
|
|
|
|
|
uninit_rendering(p);
|
|
|
|
|
|
|
|
recreate_osd(p);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void uninit_rendering(struct gl_video *p)
|
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
for (int n = 0; n < 4; n++)
|
|
|
|
uninit_scaler(p, &p->scaler[n]);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
|
|
|
gl->DeleteTextures(1, &p->dither_texture);
|
|
|
|
p->dither_texture = 0;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
2015-03-13 23:32:20 +00:00
|
|
|
fbotex_uninit(&p->chroma_merge_fbo);
|
2015-09-05 15:39:27 +00:00
|
|
|
fbotex_uninit(&p->chroma_deband_fbo);
|
2015-03-27 12:27:40 +00:00
|
|
|
fbotex_uninit(&p->indirect_fbo);
|
2015-03-23 01:42:19 +00:00
|
|
|
fbotex_uninit(&p->blend_subs_fbo);
|
2015-09-23 20:43:27 +00:00
|
|
|
fbotex_uninit(&p->unsharp_fbo);
|
2015-03-13 23:32:20 +00:00
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
for (int n = 0; n < 2; n++) {
|
|
|
|
fbotex_uninit(&p->pre_fbo[n]);
|
|
|
|
fbotex_uninit(&p->post_fbo[n]);
|
|
|
|
}
|
|
|
|
|
2015-03-13 23:32:20 +00:00
|
|
|
for (int n = 0; n < FBOSURFACES_MAX; n++)
|
|
|
|
fbotex_uninit(&p->surfaces[n].fbotex);
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
gl_video_reset_surfaces(p);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d)
|
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
2014-03-24 22:30:12 +00:00
|
|
|
if (!lut3d) {
|
|
|
|
if (p->use_lut_3d) {
|
|
|
|
p->use_lut_3d = false;
|
|
|
|
reinit_rendering(p);
|
|
|
|
}
|
2013-03-01 20:19:20 +00:00
|
|
|
return;
|
2014-03-24 22:30:12 +00:00
|
|
|
}
|
|
|
|
|
2014-12-23 01:48:58 +00:00
|
|
|
if (!(gl->mpgl_caps & MPGL_CAP_3D_TEX))
|
|
|
|
return;
|
|
|
|
|
2014-03-24 22:30:12 +00:00
|
|
|
if (!p->lut_3d_texture)
|
|
|
|
gl->GenTextures(1, &p->lut_3d_texture);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_3DLUT);
|
|
|
|
gl->BindTexture(GL_TEXTURE_3D, p->lut_3d_texture);
|
|
|
|
gl->TexImage3D(GL_TEXTURE_3D, 0, GL_RGB16, lut3d->size[0], lut3d->size[1],
|
|
|
|
lut3d->size[2], 0, GL_RGB, GL_UNSIGNED_SHORT, lut3d->data);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
|
|
|
|
p->use_lut_3d = true;
|
|
|
|
check_gl_features(p);
|
|
|
|
|
|
|
|
debug_check_gl(p, "after 3d lut creation");
|
2014-03-24 22:30:12 +00:00
|
|
|
|
|
|
|
reinit_rendering(p);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2015-09-05 11:33:48 +00:00
|
|
|
static void pass_load_fbotex(struct gl_video *p, struct fbotex *src_fbo,
|
|
|
|
int w, int h, int id)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
{
|
|
|
|
p->pass_tex[id] = (struct src_tex){
|
|
|
|
.gl_tex = src_fbo->texture,
|
|
|
|
.gl_target = GL_TEXTURE_2D,
|
2015-09-02 10:52:11 +00:00
|
|
|
.w = src_fbo->w,
|
|
|
|
.h = src_fbo->h,
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
.src = {0, 0, w, h},
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
static void pass_set_image_textures(struct gl_video *p, struct video_image *vimg,
|
2015-03-13 20:14:18 +00:00
|
|
|
struct gl_transform *chroma)
|
2013-03-28 19:40:19 +00:00
|
|
|
{
|
2015-03-13 20:14:18 +00:00
|
|
|
*chroma = (struct gl_transform){{{0}}};
|
2013-03-28 19:40:19 +00:00
|
|
|
|
2015-01-22 17:29:37 +00:00
|
|
|
assert(vimg->mpi);
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
float ls_w = 1.0 / (1 << p->image_desc.chroma_xs);
|
|
|
|
float ls_h = 1.0 / (1 << p->image_desc.chroma_ys);
|
|
|
|
|
2015-04-02 21:59:50 +00:00
|
|
|
if (p->image_params.chroma_location != MP_CHROMA_CENTER) {
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
int cx, cy;
|
2015-04-02 21:59:50 +00:00
|
|
|
mp_get_chroma_location(p->image_params.chroma_location, &cx, &cy);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// By default texture coordinates are such that chroma is centered with
|
|
|
|
// any chroma subsampling. If a specific direction is given, make it
|
|
|
|
// so that the luma and chroma sample line up exactly.
|
|
|
|
// For 4:4:4, setting chroma location should have no effect at all.
|
|
|
|
// luma sample size (in chroma coord. space)
|
2015-03-13 20:14:18 +00:00
|
|
|
chroma->t[0] = ls_w < 1 ? ls_w * -cx / 2 : 0;
|
|
|
|
chroma->t[1] = ls_h < 1 ? ls_h * -cy / 2 : 0;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Make sure luma/chroma sizes are aligned.
|
|
|
|
// Example: For 4:2:0 with size 3x3, the subsampled chroma plane is 2x2
|
|
|
|
// so luma (3,3) has to align with chroma (2,2).
|
2015-09-07 19:02:16 +00:00
|
|
|
chroma->m[0][0] = ls_w * (float)vimg->planes[0].w / vimg->planes[1].w;
|
|
|
|
chroma->m[1][1] = ls_h * (float)vimg->planes[0].h / vimg->planes[1].h;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
2015-03-13 12:42:05 +00:00
|
|
|
for (int n = 0; n < p->plane_count; n++) {
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct texplane *t = &vimg->planes[n];
|
|
|
|
p->pass_tex[n] = (struct src_tex){
|
2015-07-26 18:13:53 +00:00
|
|
|
.gl_tex = vimg->planes[n].gl_texture,
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
.gl_target = t->gl_target,
|
2015-09-02 10:52:11 +00:00
|
|
|
.w = t->w,
|
|
|
|
.h = t->h,
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
.src = {0, 0, t->w, t->h},
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
};
|
2013-03-28 19:40:19 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-01-29 18:53:49 +00:00
|
|
|
static void init_video(struct gl_video *p)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
2015-01-29 18:53:49 +00:00
|
|
|
check_gl_features(p);
|
2013-11-05 18:08:44 +00:00
|
|
|
|
2015-01-29 18:53:49 +00:00
|
|
|
init_format(p->image_params.imgfmt, p);
|
2013-12-01 22:39:13 +00:00
|
|
|
p->gl_target = p->opts.use_rectangle ? GL_TEXTURE_RECTANGLE : GL_TEXTURE_2D;
|
2015-01-29 18:53:49 +00:00
|
|
|
|
|
|
|
if (p->hwdec_active) {
|
|
|
|
if (p->hwdec->driver->reinit(p->hwdec, &p->image_params) < 0)
|
|
|
|
MP_ERR(p, "Initializing texture for hardware decoding failed.\n");
|
|
|
|
init_format(p->image_params.imgfmt, p);
|
2015-09-24 21:48:57 +00:00
|
|
|
p->image_params.imgfmt = p->image_desc.id;
|
2013-12-01 22:39:13 +00:00
|
|
|
p->gl_target = p->hwdec->gl_texture_target;
|
2015-01-29 18:53:49 +00:00
|
|
|
}
|
2013-12-01 22:39:13 +00:00
|
|
|
|
2015-01-29 18:53:49 +00:00
|
|
|
mp_image_params_guess_csp(&p->image_params);
|
2013-12-01 22:39:13 +00:00
|
|
|
|
2015-01-29 18:53:49 +00:00
|
|
|
p->image_w = p->image_params.w;
|
|
|
|
p->image_h = p->image_params.h;
|
2013-11-05 18:08:44 +00:00
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
int eq_caps = MP_CSP_EQ_CAPS_GAMMA;
|
2014-03-26 22:00:09 +00:00
|
|
|
if (p->is_yuv && p->image_params.colorspace != MP_CSP_BT_2020_C)
|
2013-03-01 20:19:20 +00:00
|
|
|
eq_caps |= MP_CSP_EQ_CAPS_COLORMATRIX;
|
2014-03-31 02:51:47 +00:00
|
|
|
if (p->image_desc.flags & MP_IMGFLAG_XYZ)
|
|
|
|
eq_caps |= MP_CSP_EQ_CAPS_BRIGHTNESS;
|
2013-03-01 20:19:20 +00:00
|
|
|
p->video_eq.capabilities = eq_caps;
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
av_lfg_init(&p->lfg, 1);
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
debug_check_gl(p, "before video texture creation");
|
|
|
|
|
2013-03-28 19:40:19 +00:00
|
|
|
struct video_image *vimg = &p->image;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-09-02 11:08:18 +00:00
|
|
|
struct mp_image layout = {0};
|
|
|
|
mp_image_set_params(&layout, &p->image_params);
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
for (int n = 0; n < p->plane_count; n++) {
|
2013-03-28 19:40:19 +00:00
|
|
|
struct texplane *plane = &vimg->planes[n];
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
plane->gl_target = p->gl_target;
|
|
|
|
|
2015-09-02 11:08:18 +00:00
|
|
|
plane->w = mp_image_plane_w(&layout, n);
|
|
|
|
plane->h = mp_image_plane_h(&layout, n);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-01-29 14:50:21 +00:00
|
|
|
if (!p->hwdec_active) {
|
2013-11-03 23:00:18 +00:00
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + n);
|
|
|
|
gl->GenTextures(1, &plane->gl_texture);
|
2013-12-01 22:39:13 +00:00
|
|
|
gl->BindTexture(p->gl_target, plane->gl_texture);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2013-12-01 22:39:13 +00:00
|
|
|
gl->TexImage2D(p->gl_target, 0, plane->gl_internal_format,
|
2015-09-02 10:52:11 +00:00
|
|
|
plane->w, plane->h, 0,
|
2013-11-03 23:00:18 +00:00
|
|
|
plane->gl_format, plane->gl_type, NULL);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-01-29 14:50:21 +00:00
|
|
|
gl->TexParameteri(p->gl_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(p->gl_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(p->gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(p->gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
2013-11-03 23:00:18 +00:00
|
|
|
}
|
2013-03-28 19:48:53 +00:00
|
|
|
|
2015-09-02 10:52:11 +00:00
|
|
|
MP_VERBOSE(p, "Texture for plane %d: %dx%d\n", n, plane->w, plane->h);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
|
|
|
|
debug_check_gl(p, "after video texture creation");
|
|
|
|
|
|
|
|
reinit_rendering(p);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void uninit_video(struct gl_video *p)
|
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
|
|
|
uninit_rendering(p);
|
|
|
|
|
2013-03-28 19:40:19 +00:00
|
|
|
struct video_image *vimg = &p->image;
|
|
|
|
|
2015-03-13 23:32:20 +00:00
|
|
|
for (int n = 0; n < p->plane_count; n++) {
|
2013-03-28 19:40:19 +00:00
|
|
|
struct texplane *plane = &vimg->planes[n];
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-07-26 18:13:53 +00:00
|
|
|
if (!p->hwdec_active)
|
|
|
|
gl->DeleteTextures(1, &plane->gl_texture);
|
2013-03-01 20:19:20 +00:00
|
|
|
plane->gl_texture = 0;
|
|
|
|
gl->DeleteBuffers(1, &plane->gl_buffer);
|
|
|
|
plane->gl_buffer = 0;
|
|
|
|
}
|
2015-01-22 17:29:37 +00:00
|
|
|
mp_image_unrefp(&vimg->mpi);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-01-07 18:00:26 +00:00
|
|
|
// Invalidate image_params to ensure that gl_video_config() will call
|
|
|
|
// init_video() on uninitialized gl_video.
|
2015-01-29 18:53:49 +00:00
|
|
|
p->real_image_params = (struct mp_image_params){0};
|
|
|
|
p->image_params = p->real_image_params;
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
static void pass_prepare_src_tex(struct gl_video *p)
|
2013-05-25 23:48:39 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct gl_shader_cache *sc = p->sc;
|
|
|
|
|
2015-03-13 12:42:05 +00:00
|
|
|
for (int n = 0; n < TEXUNIT_VIDEO_NUM; n++) {
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct src_tex *s = &p->pass_tex[n];
|
|
|
|
if (!s->gl_tex)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
char texture_name[32];
|
|
|
|
char texture_size[32];
|
|
|
|
snprintf(texture_name, sizeof(texture_name), "texture%d", n);
|
|
|
|
snprintf(texture_size, sizeof(texture_size), "texture_size%d", n);
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
gl_sc_uniform_sampler(sc, texture_name, s->gl_target, n);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
float f[2] = {1, 1};
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
if (s->gl_target != GL_TEXTURE_RECTANGLE) {
|
2015-09-02 10:52:11 +00:00
|
|
|
f[0] = s->w;
|
|
|
|
f[1] = s->h;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
gl_sc_uniform_vec2(sc, texture_size, f);
|
2013-05-25 23:48:39 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + n);
|
|
|
|
gl->BindTexture(s->gl_target, s->gl_tex);
|
|
|
|
}
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
2013-05-25 23:48:39 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// flags = bits 0-1: rotate, bit 2: flip vertically
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h,
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
const struct mp_rect *dst, int flags)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
|
|
|
struct vertex va[4];
|
2013-05-25 23:48:39 +00:00
|
|
|
|
2015-03-13 20:14:18 +00:00
|
|
|
struct gl_transform t;
|
|
|
|
gl_transform_ortho(&t, 0, vp_w, 0, vp_h);
|
2013-05-25 23:48:39 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
float x[2] = {dst->x0, dst->x1};
|
|
|
|
float y[2] = {dst->y0, dst->y1};
|
2015-03-13 20:14:18 +00:00
|
|
|
gl_transform_vec(t, &x[0], &y[0]);
|
|
|
|
gl_transform_vec(t, &x[1], &y[1]);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
for (int n = 0; n < 4; n++) {
|
|
|
|
struct vertex *v = &va[n];
|
|
|
|
v->position.x = x[n / 2];
|
|
|
|
v->position.y = y[n % 2];
|
2015-03-13 12:42:05 +00:00
|
|
|
for (int i = 0; i < TEXUNIT_VIDEO_NUM; i++) {
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct src_tex *s = &p->pass_tex[i];
|
|
|
|
if (s->gl_tex) {
|
|
|
|
float tx[2] = {s->src.x0, s->src.x1};
|
|
|
|
float ty[2] = {s->src.y0, s->src.y1};
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
if (flags & 4)
|
|
|
|
MPSWAP(float, ty[0], ty[1]);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
bool rect = s->gl_target == GL_TEXTURE_RECTANGLE;
|
2015-09-02 10:52:11 +00:00
|
|
|
v->texcoord[i].x = tx[n / 2] / (rect ? 1 : s->w);
|
|
|
|
v->texcoord[i].y = ty[n % 2] / (rect ? 1 : s->h);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
int rot = flags & 3;
|
|
|
|
while (rot--) {
|
|
|
|
static const int perm[4] = {1, 3, 0, 2};
|
|
|
|
struct vertex vb[4];
|
|
|
|
memcpy(vb, va, sizeof(vb));
|
|
|
|
for (int n = 0; n < 4; n++)
|
|
|
|
memcpy(va[n].texcoord, vb[perm[n]].texcoord,
|
2015-03-13 12:42:05 +00:00
|
|
|
sizeof(struct vertex_pt[TEXUNIT_VIDEO_NUM]));
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
|
2015-03-16 19:10:48 +00:00
|
|
|
p->gl->Viewport(0, 0, vp_w, abs(vp_h));
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
gl_vao_draw_data(&p->vao, GL_TRIANGLE_STRIP, va, 4);
|
|
|
|
|
|
|
|
debug_check_gl(p, "after rendering");
|
2013-05-25 23:48:39 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// flags: see render_pass_quad
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
static void finish_pass_direct(struct gl_video *p, GLint fbo, int vp_w, int vp_h,
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
const struct mp_rect *dst, int flags)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
pass_prepare_src_tex(p);
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
gl_sc_gen_shader_and_reset(p->sc);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
render_pass_quad(p, vp_w, vp_h, dst, flags);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
memset(&p->pass_tex, 0, sizeof(p->pass_tex));
|
|
|
|
}
|
|
|
|
|
|
|
|
// dst_fbo: this will be used for rendering; possibly reallocating the whole
|
|
|
|
// FBO, if the required parameters have changed
|
|
|
|
// w, h: required FBO target dimension, and also defines the target rectangle
|
|
|
|
// used for rasterization
|
2015-03-13 10:53:54 +00:00
|
|
|
// tex: the texture unit to load the result back into
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// flags: 0 or combination of FBOTEX_FUZZY_W/FBOTEX_FUZZY_H (setting the fuzzy
|
2015-03-13 10:53:54 +00:00
|
|
|
// flags allows the FBO to be larger than the w/h parameters)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
static void finish_pass_fbo(struct gl_video *p, struct fbotex *dst_fbo,
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
int w, int h, int tex, int flags)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
|
|
|
fbotex_change(dst_fbo, p->gl, p->log, w, h, p->opts.fbo_format, flags);
|
|
|
|
|
2015-09-02 10:52:11 +00:00
|
|
|
finish_pass_direct(p, dst_fbo->fbo, dst_fbo->w, dst_fbo->h,
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
&(struct mp_rect){0, 0, w, h}, 0);
|
2015-09-05 11:33:48 +00:00
|
|
|
pass_load_fbotex(p, dst_fbo, w, h, tex);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
static void uninit_scaler(struct gl_video *p, struct scaler *scaler)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
2015-03-13 23:32:20 +00:00
|
|
|
fbotex_uninit(&scaler->sep_fbo);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
gl->DeleteTextures(1, &scaler->gl_lut);
|
|
|
|
scaler->gl_lut = 0;
|
|
|
|
scaler->kernel = NULL;
|
|
|
|
scaler->initialized = false;
|
|
|
|
}
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
static void load_shader(struct gl_video *p, const char *body)
|
|
|
|
{
|
|
|
|
gl_sc_hadd(p->sc, body);
|
|
|
|
gl_sc_uniform_f(p->sc, "random", (double)av_lfg_get(&p->lfg) / UINT32_MAX);
|
|
|
|
gl_sc_uniform_f(p->sc, "frame", p->frames_uploaded);
|
|
|
|
gl_sc_uniform_vec2(p->sc, "image_size", (GLfloat[]){p->image_w, p->image_h});
|
|
|
|
}
|
|
|
|
|
|
|
|
// Applies an arbitrary number of shaders in sequence, using the given pair
|
|
|
|
// of FBOs as intermediate buffers. Returns whether any shaders were applied.
|
|
|
|
static bool apply_shaders(struct gl_video *p, char **shaders,
|
2015-09-02 10:52:11 +00:00
|
|
|
struct fbotex textures[2], int tex_num, int w, int h)
|
2015-03-27 12:27:40 +00:00
|
|
|
{
|
|
|
|
if (!shaders)
|
|
|
|
return false;
|
|
|
|
bool success = false;
|
|
|
|
int tex = 0;
|
|
|
|
for (int n = 0; shaders[n]; n++) {
|
2015-09-23 20:13:03 +00:00
|
|
|
const char *body = load_cached_file(p, shaders[n]);
|
2015-03-27 12:27:40 +00:00
|
|
|
if (!body)
|
|
|
|
continue;
|
2015-09-02 10:52:11 +00:00
|
|
|
finish_pass_fbo(p, &textures[tex], w, h, tex_num, 0);
|
2015-03-27 12:27:40 +00:00
|
|
|
load_shader(p, body);
|
|
|
|
GLSLF("// custom shader\n");
|
|
|
|
GLSLF("vec4 color = sample(texture%d, texcoord%d, texture_size%d);\n",
|
|
|
|
tex_num, tex_num, tex_num);
|
|
|
|
tex = (tex+1) % 2;
|
|
|
|
success = true;
|
|
|
|
}
|
|
|
|
return success;
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
// Semantic equality
|
|
|
|
static bool double_seq(double a, double b)
|
|
|
|
{
|
|
|
|
return (isnan(a) && isnan(b)) || a == b;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool scaler_fun_eq(struct scaler_fun a, struct scaler_fun b)
|
|
|
|
{
|
|
|
|
if ((a.name && !b.name) || (b.name && !a.name))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return ((!a.name && !b.name) || strcmp(a.name, b.name) == 0) &&
|
|
|
|
double_seq(a.params[0], b.params[0]) &&
|
|
|
|
double_seq(a.params[1], b.params[1]) &&
|
|
|
|
a.blur == b.blur;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool scaler_conf_eq(struct scaler_config a, struct scaler_config b)
|
|
|
|
{
|
|
|
|
// Note: antiring isn't compared because it doesn't affect LUT
|
|
|
|
// generation
|
|
|
|
return scaler_fun_eq(a.kernel, b.kernel) &&
|
|
|
|
scaler_fun_eq(a.window, b.window) &&
|
2015-08-20 19:45:58 +00:00
|
|
|
a.radius == b.radius &&
|
|
|
|
a.clamp == b.clamp;
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void reinit_scaler(struct gl_video *p, struct scaler *scaler,
|
|
|
|
const struct scaler_config *conf,
|
|
|
|
double scale_factor,
|
|
|
|
int sizes[])
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
if (scaler_conf_eq(scaler->conf, *conf) &&
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
scaler->scale_factor == scale_factor &&
|
|
|
|
scaler->initialized)
|
2014-04-20 19:30:23 +00:00
|
|
|
return;
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
uninit_scaler(p, scaler);
|
2014-04-20 19:30:23 +00:00
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
scaler->conf = *conf;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
scaler->scale_factor = scale_factor;
|
|
|
|
scaler->insufficient = false;
|
|
|
|
scaler->initialized = true;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
const struct filter_kernel *t_kernel = mp_find_filter_kernel(conf->kernel.name);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
if (!t_kernel)
|
|
|
|
return;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
scaler->kernel_storage = *t_kernel;
|
|
|
|
scaler->kernel = &scaler->kernel_storage;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
const char *win = conf->window.name;
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
if (!win || !win[0])
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
win = t_kernel->window; // fall back to the scaler's default window
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
const struct filter_window *t_window = mp_find_filter_window(win);
|
|
|
|
if (t_window)
|
|
|
|
scaler->kernel->w = *t_window;
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
for (int n = 0; n < 2; n++) {
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
if (!isnan(conf->kernel.params[n]))
|
|
|
|
scaler->kernel->f.params[n] = conf->kernel.params[n];
|
|
|
|
if (!isnan(conf->window.params[n]))
|
|
|
|
scaler->kernel->w.params[n] = conf->window.params[n];
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
2014-04-20 19:37:18 +00:00
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
if (conf->kernel.blur > 0.0)
|
|
|
|
scaler->kernel->f.blur = conf->kernel.blur;
|
|
|
|
if (conf->window.blur > 0.0)
|
|
|
|
scaler->kernel->w.blur = conf->window.blur;
|
2014-04-20 19:30:23 +00:00
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
if (scaler->kernel->f.resizable && conf->radius > 0.0)
|
|
|
|
scaler->kernel->f.radius = conf->radius;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
2015-08-20 19:45:58 +00:00
|
|
|
scaler->kernel->clamp = conf->clamp;
|
|
|
|
|
2015-03-13 18:30:31 +00:00
|
|
|
scaler->insufficient = !mp_init_filter(scaler->kernel, sizes, scale_factor);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
if (scaler->kernel->polar) {
|
|
|
|
scaler->gl_target = GL_TEXTURE_1D;
|
|
|
|
} else {
|
|
|
|
scaler->gl_target = GL_TEXTURE_2D;
|
|
|
|
}
|
|
|
|
|
|
|
|
int size = scaler->kernel->size;
|
|
|
|
int elems_per_pixel = 4;
|
|
|
|
if (size == 1) {
|
|
|
|
elems_per_pixel = 1;
|
|
|
|
} else if (size == 2) {
|
|
|
|
elems_per_pixel = 2;
|
|
|
|
} else if (size == 6) {
|
|
|
|
elems_per_pixel = 3;
|
|
|
|
}
|
|
|
|
int width = size / elems_per_pixel;
|
|
|
|
assert(size == width * elems_per_pixel);
|
|
|
|
const struct fmt_entry *fmt = &gl_float16_formats[elems_per_pixel - 1];
|
|
|
|
GLenum target = scaler->gl_target;
|
|
|
|
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_SCALERS + scaler->index);
|
|
|
|
|
|
|
|
if (!scaler->gl_lut)
|
|
|
|
gl->GenTextures(1, &scaler->gl_lut);
|
|
|
|
|
|
|
|
gl->BindTexture(target, scaler->gl_lut);
|
|
|
|
|
|
|
|
float *weights = talloc_array(NULL, float, LOOKUP_TEXTURE_SIZE * size);
|
|
|
|
mp_compute_lut(scaler->kernel, LOOKUP_TEXTURE_SIZE, weights);
|
|
|
|
|
|
|
|
if (target == GL_TEXTURE_1D) {
|
|
|
|
gl->TexImage1D(target, 0, fmt->internal_format, LOOKUP_TEXTURE_SIZE,
|
|
|
|
0, fmt->format, GL_FLOAT, weights);
|
|
|
|
} else {
|
|
|
|
gl->TexImage2D(target, 0, fmt->internal_format, width, LOOKUP_TEXTURE_SIZE,
|
|
|
|
0, fmt->format, GL_FLOAT, weights);
|
|
|
|
}
|
|
|
|
|
|
|
|
talloc_free(weights);
|
|
|
|
|
|
|
|
gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
if (target != GL_TEXTURE_1D)
|
|
|
|
gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
|
|
|
|
debug_check_gl(p, "after initializing scaler");
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2015-09-05 12:03:00 +00:00
|
|
|
// Special helper for sampling from two separated stages
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
static void pass_sample_separated(struct gl_video *p, int src_tex,
|
|
|
|
struct scaler *scaler, int w, int h,
|
2015-03-13 20:14:18 +00:00
|
|
|
struct gl_transform transform)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Keep the x components untouched for the first pass
|
2015-03-12 23:36:11 +00:00
|
|
|
struct mp_rect_f src_new = p->pass_tex[src_tex].src;
|
2015-03-13 20:14:18 +00:00
|
|
|
gl_transform_rect(transform, &src_new);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSLF("// pass 1\n");
|
2015-03-12 23:36:11 +00:00
|
|
|
p->pass_tex[src_tex].src.y0 = src_new.y0;
|
|
|
|
p->pass_tex[src_tex].src.y1 = src_new.y1;
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_sample_separated_gen(p->sc, scaler, 0, 1);
|
2015-03-12 23:36:11 +00:00
|
|
|
int src_w = p->pass_tex[src_tex].src.x1 - p->pass_tex[src_tex].src.x0;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
finish_pass_fbo(p, &scaler->sep_fbo, src_w, h, src_tex, FBOTEX_FUZZY_H);
|
|
|
|
// Restore the sample source for the second pass
|
2015-09-05 12:03:00 +00:00
|
|
|
sampler_prelude(p->sc, src_tex);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSLF("// pass 2\n");
|
2015-03-12 23:36:11 +00:00
|
|
|
p->pass_tex[src_tex].src.x0 = src_new.x0;
|
|
|
|
p->pass_tex[src_tex].src.x1 = src_new.x1;
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_sample_separated_gen(p->sc, scaler, 1, 0);
|
2015-03-15 05:27:11 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Sample. This samples from the texture ID given by src_tex. It's hardcoded to
|
|
|
|
// use all variables and values associated with it (which includes textureN,
|
|
|
|
// texcoordN and texture_sizeN).
|
|
|
|
// The src rectangle is implicit in p->pass_tex + transform.
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// The dst rectangle is implicit by what the caller will do next, but w and h
|
|
|
|
// must still be what is going to be used (to dimension FBOs correctly).
|
|
|
|
// This will declare "vec4 color;", which contains the scaled contents.
|
|
|
|
// The scaler unit is initialized by this function; in order to avoid cache
|
|
|
|
// thrashing, the scaler unit should usually use the same parameters.
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
static void pass_sample(struct gl_video *p, int src_tex, struct scaler *scaler,
|
|
|
|
const struct scaler_config *conf, double scale_factor,
|
2015-03-13 20:14:18 +00:00
|
|
|
int w, int h, struct gl_transform transform)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
reinit_scaler(p, scaler, conf, scale_factor, filter_sizes);
|
2015-09-05 12:03:00 +00:00
|
|
|
sampler_prelude(p->sc, src_tex);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
|
|
|
// Set up the transformation for everything other than separated scaling
|
|
|
|
if (!scaler->kernel || scaler->kernel->polar)
|
2015-03-13 20:14:18 +00:00
|
|
|
gl_transform_rect(transform, &p->pass_tex[src_tex].src);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// Dispatch the scaler. They're all wildly different.
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
const char *name = scaler->conf.kernel.name;
|
|
|
|
if (strcmp(name, "bilinear") == 0) {
|
2015-03-24 08:43:06 +00:00
|
|
|
GLSL(vec4 color = texture(tex, pos);)
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
} else if (strcmp(name, "bicubic_fast") == 0) {
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_sample_bicubic_fast(p->sc);
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
} else if (strcmp(name, "oversample") == 0) {
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_sample_oversample(p->sc, scaler, w, h);
|
2015-03-27 12:27:40 +00:00
|
|
|
} else if (strcmp(name, "custom") == 0) {
|
2015-09-23 20:13:03 +00:00
|
|
|
const char *body = load_cached_file(p, p->opts.scale_shader);
|
2015-03-27 12:27:40 +00:00
|
|
|
if (body) {
|
|
|
|
load_shader(p, body);
|
|
|
|
GLSLF("// custom scale-shader\n");
|
|
|
|
GLSL(vec4 color = sample(tex, pos, size);)
|
|
|
|
} else {
|
|
|
|
p->opts.scale_shader = NULL;
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
} else if (scaler->kernel && scaler->kernel->polar) {
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_sample_polar(p->sc, scaler);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
} else if (scaler->kernel) {
|
|
|
|
pass_sample_separated(p, src_tex, scaler, w, h, transform);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
} else {
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Should never happen
|
|
|
|
abort();
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
|
|
|
// Micro-optimization: Avoid scaling unneeded channels
|
|
|
|
if (!p->has_alpha || p->opts.alpha_mode != 1)
|
|
|
|
GLSL(color.a = 1.0;)
|
2015-01-29 14:50:21 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// sample from video textures, set "color" variable to yuv value
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
static void pass_read_video(struct gl_video *p)
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
{
|
2015-03-13 20:14:18 +00:00
|
|
|
struct gl_transform chromafix;
|
|
|
|
pass_set_image_textures(p, &p->image, &chromafix);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
int in_bits = p->image_desc.component_bits,
|
|
|
|
tx_bits = (in_bits + 7) & ~7;
|
2015-09-05 15:39:27 +00:00
|
|
|
float tex_mul = ((1 << tx_bits) - 1.0) / ((1 << in_bits) - 1.0);
|
|
|
|
|
|
|
|
bool color_defined = false;
|
|
|
|
if (p->plane_count > 1) {
|
|
|
|
// Chroma processing (merging -> debanding -> scaling)
|
|
|
|
struct src_tex luma = p->pass_tex[0];
|
|
|
|
struct src_tex alpha = p->pass_tex[3];
|
|
|
|
int c_w = p->pass_tex[1].src.x1 - p->pass_tex[1].src.x0;
|
|
|
|
int c_h = p->pass_tex[1].src.y1 - p->pass_tex[1].src.y0;
|
|
|
|
const struct scaler_config *cscale = &p->opts.scaler[2];
|
|
|
|
|
|
|
|
bool merged = false;
|
|
|
|
if (p->plane_count > 2) {
|
|
|
|
// For simplicity and performance, we merge the chroma planes
|
|
|
|
// into a single texture before scaling or debanding, so the shader
|
|
|
|
// doesn't need to run multiple times.
|
|
|
|
GLSLF("// chroma merging\n");
|
|
|
|
GLSL(vec4 color = vec4(texture(texture1, texcoord1).x,
|
|
|
|
texture(texture2, texcoord2).x,
|
|
|
|
0.0, 1.0);)
|
|
|
|
// We also pull up to the full dynamic range of the texture to avoid
|
|
|
|
// heavy clipping when using low-bit-depth FBOs
|
|
|
|
GLSLF("color.xy *= %f;\n", tex_mul);
|
|
|
|
assert(c_w == p->pass_tex[2].src.x1 - p->pass_tex[2].src.x0);
|
|
|
|
assert(c_h == p->pass_tex[2].src.y1 - p->pass_tex[2].src.y0);
|
|
|
|
finish_pass_fbo(p, &p->chroma_merge_fbo, c_w, c_h, 1, 0);
|
|
|
|
p->use_normalized_range = true;
|
|
|
|
merged = true;
|
|
|
|
}
|
2015-03-27 12:27:40 +00:00
|
|
|
|
2015-09-05 15:39:27 +00:00
|
|
|
if (p->opts.deband) {
|
2015-09-10 18:53:47 +00:00
|
|
|
pass_sample_deband(p->sc, p->opts.deband_opts, 1, p->gl_target,
|
|
|
|
merged ? 1.0 : tex_mul, p->image_w, p->image_h,
|
|
|
|
&p->lfg);
|
2015-09-05 15:39:27 +00:00
|
|
|
GLSL(color.zw = vec2(0.0, 1.0);) // skip unused
|
|
|
|
finish_pass_fbo(p, &p->chroma_deband_fbo, c_w, c_h, 1, 0);
|
|
|
|
p->use_normalized_range = true;
|
|
|
|
}
|
2015-04-12 01:34:38 +00:00
|
|
|
|
2015-09-05 15:39:27 +00:00
|
|
|
// Sample either directly or by upscaling
|
|
|
|
if (p->image_desc.flags & MP_IMGFLAG_SUBSAMPLED) {
|
|
|
|
GLSLF("// chroma scaling\n");
|
|
|
|
pass_sample(p, 1, &p->scaler[2], cscale, 1.0,
|
|
|
|
p->image_w, p->image_h, chromafix);
|
|
|
|
GLSL(vec2 chroma = color.xy;)
|
|
|
|
color_defined = true; // pass_sample defines vec4 color
|
2015-03-27 12:27:40 +00:00
|
|
|
} else {
|
2015-09-05 15:39:27 +00:00
|
|
|
GLSL(vec2 chroma = texture(texture1, texcoord1).xy;)
|
2015-03-27 12:27:40 +00:00
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
2015-09-05 15:39:27 +00:00
|
|
|
p->pass_tex[0] = luma; // Restore the luma and alpha planes
|
|
|
|
p->pass_tex[3] = alpha;
|
2015-03-27 12:27:40 +00:00
|
|
|
}
|
|
|
|
|
2015-09-05 15:39:27 +00:00
|
|
|
// As an unfortunate side-effect of re-using the vec4 color constant in
|
|
|
|
// both the luma and chroma stages, vec4 color may or may not be defined
|
|
|
|
// at this point. If it's missing, define it since the code from here on
|
|
|
|
// relies on it.
|
|
|
|
if (!color_defined)
|
|
|
|
GLSL(vec4 color;)
|
|
|
|
|
|
|
|
// Sample the main (luma/RGB) plane. This is inside a sub-block to avoid
|
|
|
|
// colliding with the vec4 color that may be left over from the chroma
|
|
|
|
// stuff
|
|
|
|
GLSL(vec4 main;)
|
|
|
|
GLSLF("{\n");
|
|
|
|
if (p->opts.deband) {
|
2015-09-10 18:53:47 +00:00
|
|
|
pass_sample_deband(p->sc, p->opts.deband_opts, 0, p->gl_target, tex_mul,
|
2015-09-05 15:39:27 +00:00
|
|
|
p->image_w, p->image_h, &p->lfg);
|
|
|
|
p->use_normalized_range = true;
|
2015-03-27 12:27:40 +00:00
|
|
|
} else {
|
2015-09-05 15:39:27 +00:00
|
|
|
GLSL(vec4 color = texture(texture0, texcoord0);)
|
2015-05-27 15:40:58 +00:00
|
|
|
if (p->use_normalized_range)
|
2015-09-05 15:39:27 +00:00
|
|
|
GLSLF("color *= %f;\n", tex_mul);
|
2015-03-27 12:27:40 +00:00
|
|
|
}
|
2015-09-05 15:39:27 +00:00
|
|
|
GLSL(main = color;)
|
|
|
|
GLSLF("}\n");
|
2015-03-27 12:27:40 +00:00
|
|
|
|
2015-09-05 15:39:27 +00:00
|
|
|
// Set up the right combination of planes
|
|
|
|
GLSL(color = main;)
|
|
|
|
if (p->plane_count > 1)
|
|
|
|
GLSL(color.yz = chroma;)
|
2015-03-27 12:27:40 +00:00
|
|
|
if (p->has_alpha && p->plane_count >= 4) {
|
2015-03-13 20:29:04 +00:00
|
|
|
GLSL(color.a = texture(texture3, texcoord3).r;)
|
2015-05-27 15:40:58 +00:00
|
|
|
if (p->use_normalized_range)
|
2015-09-05 15:39:27 +00:00
|
|
|
GLSLF("color.a *= %f;\n", tex_mul);
|
2015-03-27 12:27:40 +00:00
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// yuv conversion, and any other conversions before main up/down-scaling
|
|
|
|
static void pass_convert_yuv(struct gl_video *p)
|
|
|
|
{
|
|
|
|
struct gl_shader_cache *sc = p->sc;
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
struct mp_csp_params cparams = MP_CSP_PARAMS_DEFAULTS;
|
|
|
|
cparams.gray = p->is_yuv && !p->is_packed_yuv && p->plane_count == 1;
|
|
|
|
cparams.input_bits = p->image_desc.component_bits;
|
|
|
|
cparams.texture_bits = (cparams.input_bits + 7) & ~7;
|
|
|
|
mp_csp_set_image_params(&cparams, &p->image_params);
|
|
|
|
mp_csp_copy_equalizer_values(&cparams, &p->video_eq);
|
2015-03-23 01:42:19 +00:00
|
|
|
p->user_gamma = 1.0 / (cparams.gamma * p->opts.gamma);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSLF("// color conversion\n");
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
if (p->color_swizzle[0])
|
|
|
|
GLSLF("color = color.%s;\n", p->color_swizzle);
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Pre-colormatrix input gamma correction
|
|
|
|
if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
|
|
|
|
cparams.colorspace = MP_CSP_XYZ;
|
|
|
|
|
|
|
|
// Pre-colormatrix input gamma correction. Note that this results in
|
|
|
|
// linear light
|
2015-03-21 06:47:42 +00:00
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(2.6));)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
// Something already took care of expansion
|
2015-05-27 15:40:58 +00:00
|
|
|
if (p->use_normalized_range)
|
2015-03-27 12:27:40 +00:00
|
|
|
cparams.input_bits = cparams.texture_bits;
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Conversion from Y'CbCr or other linear spaces to RGB
|
|
|
|
if (!p->is_rgb) {
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct mp_cmat m = {{{0}}};
|
|
|
|
if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
struct mp_csp_primaries csp = mp_get_csp_primaries(p->image_params.primaries);
|
|
|
|
mp_get_xyz2rgb_coeffs(&cparams, csp, MP_INTENT_RELATIVE_COLORIMETRIC, &m);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
} else {
|
|
|
|
mp_get_yuv2rgb_coeffs(&cparams, &m);
|
|
|
|
}
|
|
|
|
gl_sc_uniform_mat3(sc, "colormatrix", true, &m.m[0][0]);
|
|
|
|
gl_sc_uniform_vec3(sc, "colormatrix_c", m.c);
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSL(color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;)
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
|
|
|
if (p->image_params.colorspace == MP_CSP_BT_2020_C) {
|
|
|
|
// Conversion for C'rcY'cC'bc via the BT.2020 CL system:
|
|
|
|
// C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
|
|
|
|
// = (B'-Y'c) / 1.5816 | C'bc > 0
|
|
|
|
//
|
|
|
|
// C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
|
|
|
|
// = (R'-Y'c) / 0.9936 | C'rc > 0
|
|
|
|
//
|
|
|
|
// as per the BT.2020 specification, table 4. This is a non-linear
|
|
|
|
// transformation because (constant) luminance receives non-equal
|
|
|
|
// contributions from the three different channels.
|
|
|
|
GLSLF("// constant luminance conversion\n");
|
|
|
|
GLSL(color.br = color.br * mix(vec2(1.5816, 0.9936),
|
|
|
|
vec2(1.9404, 1.7184),
|
|
|
|
lessThanEqual(color.br, vec2(0)))
|
|
|
|
+ color.gg;)
|
|
|
|
// Expand channels to camera-linear light. This shader currently just
|
|
|
|
// assumes everything uses the BT.2020 12-bit gamma function, since the
|
|
|
|
// difference between 10 and 12-bit is negligible for anything other
|
|
|
|
// than 12-bit content.
|
|
|
|
GLSL(color.rgb = mix(color.rgb / vec3(4.5),
|
|
|
|
pow((color.rgb + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)),
|
|
|
|
lessThanEqual(vec3(0.08145), color.rgb));)
|
|
|
|
// Calculate the green channel from the expanded RYcB
|
|
|
|
// The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
|
|
|
|
GLSL(color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;)
|
2015-03-14 02:04:23 +00:00
|
|
|
// Recompress to receive the R'G'B' result, same as other systems
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
GLSL(color.rgb = mix(color.rgb * vec3(4.5),
|
|
|
|
vec3(1.0993) * pow(color.rgb, vec3(0.45)) - vec3(0.0993),
|
|
|
|
lessThanEqual(vec3(0.0181), color.rgb));)
|
|
|
|
}
|
|
|
|
|
2015-03-13 20:29:04 +00:00
|
|
|
if (!p->has_alpha || p->opts.alpha_mode == 0) { // none
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
GLSL(color.a = 1.0;)
|
2015-03-13 20:29:04 +00:00
|
|
|
} else if (p->opts.alpha_mode == 2) { // blend
|
|
|
|
GLSL(color = vec4(color.rgb * color.a, 1.0);)
|
|
|
|
}
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
static void get_scale_factors(struct gl_video *p, double xy[2])
|
2014-11-23 19:06:05 +00:00
|
|
|
{
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
xy[0] = (p->dst_rect.x1 - p->dst_rect.x0) /
|
|
|
|
(double)(p->src_rect.x1 - p->src_rect.x0);
|
|
|
|
xy[1] = (p->dst_rect.y1 - p->dst_rect.y0) /
|
|
|
|
(double)(p->src_rect.y1 - p->src_rect.y0);
|
|
|
|
}
|
|
|
|
|
2015-09-07 19:02:49 +00:00
|
|
|
// Compute the cropped and rotated transformation of the video source rectangle.
|
|
|
|
// vp_w and vp_h are set to the _destination_ video size.
|
|
|
|
static void compute_src_transform(struct gl_video *p, struct gl_transform *tr,
|
|
|
|
int *vp_w, int *vp_h)
|
|
|
|
{
|
|
|
|
float sx = (p->src_rect.x1 - p->src_rect.x0) / (float)p->image_w,
|
|
|
|
sy = (p->src_rect.y1 - p->src_rect.y0) / (float)p->image_h,
|
|
|
|
ox = p->src_rect.x0,
|
|
|
|
oy = p->src_rect.y0;
|
|
|
|
struct gl_transform transform = {{{sx,0.0}, {0.0,sy}}, {ox,oy}};
|
|
|
|
|
|
|
|
int xc = 0, yc = 1;
|
|
|
|
*vp_w = p->dst_rect.x1 - p->dst_rect.x0,
|
|
|
|
*vp_h = p->dst_rect.y1 - p->dst_rect.y0;
|
|
|
|
|
|
|
|
if ((p->image_params.rotate % 180) == 90) {
|
|
|
|
MPSWAP(float, transform.m[0][xc], transform.m[0][yc]);
|
|
|
|
MPSWAP(float, transform.m[1][xc], transform.m[1][yc]);
|
|
|
|
MPSWAP(float, transform.t[0], transform.t[1]);
|
|
|
|
MPSWAP(int, xc, yc);
|
|
|
|
MPSWAP(int, *vp_w, *vp_h);
|
|
|
|
}
|
|
|
|
|
|
|
|
*tr = transform;
|
|
|
|
}
|
|
|
|
|
2015-03-15 21:52:34 +00:00
|
|
|
// Takes care of the main scaling and pre/post-conversions
|
|
|
|
static void pass_scale_main(struct gl_video *p)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
|
|
|
// Figure out the main scaler.
|
|
|
|
double xy[2];
|
|
|
|
get_scale_factors(p, xy);
|
|
|
|
bool downscaling = xy[0] < 1.0 || xy[1] < 1.0;
|
|
|
|
bool upscaling = !downscaling && (xy[0] > 1.0 || xy[1] > 1.0);
|
|
|
|
double scale_factor = 1.0;
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
struct scaler *scaler = &p->scaler[0];
|
|
|
|
struct scaler_config scaler_conf = p->opts.scaler[0];
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
if (p->opts.scaler_resizes_only && !downscaling && !upscaling)
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
scaler_conf.kernel.name = "bilinear";
|
|
|
|
if (downscaling && p->opts.scaler[1].kernel.name) {
|
|
|
|
scaler_conf = p->opts.scaler[1];
|
|
|
|
scaler = &p->scaler[1];
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
double f = MPMIN(xy[0], xy[1]);
|
|
|
|
if (p->opts.fancy_downscaling && f < 1.0 &&
|
|
|
|
fabs(xy[0] - f) < 0.01 && fabs(xy[1] - f) < 0.01)
|
|
|
|
{
|
|
|
|
scale_factor = FFMAX(1.0, 1.0 / f);
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Pre-conversion, like linear light/sigmoidization
|
|
|
|
GLSLF("// scaler pre-conversion\n");
|
2015-09-05 09:39:20 +00:00
|
|
|
if (p->use_linear)
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_linearize(p->sc, p->image_params.gamma);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
2015-03-15 21:52:34 +00:00
|
|
|
bool use_sigmoid = p->use_linear && p->opts.sigmoid_upscaling && upscaling;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
float sig_center, sig_slope, sig_offset, sig_scale;
|
|
|
|
if (use_sigmoid) {
|
|
|
|
// Coefficients for the sigmoidal transform are taken from the
|
|
|
|
// formula here: http://www.imagemagick.org/Usage/color_mods/#sigmoidal
|
|
|
|
sig_center = p->opts.sigmoid_center;
|
|
|
|
sig_slope = p->opts.sigmoid_slope;
|
|
|
|
// This function needs to go through (0,0) and (1,1) so we compute the
|
|
|
|
// values at 1 and 0, and then scale/shift them, respectively.
|
|
|
|
sig_offset = 1.0/(1+expf(sig_slope * sig_center));
|
|
|
|
sig_scale = 1.0/(1+expf(sig_slope * (sig_center-1))) - sig_offset;
|
|
|
|
GLSLF("color.rgb = %f - log(1.0/(color.rgb * %f + %f) - 1.0)/%f;\n",
|
|
|
|
sig_center, sig_scale, sig_offset, sig_slope);
|
|
|
|
}
|
|
|
|
|
2015-09-07 19:02:49 +00:00
|
|
|
struct gl_transform transform;
|
|
|
|
int vp_w, vp_h;
|
|
|
|
compute_src_transform(p, &transform, &vp_w, &vp_h);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSLF("// main scaling\n");
|
2015-09-05 09:39:20 +00:00
|
|
|
finish_pass_fbo(p, &p->indirect_fbo, p->image_w, p->image_h, 0, 0);
|
|
|
|
pass_sample(p, 0, scaler, &scaler_conf, scale_factor, vp_w, vp_h,
|
|
|
|
transform);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
|
|
|
GLSLF("// scaler post-conversion\n");
|
|
|
|
if (use_sigmoid) {
|
|
|
|
// Inverse of the transformation above
|
|
|
|
GLSLF("color.rgb = (1.0/(1.0 + exp(%f * (%f - color.rgb))) - %f) / %f;\n",
|
|
|
|
sig_slope, sig_center, sig_offset, sig_scale);
|
|
|
|
}
|
2015-03-15 21:52:34 +00:00
|
|
|
}
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
2015-03-27 10:12:46 +00:00
|
|
|
// Adapts the colors from the given color space to the display device's native
|
|
|
|
// gamut.
|
|
|
|
static void pass_colormanage(struct gl_video *p, enum mp_csp_prim prim_src,
|
|
|
|
enum mp_csp_trc trc_src)
|
2015-03-15 21:52:34 +00:00
|
|
|
{
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
GLSLF("// color management\n");
|
|
|
|
enum mp_csp_trc trc_dst = p->opts.target_trc;
|
2015-03-27 10:12:46 +00:00
|
|
|
enum mp_csp_prim prim_dst = p->opts.target_prim;
|
2015-03-23 01:42:19 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
if (p->use_lut_3d) {
|
|
|
|
// The 3DLUT is hard-coded against BT.2020's gamut during creation, and
|
|
|
|
// we never want to adjust its output (so treat it as linear)
|
|
|
|
prim_dst = MP_CSP_PRIM_BT_2020;
|
|
|
|
trc_dst = MP_CSP_TRC_LINEAR;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (prim_dst == MP_CSP_PRIM_AUTO)
|
|
|
|
prim_dst = prim_src;
|
|
|
|
if (trc_dst == MP_CSP_TRC_AUTO) {
|
2015-03-27 10:12:46 +00:00
|
|
|
trc_dst = trc_src;
|
|
|
|
// Avoid outputting linear light at all costs
|
|
|
|
if (trc_dst == MP_CSP_TRC_LINEAR)
|
|
|
|
trc_dst = p->image_params.gamma;
|
|
|
|
if (trc_dst == MP_CSP_TRC_LINEAR)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
trc_dst = MP_CSP_TRC_GAMMA22;
|
|
|
|
}
|
|
|
|
|
2015-03-27 10:12:46 +00:00
|
|
|
bool need_cms = prim_src != prim_dst || p->use_lut_3d;
|
|
|
|
bool need_gamma = trc_src != trc_dst || need_cms;
|
2015-03-29 04:34:34 +00:00
|
|
|
if (need_gamma)
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_linearize(p->sc, trc_src);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Adapt to the right colorspace if necessary
|
|
|
|
if (prim_src != prim_dst) {
|
|
|
|
struct mp_csp_primaries csp_src = mp_get_csp_primaries(prim_src),
|
|
|
|
csp_dst = mp_get_csp_primaries(prim_dst);
|
|
|
|
float m[3][3] = {{0}};
|
|
|
|
mp_get_cms_matrix(csp_src, csp_dst, MP_INTENT_RELATIVE_COLORIMETRIC, m);
|
|
|
|
gl_sc_uniform_mat3(p->sc, "cms_matrix", true, &m[0][0]);
|
|
|
|
GLSL(color.rgb = cms_matrix * color.rgb;)
|
|
|
|
}
|
|
|
|
if (p->use_lut_3d) {
|
|
|
|
gl_sc_uniform_sampler(p->sc, "lut_3d", GL_TEXTURE_3D, TEXUNIT_3DLUT);
|
|
|
|
// For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce
|
|
|
|
// the severity of quantization errors.
|
|
|
|
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.4));)
|
|
|
|
GLSL(color.rgb = texture3D(lut_3d, color.rgb).rgb;)
|
|
|
|
}
|
2015-03-29 04:34:34 +00:00
|
|
|
if (need_gamma)
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_delinearize(p->sc, trc_dst);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
2014-11-23 19:06:05 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
static void pass_dither(struct gl_video *p)
|
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
|
|
|
// Assume 8 bits per component if unknown.
|
|
|
|
int dst_depth = p->depth_g ? p->depth_g : 8;
|
|
|
|
if (p->opts.dither_depth > 0)
|
|
|
|
dst_depth = p->opts.dither_depth;
|
|
|
|
|
|
|
|
if (p->opts.dither_depth < 0 || p->opts.dither_algo < 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!p->dither_texture) {
|
|
|
|
MP_VERBOSE(p, "Dither to %d.\n", dst_depth);
|
|
|
|
|
|
|
|
int tex_size;
|
|
|
|
void *tex_data;
|
|
|
|
GLint tex_iformat;
|
|
|
|
GLint tex_format;
|
|
|
|
GLenum tex_type;
|
|
|
|
unsigned char temp[256];
|
|
|
|
|
|
|
|
if (p->opts.dither_algo == 0) {
|
|
|
|
int sizeb = p->opts.dither_size;
|
|
|
|
int size = 1 << sizeb;
|
|
|
|
|
|
|
|
if (p->last_dither_matrix_size != size) {
|
|
|
|
p->last_dither_matrix = talloc_realloc(p, p->last_dither_matrix,
|
|
|
|
float, size * size);
|
|
|
|
mp_make_fruit_dither_matrix(p->last_dither_matrix, sizeb);
|
|
|
|
p->last_dither_matrix_size = size;
|
|
|
|
}
|
|
|
|
|
|
|
|
tex_size = size;
|
|
|
|
tex_iformat = gl_float16_formats[0].internal_format;
|
|
|
|
tex_format = gl_float16_formats[0].format;
|
|
|
|
tex_type = GL_FLOAT;
|
|
|
|
tex_data = p->last_dither_matrix;
|
|
|
|
} else {
|
|
|
|
assert(sizeof(temp) >= 8 * 8);
|
|
|
|
mp_make_ordered_dither_matrix(temp, 8);
|
|
|
|
|
|
|
|
const struct fmt_entry *fmt = find_tex_format(gl, 1, 1);
|
|
|
|
tex_size = 8;
|
|
|
|
tex_iformat = fmt->internal_format;
|
|
|
|
tex_format = fmt->format;
|
|
|
|
tex_type = fmt->type;
|
|
|
|
tex_data = temp;
|
|
|
|
}
|
|
|
|
|
|
|
|
p->dither_size = tex_size;
|
|
|
|
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_DITHER);
|
|
|
|
gl->GenTextures(1, &p->dither_texture);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, p->dither_texture);
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
gl->TexImage2D(GL_TEXTURE_2D, 0, tex_iformat, tex_size, tex_size, 0,
|
|
|
|
tex_format, tex_type, tex_data);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
2015-02-19 13:03:18 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
debug_check_gl(p, "dither setup");
|
vo_opengl: greatly increase smoothmotion performance
Instead of rendering and upscaling each video frame on every vsync, this
version of the algorithm only draws them once and caches the result,
so the only operation that has to run on every vsync is a cheap linear
interpolation, plus CMS/dithering.
On my machine, this is a huge speedup for 24 Hz content (on a 60 Hz
monitor), up to 120% faster. (The speedup is not quite 250% because of
the overhead that the larger FBOs and CMS provides)
In terms of the implementation, this commit basically swaps
interpolation and upscaling - upscaling is moved to inter_program, and
interpolation is moved to the final_program.
Furthermore, the main bulk of the frame rendering logic (upscaling etc.)
was moved to a separete function, which is called from
gl_video_interpolate_frame only if it's actually necessarily, and
skipped otherwise.
2015-02-20 21:12:02 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSLF("// dithering\n");
|
|
|
|
|
|
|
|
// This defines how many bits are considered significant for output on
|
|
|
|
// screen. The superfluous bits will be used for rounding according to the
|
|
|
|
// dither matrix. The precision of the source implicitly decides how many
|
|
|
|
// dither patterns can be visible.
|
2015-03-16 19:22:09 +00:00
|
|
|
int dither_quantization = (1 << dst_depth) - 1;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
gl_sc_uniform_sampler(p->sc, "dither", GL_TEXTURE_2D, TEXUNIT_DITHER);
|
|
|
|
|
2015-03-16 19:22:09 +00:00
|
|
|
GLSLF("vec2 dither_pos = gl_FragCoord.xy / %d;\n", p->dither_size);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
if (p->opts.temporal_dither) {
|
2015-07-20 17:09:22 +00:00
|
|
|
int phase = (p->frames_rendered / p->opts.temporal_dither_period) % 8u;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
float r = phase * (M_PI / 2); // rotate
|
|
|
|
float m = phase < 4 ? 1 : -1; // mirror
|
|
|
|
|
|
|
|
float matrix[2][2] = {{cos(r), -sin(r) },
|
|
|
|
{sin(r) * m, cos(r) * m}};
|
|
|
|
gl_sc_uniform_mat2(p->sc, "dither_trafo", true, &matrix[0][0]);
|
|
|
|
|
|
|
|
GLSL(dither_pos = dither_trafo * dither_pos;)
|
2015-02-19 13:03:18 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLSL(float dither_value = texture(dither, dither_pos).r;)
|
2015-03-16 19:22:09 +00:00
|
|
|
GLSLF("color = floor(color * %d + dither_value + 0.5 / (%d * %d)) / %d;\n",
|
|
|
|
dither_quantization, p->dither_size, p->dither_size,
|
|
|
|
dither_quantization);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
|
2015-03-29 04:34:34 +00:00
|
|
|
// Draws the OSD, in scene-referred colors.. If cms is true, subtitles are
|
|
|
|
// instead adapted to the display's gamut.
|
2015-03-23 01:42:19 +00:00
|
|
|
static void pass_draw_osd(struct gl_video *p, int draw_flags, double pts,
|
|
|
|
struct mp_osd_res rect, int vp_w, int vp_h, int fbo,
|
2015-03-29 04:34:34 +00:00
|
|
|
bool cms)
|
2015-03-23 01:42:19 +00:00
|
|
|
{
|
|
|
|
mpgl_osd_generate(p->osd, rect, pts, p->image_params.stereo_out, draw_flags);
|
|
|
|
|
|
|
|
p->gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
for (int n = 0; n < MAX_OSD_PARTS; n++) {
|
|
|
|
enum sub_bitmap_format fmt = mpgl_osd_get_part_format(p->osd, n);
|
|
|
|
if (!fmt)
|
|
|
|
continue;
|
|
|
|
gl_sc_uniform_sampler(p->sc, "osdtex", GL_TEXTURE_2D, 0);
|
|
|
|
switch (fmt) {
|
|
|
|
case SUBBITMAP_RGBA: {
|
|
|
|
GLSLF("// OSD (RGBA)\n");
|
|
|
|
GLSL(vec4 color = texture(osdtex, texcoord).bgra;)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case SUBBITMAP_LIBASS: {
|
|
|
|
GLSLF("// OSD (libass)\n");
|
|
|
|
GLSL(vec4 color =
|
|
|
|
vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
abort();
|
|
|
|
}
|
2015-03-29 04:34:34 +00:00
|
|
|
// Subtitle color management, they're assumed to be sRGB by default
|
|
|
|
if (cms)
|
2015-03-27 10:12:46 +00:00
|
|
|
pass_colormanage(p, MP_CSP_PRIM_BT_709, MP_CSP_TRC_SRGB);
|
2015-03-23 01:42:19 +00:00
|
|
|
gl_sc_set_vao(p->sc, mpgl_osd_get_vao(p->osd));
|
|
|
|
gl_sc_gen_shader_and_reset(p->sc);
|
|
|
|
mpgl_osd_draw_part(p->osd, vp_w, vp_h, n);
|
|
|
|
}
|
|
|
|
gl_sc_set_vao(p->sc, &p->vao);
|
|
|
|
}
|
|
|
|
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
// Minimal rendering code path, for GLES or OpenGL 2.1 without proper FBOs.
|
|
|
|
static void pass_render_frame_dumb(struct gl_video *p, int fbo)
|
|
|
|
{
|
|
|
|
p->gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
|
|
|
|
struct gl_transform chromafix;
|
|
|
|
pass_set_image_textures(p, &p->image, &chromafix);
|
|
|
|
|
|
|
|
struct gl_transform transform;
|
|
|
|
int vp_w, vp_h;
|
|
|
|
compute_src_transform(p, &transform, &vp_w, &vp_h);
|
|
|
|
|
|
|
|
struct gl_transform tchroma = transform;
|
|
|
|
tchroma.t[0] /= 1 << p->image_desc.chroma_xs;
|
|
|
|
tchroma.t[1] /= 1 << p->image_desc.chroma_ys;
|
|
|
|
|
|
|
|
gl_transform_rect(transform, &p->pass_tex[0].src);
|
|
|
|
for (int n = 1; n < 3; n++) {
|
|
|
|
gl_transform_rect(chromafix, &p->pass_tex[n].src);
|
|
|
|
gl_transform_rect(tchroma, &p->pass_tex[n].src);
|
|
|
|
}
|
|
|
|
gl_transform_rect(transform, &p->pass_tex[3].src);
|
|
|
|
|
|
|
|
GLSL(vec4 color = texture(texture0, texcoord0);)
|
|
|
|
if (p->image_params.imgfmt == IMGFMT_NV12 ||
|
|
|
|
p->image_params.imgfmt == IMGFMT_NV21)
|
|
|
|
{
|
|
|
|
GLSL(color.gb = texture(texture1, texcoord1).RG;)
|
|
|
|
} else if (p->plane_count >= 3) {
|
|
|
|
GLSL(color.g = texture(texture1, texcoord1).r;)
|
|
|
|
GLSL(color.b = texture(texture2, texcoord2).r;)
|
|
|
|
}
|
|
|
|
if (p->plane_count >= 4)
|
|
|
|
GLSL(color.a = texture(texture3, texcoord3).r;);
|
|
|
|
|
|
|
|
p->use_normalized_range = false;
|
|
|
|
pass_convert_yuv(p);
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// The main rendering function, takes care of everything up to and including
|
2015-07-17 21:21:04 +00:00
|
|
|
// upscaling. p->image is rendered.
|
|
|
|
static void pass_render_frame(struct gl_video *p)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
{
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
if (p->opts.dumb_mode)
|
|
|
|
return;
|
|
|
|
|
2015-04-02 09:13:51 +00:00
|
|
|
p->use_linear = p->opts.linear_scaling || p->opts.sigmoid_upscaling;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
pass_read_video(p);
|
|
|
|
pass_convert_yuv(p);
|
2015-04-10 20:19:44 +00:00
|
|
|
|
|
|
|
// For subtitles
|
|
|
|
double vpts = p->image.mpi->pts;
|
|
|
|
if (vpts == MP_NOPTS_VALUE)
|
|
|
|
vpts = p->osd_pts;
|
|
|
|
|
2015-04-11 17:16:34 +00:00
|
|
|
if (p->osd && p->opts.blend_subs == 2) {
|
2015-04-11 13:53:00 +00:00
|
|
|
double scale[2];
|
|
|
|
get_scale_factors(p, scale);
|
|
|
|
struct mp_osd_res rect = {
|
|
|
|
.w = p->image_w, .h = p->image_h,
|
|
|
|
.display_par = scale[1] / scale[0], // counter compensate scaling
|
|
|
|
};
|
2015-04-10 20:19:44 +00:00
|
|
|
finish_pass_fbo(p, &p->blend_subs_fbo, p->image_w, p->image_h, 0, 0);
|
|
|
|
pass_draw_osd(p, OSD_DRAW_SUB_ONLY, vpts, rect, p->image_w, p->image_h,
|
|
|
|
p->blend_subs_fbo.fbo, false);
|
|
|
|
GLSL(vec4 color = texture(texture0, texcoord0);)
|
|
|
|
}
|
|
|
|
|
2015-09-05 09:39:20 +00:00
|
|
|
apply_shaders(p, p->opts.pre_shaders, &p->pre_fbo[0], 0,
|
|
|
|
p->image_w, p->image_h);
|
2015-03-27 12:27:40 +00:00
|
|
|
|
2015-09-23 20:43:27 +00:00
|
|
|
if (p->opts.unsharp != 0.0) {
|
|
|
|
finish_pass_fbo(p, &p->unsharp_fbo, p->image_w, p->image_h, 0, 0);
|
|
|
|
pass_sample_unsharp(p->sc, p->opts.unsharp);
|
|
|
|
}
|
|
|
|
|
2015-03-15 21:52:34 +00:00
|
|
|
pass_scale_main(p);
|
2015-03-23 01:42:19 +00:00
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
int vp_w = p->dst_rect.x1 - p->dst_rect.x0,
|
|
|
|
vp_h = p->dst_rect.y1 - p->dst_rect.y0;
|
2015-04-11 17:16:34 +00:00
|
|
|
if (p->osd && p->opts.blend_subs == 1) {
|
2015-03-23 01:42:19 +00:00
|
|
|
// Recreate the real video size from the src/dst rects
|
|
|
|
struct mp_osd_res rect = {
|
|
|
|
.w = vp_w, .h = vp_h,
|
|
|
|
.ml = -p->src_rect.x0, .mr = p->src_rect.x1 - p->image_w,
|
|
|
|
.mt = -p->src_rect.y0, .mb = p->src_rect.y1 - p->image_h,
|
|
|
|
.display_par = 1.0,
|
|
|
|
};
|
|
|
|
// Adjust margins for scale
|
|
|
|
double scale[2];
|
|
|
|
get_scale_factors(p, scale);
|
|
|
|
rect.ml *= scale[0]; rect.mr *= scale[0];
|
|
|
|
rect.mt *= scale[1]; rect.mb *= scale[1];
|
2015-03-29 04:34:34 +00:00
|
|
|
// We should always blend subtitles in non-linear light
|
|
|
|
if (p->use_linear)
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_delinearize(p->sc, p->image_params.gamma);
|
2015-03-25 22:06:46 +00:00
|
|
|
finish_pass_fbo(p, &p->blend_subs_fbo, vp_w, vp_h, 0, FBOTEX_FUZZY);
|
2015-03-23 01:42:19 +00:00
|
|
|
pass_draw_osd(p, OSD_DRAW_SUB_ONLY, vpts, rect, vp_w, vp_h,
|
2015-03-29 04:34:34 +00:00
|
|
|
p->blend_subs_fbo.fbo, false);
|
2015-03-23 01:42:19 +00:00
|
|
|
GLSL(vec4 color = texture(texture0, texcoord0);)
|
2015-03-29 04:34:34 +00:00
|
|
|
if (p->use_linear)
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_linearize(p->sc, p->image_params.gamma);
|
2015-03-23 01:42:19 +00:00
|
|
|
}
|
2015-03-27 12:27:40 +00:00
|
|
|
|
|
|
|
apply_shaders(p, p->opts.post_shaders, &p->post_fbo[0], 0, vp_w, vp_h);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void pass_draw_to_screen(struct gl_video *p, int fbo)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
if (p->opts.dumb_mode)
|
|
|
|
pass_render_frame_dumb(p, fbo);
|
|
|
|
|
2015-03-27 10:12:46 +00:00
|
|
|
// Adjust the overall gamma before drawing to screen
|
|
|
|
if (p->user_gamma != 1) {
|
|
|
|
gl_sc_uniform_f(p->sc, "user_gamma", p->user_gamma);
|
|
|
|
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
|
|
|
|
GLSL(color.rgb = pow(color.rgb, vec3(user_gamma));)
|
|
|
|
}
|
|
|
|
pass_colormanage(p, p->image_params.primaries,
|
|
|
|
p->use_linear ? MP_CSP_TRC_LINEAR : p->image_params.gamma);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
pass_dither(p);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
int flags = (p->image_params.rotate % 90 ? 0 : p->image_params.rotate / 90)
|
|
|
|
| (p->image.image_flipped ? 4 : 0);
|
|
|
|
finish_pass_direct(p, fbo, p->vp_w, p->vp_h, &p->dst_rect, flags);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Draws an interpolate frame to fbo, based on the frame timing in t
|
2015-07-01 17:24:28 +00:00
|
|
|
static void gl_video_interpolate_frame(struct gl_video *p, struct vo_frame *t,
|
|
|
|
int fbo)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
{
|
|
|
|
int vp_w = p->dst_rect.x1 - p->dst_rect.x0,
|
2015-03-25 22:06:46 +00:00
|
|
|
vp_h = p->dst_rect.y1 - p->dst_rect.y0;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
2015-06-30 23:25:30 +00:00
|
|
|
// Reset the queue completely if this is a still image, to avoid any
|
|
|
|
// interpolation artifacts from surrounding frames when unpausing or
|
|
|
|
// framestepping
|
|
|
|
if (t->still)
|
|
|
|
gl_video_reset_surfaces(p);
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// First of all, figure out if we have a frame availble at all, and draw
|
|
|
|
// it manually + reset the queue if not
|
2015-06-26 08:59:57 +00:00
|
|
|
if (p->surfaces[p->surface_now].pts == MP_NOPTS_VALUE) {
|
2015-07-17 21:21:04 +00:00
|
|
|
gl_video_upload_image(p, t->current);
|
|
|
|
pass_render_frame(p);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
finish_pass_fbo(p, &p->surfaces[p->surface_now].fbotex,
|
2015-07-22 21:57:09 +00:00
|
|
|
vp_w, vp_h, 0, FBOTEX_FUZZY);
|
2015-06-26 08:59:57 +00:00
|
|
|
p->surfaces[p->surface_now].pts = p->image.mpi->pts;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
p->surface_idx = p->surface_now;
|
|
|
|
}
|
|
|
|
|
2015-06-26 08:59:57 +00:00
|
|
|
// Find the right frame for this instant
|
2015-07-01 17:24:28 +00:00
|
|
|
if (t->current&& t->current->pts != MP_NOPTS_VALUE) {
|
2015-06-26 08:59:57 +00:00
|
|
|
int next = fbosurface_wrap(p->surface_now + 1);
|
|
|
|
while (p->surfaces[next].pts != MP_NOPTS_VALUE &&
|
|
|
|
p->surfaces[next].pts > p->surfaces[p->surface_now].pts &&
|
2015-07-01 17:24:28 +00:00
|
|
|
p->surfaces[p->surface_now].pts < t->current->pts)
|
2015-06-26 08:59:57 +00:00
|
|
|
{
|
|
|
|
p->surface_now = next;
|
|
|
|
next = fbosurface_wrap(next + 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-03-13 18:30:31 +00:00
|
|
|
// Figure out the queue size. For illustration, a filter radius of 2 would
|
|
|
|
// look like this: _ A [B] C D _
|
|
|
|
// A is surface_bse, B is surface_now, C is surface_nxt and D is
|
|
|
|
// surface_end.
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
struct scaler *tscale = &p->scaler[3];
|
|
|
|
reinit_scaler(p, tscale, &p->opts.scaler[3], 1, tscale_sizes);
|
2015-07-11 11:55:45 +00:00
|
|
|
bool oversample = strcmp(tscale->conf.kernel.name, "oversample") == 0;
|
2015-03-15 06:11:51 +00:00
|
|
|
int size;
|
2015-03-13 18:30:31 +00:00
|
|
|
|
2015-07-11 11:55:45 +00:00
|
|
|
if (oversample) {
|
|
|
|
size = 2;
|
|
|
|
} else {
|
|
|
|
assert(tscale->kernel && !tscale->kernel->polar);
|
|
|
|
size = ceil(tscale->kernel->size);
|
|
|
|
assert(size <= TEXUNIT_VIDEO_NUM);
|
|
|
|
}
|
2015-06-26 08:59:57 +00:00
|
|
|
|
|
|
|
int radius = size/2;
|
2015-03-13 18:30:31 +00:00
|
|
|
int surface_now = p->surface_now;
|
|
|
|
int surface_nxt = fbosurface_wrap(surface_now + 1);
|
|
|
|
int surface_bse = fbosurface_wrap(surface_now - (radius-1));
|
|
|
|
int surface_end = fbosurface_wrap(surface_now + radius);
|
|
|
|
assert(fbosurface_wrap(surface_bse + size-1) == surface_end);
|
|
|
|
|
2015-06-26 08:59:57 +00:00
|
|
|
// Render new frames while there's room in the queue. Note that technically,
|
|
|
|
// this should be done before the step where we find the right frame, but
|
|
|
|
// it only barely matters at the very beginning of playback, and this way
|
|
|
|
// makes the code much more linear.
|
2015-03-13 18:30:31 +00:00
|
|
|
int surface_dst = fbosurface_wrap(p->surface_idx+1);
|
2015-07-01 17:24:28 +00:00
|
|
|
for (int i = 0; i < t->num_frames; i++) {
|
2015-06-26 08:59:57 +00:00
|
|
|
// Avoid overwriting data we might still need
|
|
|
|
if (surface_dst == surface_bse - 1)
|
|
|
|
break;
|
|
|
|
|
2015-07-01 17:24:28 +00:00
|
|
|
struct mp_image *f = t->frames[i];
|
2015-07-15 12:58:56 +00:00
|
|
|
if (!mp_image_params_equal(&f->params, &p->real_image_params) ||
|
|
|
|
f->pts == MP_NOPTS_VALUE)
|
2015-06-26 08:59:57 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
if (f->pts > p->surfaces[p->surface_idx].pts) {
|
|
|
|
MP_STATS(p, "new-pts");
|
2015-07-17 21:21:04 +00:00
|
|
|
gl_video_upload_image(p, f);
|
|
|
|
pass_render_frame(p);
|
2015-06-26 08:59:57 +00:00
|
|
|
finish_pass_fbo(p, &p->surfaces[surface_dst].fbotex,
|
2015-07-22 21:57:09 +00:00
|
|
|
vp_w, vp_h, 0, FBOTEX_FUZZY);
|
2015-06-26 08:59:57 +00:00
|
|
|
p->surfaces[surface_dst].pts = f->pts;
|
|
|
|
p->surface_idx = surface_dst;
|
|
|
|
surface_dst = fbosurface_wrap(surface_dst+1);
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
|
2015-03-13 18:30:31 +00:00
|
|
|
// Figure out whether the queue is "valid". A queue is invalid if the
|
|
|
|
// frames' PTS is not monotonically increasing. Anything else is invalid,
|
|
|
|
// so avoid blending incorrect data and just draw the latest frame as-is.
|
|
|
|
// Possible causes for failure of this condition include seeks, pausing,
|
|
|
|
// end of playback or start of playback.
|
|
|
|
bool valid = true;
|
2015-03-15 22:25:01 +00:00
|
|
|
for (int i = surface_bse, ii; valid && i != surface_end; i = ii) {
|
|
|
|
ii = fbosurface_wrap(i+1);
|
2015-06-26 08:59:57 +00:00
|
|
|
if (p->surfaces[i].pts == MP_NOPTS_VALUE ||
|
|
|
|
p->surfaces[ii].pts == MP_NOPTS_VALUE)
|
|
|
|
{
|
2015-03-13 18:30:31 +00:00
|
|
|
valid = false;
|
2015-03-15 22:25:01 +00:00
|
|
|
} else if (p->surfaces[ii].pts < p->surfaces[i].pts) {
|
|
|
|
valid = false;
|
|
|
|
MP_DBG(p, "interpolation queue underrun\n");
|
2015-03-13 18:30:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-03-25 21:40:10 +00:00
|
|
|
// Update OSD PTS to synchronize subtitles with the displayed frame
|
2015-06-26 08:59:57 +00:00
|
|
|
p->osd_pts = p->surfaces[surface_now].pts;
|
2015-03-25 21:40:10 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// Finally, draw the right mix of frames to the screen.
|
2015-06-30 23:25:30 +00:00
|
|
|
if (!valid || t->still) {
|
2015-03-13 18:30:31 +00:00
|
|
|
// surface_now is guaranteed to be valid, so we can safely use it.
|
2015-09-05 11:33:48 +00:00
|
|
|
pass_load_fbotex(p, &p->surfaces[surface_now].fbotex, vp_w, vp_h, 0);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
GLSL(vec4 color = texture(texture0, texcoord0);)
|
|
|
|
p->is_interpolated = false;
|
|
|
|
} else {
|
2015-06-26 08:59:57 +00:00
|
|
|
double pts_now = p->surfaces[surface_now].pts,
|
|
|
|
pts_nxt = p->surfaces[surface_nxt].pts;
|
|
|
|
|
|
|
|
double mix = (t->vsync_offset / 1e6) / (pts_nxt - pts_now);
|
|
|
|
// The scaler code always wants the fcoord to be between 0 and 1,
|
|
|
|
// so we try to adjust by using the previous set of N frames instead
|
|
|
|
// (which requires some extra checking to make sure it's valid)
|
|
|
|
if (mix < 0.0) {
|
|
|
|
int prev = fbosurface_wrap(surface_bse - 1);
|
|
|
|
if (p->surfaces[prev].pts != MP_NOPTS_VALUE &&
|
|
|
|
p->surfaces[prev].pts < p->surfaces[surface_bse].pts)
|
|
|
|
{
|
|
|
|
mix += 1.0;
|
|
|
|
surface_bse = prev;
|
|
|
|
} else {
|
|
|
|
mix = 0.0; // at least don't blow up, this should only
|
|
|
|
// ever happen at the start of playback
|
|
|
|
}
|
2015-03-15 06:11:51 +00:00
|
|
|
}
|
2015-06-26 08:59:57 +00:00
|
|
|
|
2015-07-11 11:55:45 +00:00
|
|
|
// Blend the frames together
|
|
|
|
if (oversample) {
|
|
|
|
double vsync_dist = (t->next_vsync - t->prev_vsync)/1e6
|
|
|
|
/ (pts_nxt - pts_now),
|
|
|
|
threshold = tscale->conf.kernel.params[0];
|
|
|
|
threshold = isnan(threshold) ? 0.0 : threshold;
|
|
|
|
mix = (1 - mix) / vsync_dist;
|
|
|
|
mix = mix <= 0 + threshold ? 0 : mix;
|
|
|
|
mix = mix >= 1 - threshold ? 1 : mix;
|
|
|
|
mix = 1 - mix;
|
|
|
|
gl_sc_uniform_f(p->sc, "inter_coeff", mix);
|
|
|
|
GLSL(vec4 color = mix(texture(texture0, texcoord0),
|
|
|
|
texture(texture1, texcoord1),
|
|
|
|
inter_coeff);)
|
|
|
|
} else {
|
|
|
|
gl_sc_uniform_f(p->sc, "fcoord", mix);
|
2015-09-05 12:03:00 +00:00
|
|
|
pass_sample_separated_gen(p->sc, tscale, 0, 0);
|
2015-07-11 11:55:45 +00:00
|
|
|
}
|
2015-06-26 08:59:57 +00:00
|
|
|
|
|
|
|
// Load all the required frames
|
2015-03-13 18:30:31 +00:00
|
|
|
for (int i = 0; i < size; i++) {
|
|
|
|
pass_load_fbotex(p, &p->surfaces[fbosurface_wrap(surface_bse+i)].fbotex,
|
2015-09-05 11:33:48 +00:00
|
|
|
vp_w, vp_h, i);
|
2015-03-13 18:30:31 +00:00
|
|
|
}
|
2015-06-26 08:59:57 +00:00
|
|
|
|
2015-03-15 06:11:51 +00:00
|
|
|
MP_STATS(p, "frame-mix");
|
2015-06-26 08:59:57 +00:00
|
|
|
MP_DBG(p, "inter frame pts: %lld, vsync: %lld, mix: %f\n",
|
|
|
|
(long long)t->pts, (long long)t->next_vsync, mix);
|
2015-03-13 18:30:31 +00:00
|
|
|
p->is_interpolated = true;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
pass_draw_to_screen(p, fbo);
|
2015-07-02 11:17:20 +00:00
|
|
|
|
|
|
|
p->frames_drawn += 1;
|
2014-11-23 19:06:05 +00:00
|
|
|
}
|
|
|
|
|
2015-03-23 15:28:33 +00:00
|
|
|
// (fbo==0 makes BindFramebuffer select the screen backbuffer)
|
2015-07-01 17:24:28 +00:00
|
|
|
void gl_video_render_frame(struct gl_video *p, struct vo_frame *frame, int fbo)
|
2015-03-23 15:28:33 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
struct video_image *vimg = &p->image;
|
|
|
|
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
|
2015-07-01 17:24:28 +00:00
|
|
|
bool has_frame = frame->current || vimg->mpi;
|
|
|
|
|
|
|
|
if (!has_frame || p->dst_rect.x0 > 0 || p->dst_rect.y0 > 0 ||
|
2015-03-23 15:28:33 +00:00
|
|
|
p->dst_rect.x1 < p->vp_w || p->dst_rect.y1 < abs(p->vp_h))
|
|
|
|
{
|
|
|
|
struct m_color c = p->opts.background;
|
|
|
|
gl->ClearColor(c.r / 255.0, c.g / 255.0, c.b / 255.0, c.a / 255.0);
|
|
|
|
gl->Clear(GL_COLOR_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
|
2015-07-01 17:24:28 +00:00
|
|
|
if (has_frame) {
|
|
|
|
gl_sc_set_vao(p->sc, &p->vao);
|
2015-03-23 15:28:33 +00:00
|
|
|
|
2015-07-02 11:17:20 +00:00
|
|
|
if (p->opts.interpolation && (p->frames_drawn || !frame->still)) {
|
2015-07-01 17:24:28 +00:00
|
|
|
gl_video_interpolate_frame(p, frame, fbo);
|
|
|
|
} else {
|
|
|
|
// Skip interpolation if there's nothing to be done
|
2015-07-17 21:21:04 +00:00
|
|
|
if (!frame->redraw || !vimg->mpi)
|
|
|
|
gl_video_upload_image(p, frame->current);
|
|
|
|
pass_render_frame(p);
|
2015-07-01 17:24:28 +00:00
|
|
|
pass_draw_to_screen(p, fbo);
|
|
|
|
}
|
2015-03-23 15:28:33 +00:00
|
|
|
}
|
|
|
|
|
2015-06-26 08:59:57 +00:00
|
|
|
debug_check_gl(p, "after video rendering");
|
|
|
|
|
2015-03-23 15:28:33 +00:00
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
|
2015-03-23 01:42:19 +00:00
|
|
|
if (p->osd) {
|
|
|
|
pass_draw_osd(p, p->opts.blend_subs ? OSD_DRAW_OSD_ONLY : 0,
|
2015-03-29 04:34:34 +00:00
|
|
|
p->osd_pts, p->osd_rect, p->vp_w, p->vp_h, fbo, true);
|
2015-03-23 01:42:19 +00:00
|
|
|
debug_check_gl(p, "after OSD rendering");
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
gl->UseProgram(0);
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
p->frames_rendered++;
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// vp_w/vp_h is the implicit size of the target framebuffer.
|
|
|
|
// vp_h can be negative to flip the screen.
|
|
|
|
void gl_video_resize(struct gl_video *p, int vp_w, int vp_h,
|
2013-03-01 20:19:20 +00:00
|
|
|
struct mp_rect *src, struct mp_rect *dst,
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct mp_osd_res *osd)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
p->src_rect = *src;
|
|
|
|
p->dst_rect = *dst;
|
|
|
|
p->osd_rect = *osd;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
p->vp_w = vp_w;
|
|
|
|
p->vp_h = vp_h;
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
|
|
|
|
gl_video_reset_surfaces(p);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2015-09-02 20:45:07 +00:00
|
|
|
static bool unmap_image(struct gl_video *p, struct mp_image *mpi)
|
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
bool ok = true;
|
|
|
|
struct video_image *vimg = &p->image;
|
|
|
|
for (int n = 0; n < p->plane_count; n++) {
|
|
|
|
struct texplane *plane = &vimg->planes[n];
|
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, plane->gl_buffer);
|
|
|
|
ok = gl->UnmapBuffer(GL_PIXEL_UNPACK_BUFFER) && ok;
|
|
|
|
mpi->planes[n] = NULL; // PBO offset 0
|
|
|
|
}
|
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
|
|
return ok;
|
|
|
|
}
|
|
|
|
|
2015-09-02 10:39:19 +00:00
|
|
|
static bool map_image(struct gl_video *p, struct mp_image *mpi)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
|
|
|
if (!p->opts.pbo)
|
|
|
|
return false;
|
|
|
|
|
2013-03-28 19:40:19 +00:00
|
|
|
struct video_image *vimg = &p->image;
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
for (int n = 0; n < p->plane_count; n++) {
|
2013-03-28 19:40:19 +00:00
|
|
|
struct texplane *plane = &vimg->planes[n];
|
2015-04-10 18:58:26 +00:00
|
|
|
mpi->stride[n] = mp_image_plane_w(mpi, n) * p->image_desc.bytes[n];
|
2015-09-02 20:45:07 +00:00
|
|
|
if (!plane->gl_buffer) {
|
2013-03-01 20:19:20 +00:00
|
|
|
gl->GenBuffers(1, &plane->gl_buffer);
|
2015-09-02 20:45:07 +00:00
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, plane->gl_buffer);
|
|
|
|
size_t buffer_size = mp_image_plane_h(mpi, n) * mpi->stride[n];
|
|
|
|
gl->BufferData(GL_PIXEL_UNPACK_BUFFER, buffer_size,
|
2013-03-01 20:19:20 +00:00
|
|
|
NULL, GL_DYNAMIC_DRAW);
|
|
|
|
}
|
2015-09-02 20:45:07 +00:00
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, plane->gl_buffer);
|
|
|
|
mpi->planes[n] = gl->MapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
|
2013-03-01 20:19:20 +00:00
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
2015-09-02 20:45:07 +00:00
|
|
|
if (!mpi->planes[n]) {
|
|
|
|
unmap_image(p, mpi);
|
|
|
|
return false;
|
|
|
|
}
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
2015-09-02 10:44:46 +00:00
|
|
|
memset(mpi->bufs, 0, sizeof(mpi->bufs));
|
2013-03-01 20:19:20 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2015-07-15 10:22:49 +00:00
|
|
|
static void gl_video_upload_image(struct gl_video *p, struct mp_image *mpi)
|
2015-03-22 00:32:03 +00:00
|
|
|
{
|
2015-07-15 10:22:49 +00:00
|
|
|
GL *gl = p->gl;
|
2015-03-22 00:32:03 +00:00
|
|
|
struct video_image *vimg = &p->image;
|
2015-05-01 16:44:45 +00:00
|
|
|
|
2015-07-15 10:22:49 +00:00
|
|
|
mpi = mp_image_new_ref(mpi);
|
|
|
|
if (!mpi)
|
2015-06-26 08:59:57 +00:00
|
|
|
abort();
|
|
|
|
|
2015-07-15 10:22:49 +00:00
|
|
|
talloc_free(vimg->mpi);
|
|
|
|
vimg->mpi = mpi;
|
2015-05-01 16:44:45 +00:00
|
|
|
p->osd_pts = mpi->pts;
|
2015-07-15 10:22:49 +00:00
|
|
|
p->frames_uploaded++;
|
2013-03-28 19:40:19 +00:00
|
|
|
|
2015-07-26 18:13:53 +00:00
|
|
|
if (p->hwdec_active) {
|
|
|
|
GLuint imgtex[4] = {0};
|
|
|
|
bool ok = p->hwdec->driver->map_image(p->hwdec, vimg->mpi, imgtex) >= 0;
|
|
|
|
for (int n = 0; n < p->plane_count; n++)
|
|
|
|
vimg->planes[n].gl_texture = ok ? imgtex[n] : -1;
|
2013-11-03 23:00:18 +00:00
|
|
|
return;
|
2015-07-26 18:13:53 +00:00
|
|
|
}
|
2013-11-03 23:00:18 +00:00
|
|
|
|
|
|
|
assert(mpi->num_planes == p->plane_count);
|
|
|
|
|
2015-09-02 20:45:07 +00:00
|
|
|
mp_image_t pbo_mpi = *mpi;
|
|
|
|
bool pbo = map_image(p, &pbo_mpi);
|
|
|
|
if (pbo) {
|
|
|
|
mp_image_copy(&pbo_mpi, mpi);
|
|
|
|
if (unmap_image(p, &pbo_mpi)) {
|
|
|
|
mpi = &pbo_mpi;
|
|
|
|
} else {
|
|
|
|
MP_FATAL(p, "Video PBO upload failed. Disabling PBOs.\n");
|
|
|
|
pbo = false;
|
|
|
|
p->opts.pbo = 0;
|
|
|
|
}
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
2015-09-02 20:45:07 +00:00
|
|
|
|
|
|
|
vimg->image_flipped = mpi->stride[0] < 0;
|
2013-11-03 23:00:18 +00:00
|
|
|
for (int n = 0; n < p->plane_count; n++) {
|
2013-03-28 19:40:19 +00:00
|
|
|
struct texplane *plane = &vimg->planes[n];
|
2015-09-02 20:45:07 +00:00
|
|
|
if (pbo)
|
2013-03-01 20:19:20 +00:00
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, plane->gl_buffer);
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0 + n);
|
2013-12-01 22:39:13 +00:00
|
|
|
gl->BindTexture(p->gl_target, plane->gl_texture);
|
|
|
|
glUploadTex(gl, p->gl_target, plane->gl_format, plane->gl_type,
|
2015-09-02 20:45:07 +00:00
|
|
|
mpi->planes[n], mpi->stride[n], 0, 0, plane->w, plane->h, 0);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
2014-12-20 16:22:36 +00:00
|
|
|
if (pbo)
|
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2015-09-05 09:39:20 +00:00
|
|
|
static bool test_fbo(struct gl_video *p)
|
2013-05-30 13:37:13 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
2015-09-05 09:39:20 +00:00
|
|
|
bool success = false;
|
2015-02-26 09:35:49 +00:00
|
|
|
MP_VERBOSE(p, "Testing user-set FBO format (0x%x)\n",
|
|
|
|
(unsigned)p->opts.fbo_format);
|
2013-05-30 13:37:13 +00:00
|
|
|
struct fbotex fbo = {0};
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
if (fbotex_init(&fbo, p->gl, p->log, 16, 16, p->opts.fbo_format)) {
|
2013-05-30 13:37:13 +00:00
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
2015-09-05 09:39:20 +00:00
|
|
|
success = true;
|
2013-05-30 13:37:13 +00:00
|
|
|
}
|
2015-01-29 13:58:26 +00:00
|
|
|
fbotex_uninit(&fbo);
|
2013-09-11 22:57:32 +00:00
|
|
|
glCheckError(gl, p->log, "FBO test");
|
2015-09-05 09:39:20 +00:00
|
|
|
return success;
|
2013-05-30 13:37:13 +00:00
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
// Disable features that are not supported with the current OpenGL version.
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
static void check_gl_features(struct gl_video *p)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
bool have_float_tex = gl->mpgl_caps & MPGL_CAP_FLOAT_TEX;
|
|
|
|
bool have_fbo = gl->mpgl_caps & MPGL_CAP_FB;
|
2015-01-17 16:28:47 +00:00
|
|
|
bool have_1d_tex = gl->mpgl_caps & MPGL_CAP_1D_TEX;
|
2014-12-23 01:48:58 +00:00
|
|
|
bool have_3d_tex = gl->mpgl_caps & MPGL_CAP_3D_TEX;
|
2014-03-05 14:01:32 +00:00
|
|
|
bool have_mix = gl->glsl_version >= 130;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
if (gl->es && p->opts.pbo) {
|
|
|
|
p->opts.pbo = 0;
|
|
|
|
MP_WARN(p, "Disabling PBOs (GLES unsupported).\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p->opts.dumb_mode || gl->es || !have_fbo || !test_fbo(p)) {
|
|
|
|
if (!p->opts.dumb_mode) {
|
|
|
|
MP_WARN(p, "High bit depth FBOs unsupported. Enabling dumb mode.\n"
|
|
|
|
"Most extended features will be disabled.\n");
|
|
|
|
}
|
|
|
|
p->use_lut_3d = false;
|
2015-09-08 20:55:01 +00:00
|
|
|
// Most things don't work, so whitelist all options that still work.
|
|
|
|
struct gl_video_opts new_opts = {
|
|
|
|
.gamma = p->opts.gamma,
|
|
|
|
.gamma_auto = p->opts.gamma_auto,
|
|
|
|
.pbo = p->opts.pbo,
|
|
|
|
.fbo_format = p->opts.fbo_format,
|
|
|
|
.alpha_mode = p->opts.alpha_mode,
|
|
|
|
.use_rectangle = p->opts.use_rectangle,
|
|
|
|
.background = p->opts.background,
|
|
|
|
.dither_algo = -1,
|
|
|
|
.dumb_mode = 1,
|
|
|
|
};
|
|
|
|
assign_options(&p->opts, &new_opts);
|
2015-09-09 18:40:04 +00:00
|
|
|
p->opts.deband_opts = m_config_alloc_struct(NULL, &deband_conf);
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
return;
|
2015-09-05 09:39:20 +00:00
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
// Normally, we want to disable them by default if FBOs are unavailable,
|
|
|
|
// because they will be slow (not critically slow, but still slower).
|
|
|
|
// Without FP textures, we must always disable them.
|
2014-12-16 17:55:02 +00:00
|
|
|
// I don't know if luminance alpha float textures exist, so disregard them.
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
for (int n = 0; n < 4; n++) {
|
|
|
|
const struct filter_kernel *kernel =
|
|
|
|
mp_find_filter_kernel(p->opts.scaler[n].kernel.name);
|
2015-02-26 09:35:49 +00:00
|
|
|
if (kernel) {
|
|
|
|
char *reason = NULL;
|
|
|
|
if (!have_float_tex)
|
2015-07-27 21:18:19 +00:00
|
|
|
reason = "(float tex. missing)";
|
2015-02-26 09:35:49 +00:00
|
|
|
if (!have_1d_tex && kernel->polar)
|
2015-07-27 21:18:19 +00:00
|
|
|
reason = "(1D tex. missing)";
|
2015-02-26 09:35:49 +00:00
|
|
|
if (reason) {
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
p->opts.scaler[n].kernel.name = "bilinear";
|
2015-07-27 21:18:19 +00:00
|
|
|
MP_WARN(p, "Disabling scaler #%d %s.\n", n, reason);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-12-19 00:03:08 +00:00
|
|
|
// GLES3 doesn't provide filtered 16 bit integer textures
|
|
|
|
// GLES2 doesn't even provide 3D textures
|
2014-12-23 01:48:58 +00:00
|
|
|
if (p->use_lut_3d && !(have_3d_tex && have_float_tex)) {
|
2014-12-17 20:48:23 +00:00
|
|
|
p->use_lut_3d = false;
|
2015-04-11 17:24:54 +00:00
|
|
|
MP_WARN(p, "Disabling color management (GLES unsupported).\n");
|
2014-12-17 20:48:23 +00:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
int use_cms = p->opts.target_prim != MP_CSP_PRIM_AUTO ||
|
|
|
|
p->opts.target_trc != MP_CSP_TRC_AUTO || p->use_lut_3d;
|
2014-03-05 14:01:32 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
// mix() is needed for some gamma functions
|
|
|
|
if (!have_mix && (p->opts.linear_scaling || p->opts.sigmoid_upscaling)) {
|
|
|
|
p->opts.linear_scaling = false;
|
|
|
|
p->opts.sigmoid_upscaling = false;
|
2015-04-11 17:24:54 +00:00
|
|
|
MP_WARN(p, "Disabling linear/sigmoid scaling (GLSL version too old).\n");
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
}
|
|
|
|
if (!have_mix && use_cms) {
|
|
|
|
p->opts.target_prim = MP_CSP_PRIM_AUTO;
|
|
|
|
p->opts.target_trc = MP_CSP_TRC_AUTO;
|
|
|
|
p->use_lut_3d = false;
|
2015-04-11 17:24:54 +00:00
|
|
|
MP_WARN(p, "Disabling color management (GLSL version too old).\n");
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
static void init_gl(struct gl_video *p)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
|
|
|
debug_check_gl(p, "before init_gl");
|
|
|
|
|
|
|
|
gl->Disable(GL_DITHER);
|
|
|
|
|
2015-01-28 21:22:29 +00:00
|
|
|
gl_vao_init(&p->vao, gl, sizeof(struct vertex), vertex_vao);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2014-12-09 16:47:02 +00:00
|
|
|
gl_video_set_gl_state(p);
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2014-12-24 15:54:47 +00:00
|
|
|
// Test whether we can use 10 bit. Hope that testing a single format/channel
|
|
|
|
// is good enough (instead of testing all 1-4 channels variants etc.).
|
|
|
|
const struct fmt_entry *fmt = find_tex_format(gl, 2, 1);
|
|
|
|
if (gl->GetTexLevelParameteriv && fmt->format) {
|
|
|
|
GLuint tex;
|
|
|
|
gl->GenTextures(1, &tex);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, tex);
|
|
|
|
gl->TexImage2D(GL_TEXTURE_2D, 0, fmt->internal_format, 64, 64, 0,
|
|
|
|
fmt->format, fmt->type, NULL);
|
|
|
|
GLenum pname = 0;
|
|
|
|
switch (fmt->format) {
|
|
|
|
case GL_RED: pname = GL_TEXTURE_RED_SIZE; break;
|
|
|
|
case GL_LUMINANCE: pname = GL_TEXTURE_LUMINANCE_SIZE; break;
|
|
|
|
}
|
|
|
|
GLint param = 0;
|
|
|
|
if (pname)
|
|
|
|
gl->GetTexLevelParameteriv(GL_TEXTURE_2D, 0, pname, ¶m);
|
|
|
|
if (param) {
|
|
|
|
MP_VERBOSE(p, "16 bit texture depth: %d.\n", (int)param);
|
|
|
|
p->texture_16bit_depth = param;
|
|
|
|
}
|
2015-02-27 21:13:15 +00:00
|
|
|
gl->DeleteTextures(1, &tex);
|
2014-12-24 15:54:47 +00:00
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
debug_check_gl(p, "after init_gl");
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_uninit(struct gl_video *p)
|
|
|
|
{
|
2014-12-03 21:37:39 +00:00
|
|
|
if (!p)
|
|
|
|
return;
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
GL *gl = p->gl;
|
|
|
|
|
|
|
|
uninit_video(p);
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
gl_sc_destroy(p->sc);
|
|
|
|
|
2015-01-28 21:22:29 +00:00
|
|
|
gl_vao_uninit(&p->vao);
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
gl->DeleteTextures(1, &p->lut_3d_texture);
|
|
|
|
|
|
|
|
mpgl_osd_destroy(p->osd);
|
|
|
|
|
2015-01-29 14:50:21 +00:00
|
|
|
gl_set_debug_logger(gl, NULL);
|
2014-12-23 01:46:44 +00:00
|
|
|
|
2015-09-08 20:46:36 +00:00
|
|
|
assign_options(&p->opts, &(struct gl_video_opts){0});
|
2013-03-01 20:19:20 +00:00
|
|
|
talloc_free(p);
|
|
|
|
}
|
|
|
|
|
2014-12-09 16:47:02 +00:00
|
|
|
void gl_video_set_gl_state(struct gl_video *p)
|
|
|
|
{
|
|
|
|
GL *gl = p->gl;
|
|
|
|
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
2015-01-22 17:54:05 +00:00
|
|
|
if (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH)
|
2014-12-18 23:58:56 +00:00
|
|
|
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
2014-12-09 16:47:02 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_unset_gl_state(struct gl_video *p)
|
|
|
|
{
|
2015-01-28 21:22:29 +00:00
|
|
|
/* nop */
|
2014-12-09 16:47:02 +00:00
|
|
|
}
|
|
|
|
|
2014-11-23 19:06:05 +00:00
|
|
|
void gl_video_reset(struct gl_video *p)
|
|
|
|
{
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
gl_video_reset_surfaces(p);
|
2014-11-23 19:06:05 +00:00
|
|
|
}
|
|
|
|
|
2015-02-04 22:37:38 +00:00
|
|
|
bool gl_video_showing_interpolated_frame(struct gl_video *p)
|
|
|
|
{
|
|
|
|
return p->is_interpolated;
|
|
|
|
}
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
// dest = src.<w> (always using 4 components)
|
2014-12-16 17:55:02 +00:00
|
|
|
static void packed_fmt_swizzle(char w[5], const struct fmt_entry *texfmt,
|
|
|
|
const struct packed_fmt_entry *fmt)
|
2013-07-18 11:52:38 +00:00
|
|
|
{
|
2014-12-16 17:55:02 +00:00
|
|
|
const char *comp = "rgba";
|
|
|
|
|
2014-12-18 13:46:19 +00:00
|
|
|
// Normally, we work with GL_RG
|
2014-12-16 17:55:02 +00:00
|
|
|
if (texfmt && texfmt->internal_format == GL_LUMINANCE_ALPHA)
|
|
|
|
comp = "ragb";
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
for (int c = 0; c < 4; c++)
|
2014-12-16 17:55:02 +00:00
|
|
|
w[c] = comp[MPMAX(fmt->components[c] - 1, 0)];
|
2013-07-18 11:52:38 +00:00
|
|
|
w[4] = '\0';
|
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
static bool init_format(int fmt, struct gl_video *init)
|
|
|
|
{
|
2014-12-16 17:55:02 +00:00
|
|
|
struct GL *gl = init->gl;
|
|
|
|
|
2013-11-03 23:00:18 +00:00
|
|
|
init->hwdec_active = false;
|
2013-11-29 13:19:51 +00:00
|
|
|
if (init->hwdec && init->hwdec->driver->imgfmt == fmt) {
|
2013-11-03 23:00:18 +00:00
|
|
|
fmt = init->hwdec->converted_imgfmt;
|
|
|
|
init->hwdec_active = true;
|
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(fmt);
|
|
|
|
if (!desc.id)
|
|
|
|
return false;
|
|
|
|
|
2013-03-28 19:48:53 +00:00
|
|
|
if (desc.num_planes > 4)
|
|
|
|
return false;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
const struct fmt_entry *plane_format[4] = {0};
|
2013-03-28 19:48:53 +00:00
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
init->color_swizzle[0] = '\0';
|
|
|
|
init->has_alpha = false;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
|
|
|
// YUV/planar formats
|
2014-03-01 14:40:46 +00:00
|
|
|
if (desc.flags & MP_IMGFLAG_YUV_P) {
|
2015-01-21 18:29:18 +00:00
|
|
|
int bits = desc.component_bits;
|
2013-03-28 19:48:53 +00:00
|
|
|
if ((desc.flags & MP_IMGFLAG_NE) && bits >= 8 && bits <= 16) {
|
2013-07-18 11:52:38 +00:00
|
|
|
init->has_alpha = desc.num_planes > 3;
|
2014-12-16 17:55:02 +00:00
|
|
|
plane_format[0] = find_tex_format(gl, (bits + 7) / 8, 1);
|
2013-07-18 11:52:38 +00:00
|
|
|
for (int p = 1; p < desc.num_planes; p++)
|
|
|
|
plane_format[p] = plane_format[0];
|
2014-03-01 14:40:46 +00:00
|
|
|
goto supported;
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-03-28 20:02:41 +00:00
|
|
|
// YUV/half-packed
|
2014-03-01 14:40:46 +00:00
|
|
|
if (fmt == IMGFMT_NV12 || fmt == IMGFMT_NV21) {
|
2014-12-16 17:55:02 +00:00
|
|
|
if (!(init->gl->mpgl_caps & MPGL_CAP_TEX_RG))
|
|
|
|
return false;
|
|
|
|
plane_format[0] = find_tex_format(gl, 1, 1);
|
|
|
|
plane_format[1] = find_tex_format(gl, 1, 2);
|
2013-07-18 11:52:38 +00:00
|
|
|
if (fmt == IMGFMT_NV21)
|
|
|
|
snprintf(init->color_swizzle, sizeof(init->color_swizzle), "rbga");
|
2014-03-01 14:40:46 +00:00
|
|
|
goto supported;
|
2013-03-28 20:02:41 +00:00
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
// RGB/planar
|
2014-03-01 14:40:46 +00:00
|
|
|
if (fmt == IMGFMT_GBRP) {
|
2013-07-18 11:52:38 +00:00
|
|
|
snprintf(init->color_swizzle, sizeof(init->color_swizzle), "brga");
|
2014-12-16 17:55:02 +00:00
|
|
|
plane_format[0] = find_tex_format(gl, 1, 1);
|
2013-07-18 11:52:38 +00:00
|
|
|
for (int p = 1; p < desc.num_planes; p++)
|
|
|
|
plane_format[p] = plane_format[0];
|
2014-03-01 14:40:46 +00:00
|
|
|
goto supported;
|
2013-03-28 19:48:53 +00:00
|
|
|
}
|
|
|
|
|
2013-06-14 20:58:21 +00:00
|
|
|
// XYZ (same organization as RGB packed, but requires conversion matrix)
|
2014-03-01 14:40:46 +00:00
|
|
|
if (fmt == IMGFMT_XYZ12) {
|
2014-12-16 17:55:02 +00:00
|
|
|
plane_format[0] = find_tex_format(gl, 2, 3);
|
2014-03-01 14:40:46 +00:00
|
|
|
goto supported;
|
2013-05-01 21:59:00 +00:00
|
|
|
}
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
// Packed RGB special formats
|
2014-03-01 14:40:46 +00:00
|
|
|
for (const struct fmt_entry *e = mp_to_gl_formats; e->mp_format; e++) {
|
2014-12-20 18:23:17 +00:00
|
|
|
if (!gl->es && e->mp_format == fmt) {
|
2014-03-01 14:40:46 +00:00
|
|
|
plane_format[0] = e;
|
|
|
|
goto supported;
|
2013-07-18 11:52:38 +00:00
|
|
|
}
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
// Packed RGB(A) formats
|
2014-03-01 14:40:46 +00:00
|
|
|
for (const struct packed_fmt_entry *e = mp_packed_formats; e->fmt; e++) {
|
|
|
|
if (e->fmt == fmt) {
|
|
|
|
int n_comp = desc.bytes[0] / e->component_size;
|
2014-12-16 17:55:02 +00:00
|
|
|
plane_format[0] = find_tex_format(gl, e->component_size, n_comp);
|
|
|
|
packed_fmt_swizzle(init->color_swizzle, plane_format[0], e);
|
2014-03-01 14:40:46 +00:00
|
|
|
init->has_alpha = e->components[3] != 0;
|
|
|
|
goto supported;
|
2013-03-28 19:48:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-11-13 20:52:34 +00:00
|
|
|
// Packed YUV Apple formats
|
|
|
|
if (init->gl->mpgl_caps & MPGL_CAP_APPLE_RGB_422) {
|
|
|
|
for (const struct fmt_entry *e = gl_apple_formats; e->mp_format; e++) {
|
|
|
|
if (e->mp_format == fmt) {
|
|
|
|
init->is_packed_yuv = true;
|
|
|
|
snprintf(init->color_swizzle, sizeof(init->color_swizzle),
|
|
|
|
"gbra");
|
|
|
|
plane_format[0] = e;
|
2014-03-01 14:40:46 +00:00
|
|
|
goto supported;
|
2013-11-13 20:52:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-03-01 14:40:46 +00:00
|
|
|
// Unsupported format
|
|
|
|
return false;
|
|
|
|
|
|
|
|
supported:
|
2013-07-18 11:52:38 +00:00
|
|
|
|
2013-03-28 20:44:27 +00:00
|
|
|
// Stuff like IMGFMT_420AP10. Untested, most likely insane.
|
2015-01-29 14:50:21 +00:00
|
|
|
if (desc.num_planes == 4 && (desc.component_bits % 8) != 0)
|
2013-03-28 20:44:27 +00:00
|
|
|
return false;
|
|
|
|
|
2015-01-29 14:50:21 +00:00
|
|
|
if (desc.component_bits > 8 && desc.component_bits < 16) {
|
2014-12-24 15:54:47 +00:00
|
|
|
if (init->texture_16bit_depth < 16)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2014-12-17 20:48:23 +00:00
|
|
|
for (int p = 0; p < desc.num_planes; p++) {
|
|
|
|
if (!plane_format[p]->format)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2013-07-18 11:52:38 +00:00
|
|
|
for (int p = 0; p < desc.num_planes; p++) {
|
|
|
|
struct texplane *plane = &init->image.planes[p];
|
|
|
|
const struct fmt_entry *format = plane_format[p];
|
|
|
|
assert(format);
|
|
|
|
plane->gl_format = format->format;
|
|
|
|
plane->gl_internal_format = format->internal_format;
|
|
|
|
plane->gl_type = format->type;
|
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
init->is_yuv = desc.flags & MP_IMGFLAG_YUV;
|
2013-05-01 21:13:39 +00:00
|
|
|
init->is_rgb = desc.flags & MP_IMGFLAG_RGB;
|
2013-03-28 20:02:53 +00:00
|
|
|
init->plane_count = desc.num_planes;
|
2013-03-28 19:40:19 +00:00
|
|
|
init->image_desc = desc;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2013-11-03 23:00:18 +00:00
|
|
|
bool gl_video_check_format(struct gl_video *p, int mp_format)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2013-11-03 23:00:18 +00:00
|
|
|
struct gl_video tmp = *p;
|
|
|
|
return init_format(mp_format, &tmp);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2013-06-07 23:35:44 +00:00
|
|
|
void gl_video_config(struct gl_video *p, struct mp_image_params *params)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2015-01-22 17:29:37 +00:00
|
|
|
mp_image_unrefp(&p->image.mpi);
|
2013-11-05 18:08:44 +00:00
|
|
|
|
2015-01-29 18:53:49 +00:00
|
|
|
if (!mp_image_params_equal(&p->real_image_params, params)) {
|
2013-11-05 18:08:44 +00:00
|
|
|
uninit_video(p);
|
2015-01-29 18:53:49 +00:00
|
|
|
p->real_image_params = *params;
|
|
|
|
p->image_params = *params;
|
2014-12-09 20:36:45 +00:00
|
|
|
if (params->imgfmt)
|
2015-01-29 18:53:49 +00:00
|
|
|
init_video(p);
|
2013-11-05 18:08:44 +00:00
|
|
|
}
|
2014-11-07 14:28:12 +00:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 21:18:16 +00:00
|
|
|
gl_video_reset_surfaces(p);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_set_output_depth(struct gl_video *p, int r, int g, int b)
|
|
|
|
{
|
2013-07-31 19:44:21 +00:00
|
|
|
MP_VERBOSE(p, "Display depth: R=%d, G=%d, B=%d\n", r, g, b);
|
2013-03-01 20:19:20 +00:00
|
|
|
p->depth_g = g;
|
|
|
|
}
|
|
|
|
|
2015-03-23 15:32:59 +00:00
|
|
|
void gl_video_set_osd_source(struct gl_video *p, struct osd_state *osd)
|
|
|
|
{
|
|
|
|
mpgl_osd_destroy(p->osd);
|
|
|
|
p->osd = NULL;
|
|
|
|
p->osd_state = osd;
|
|
|
|
recreate_osd(p);
|
|
|
|
}
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
struct gl_video *gl_video_init(GL *gl, struct mp_log *log, struct mpv_global *g)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2015-01-21 19:32:42 +00:00
|
|
|
if (gl->version < 210 && gl->es < 200) {
|
2014-12-22 11:49:20 +00:00
|
|
|
mp_err(log, "At least OpenGL 2.1 or OpenGL ES 2.0 required.\n");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2013-03-01 20:19:20 +00:00
|
|
|
struct gl_video *p = talloc_ptrtype(NULL, p);
|
|
|
|
*p = (struct gl_video) {
|
|
|
|
.gl = gl,
|
2015-03-27 12:27:40 +00:00
|
|
|
.global = g,
|
2013-07-31 19:44:21 +00:00
|
|
|
.log = log,
|
2013-03-01 20:19:20 +00:00
|
|
|
.opts = gl_video_opts_def,
|
2013-12-01 22:39:13 +00:00
|
|
|
.gl_target = GL_TEXTURE_2D,
|
2014-12-24 15:54:47 +00:00
|
|
|
.texture_16bit_depth = 16,
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
.scaler = {{.index = 0}, {.index = 1}, {.index = 2}, {.index = 3}},
|
2015-09-23 20:13:03 +00:00
|
|
|
.sc = gl_sc_create(gl, log),
|
2013-03-01 20:19:20 +00:00
|
|
|
};
|
2014-12-23 01:46:44 +00:00
|
|
|
gl_video_set_debug(p, true);
|
vo_opengl: restore single pass optimization as separate code path
The single path optimization, rendering the video in one shader pass and
without FBO indirections, was removed soem commits ago. It didn't have a
place in this code, and caused considerable complexity and maintenance
issues.
On the other hand, it still has some worth, such as for use with
extremely crappy hardware (GLES only or OpenGL 2.1 without FBO
extension). Ideally, these use cases would be handled by a separate VO
(say, vo_gles). While cleaner, this would still cause code duplication
and other complexity.
The third option is making the single-pass optimization a completely
separate code path, with most vo_opengl features disabled. While this
does duplicate some functionality (such as "unpacking" the video data
from textures), it's also relatively unintrusive, and the high quality
code path doesn't need to take it into account at all. On another
positive node, this "dumb-mode" could be forced in other cases where
OpenGL 2.1 is not enough, and where we don't want to care about versions
this old.
2015-09-07 19:09:06 +00:00
|
|
|
init_gl(p);
|
2013-03-01 20:19:20 +00:00
|
|
|
recreate_osd(p);
|
|
|
|
return p;
|
|
|
|
}
|
|
|
|
|
2015-03-13 18:30:31 +00:00
|
|
|
// Get static string for scaler shader. If "tscale" is set to true, the
|
|
|
|
// scaler must be a separable convolution filter.
|
|
|
|
static const char *handle_scaler_opt(const char *name, bool tscale)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2015-01-26 01:03:44 +00:00
|
|
|
if (name && name[0]) {
|
2013-03-01 20:19:20 +00:00
|
|
|
const struct filter_kernel *kernel = mp_find_filter_kernel(name);
|
2015-03-13 18:30:31 +00:00
|
|
|
if (kernel && (!tscale || !kernel->polar))
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
return kernel->f.name;
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-03-15 06:11:51 +00:00
|
|
|
for (const char *const *filter = tscale ? fixed_tscale_filters
|
|
|
|
: fixed_scale_filters;
|
|
|
|
*filter; filter++) {
|
|
|
|
if (strcmp(*filter, name) == 0)
|
2013-03-01 20:19:20 +00:00
|
|
|
return *filter;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2015-06-09 20:30:32 +00:00
|
|
|
static char **dup_str_array(void *parent, char **src)
|
|
|
|
{
|
|
|
|
if (!src)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
char **res = talloc_new(parent);
|
|
|
|
int num = 0;
|
|
|
|
for (int n = 0; src && src[n]; n++)
|
|
|
|
MP_TARRAY_APPEND(res, res, num, talloc_strdup(res, src[n]));
|
|
|
|
MP_TARRAY_APPEND(res, res, num, NULL);
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
2015-09-08 20:46:36 +00:00
|
|
|
static void assign_options(struct gl_video_opts *dst, struct gl_video_opts *src)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2015-09-08 20:46:36 +00:00
|
|
|
talloc_free(dst->source_shader);
|
|
|
|
talloc_free(dst->scale_shader);
|
|
|
|
talloc_free(dst->pre_shaders);
|
|
|
|
talloc_free(dst->post_shaders);
|
2015-09-09 18:40:04 +00:00
|
|
|
talloc_free(dst->deband_opts);
|
2015-06-09 20:30:32 +00:00
|
|
|
|
2015-09-08 20:46:36 +00:00
|
|
|
*dst = *src;
|
2015-06-09 20:30:32 +00:00
|
|
|
|
2015-09-09 18:40:04 +00:00
|
|
|
if (src->deband_opts)
|
|
|
|
dst->deband_opts = m_sub_options_copy(NULL, &deband_conf, src->deband_opts);
|
|
|
|
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
for (int n = 0; n < 4; n++) {
|
2015-09-08 20:46:36 +00:00
|
|
|
dst->scaler[n].kernel.name =
|
|
|
|
(char *)handle_scaler_opt(dst->scaler[n].kernel.name, n == 3);
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
}
|
2015-03-13 18:30:31 +00:00
|
|
|
|
2015-09-08 20:46:36 +00:00
|
|
|
dst->source_shader = talloc_strdup(NULL, dst->source_shader);
|
|
|
|
dst->scale_shader = talloc_strdup(NULL, dst->scale_shader);
|
|
|
|
dst->pre_shaders = dup_str_array(NULL, dst->pre_shaders);
|
|
|
|
dst->post_shaders = dup_str_array(NULL, dst->post_shaders);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set the options, and possibly update the filter chain too.
|
|
|
|
// Note: assumes all options are valid and verified by the option parser.
|
|
|
|
void gl_video_set_options(struct gl_video *p, struct gl_video_opts *opts)
|
|
|
|
{
|
|
|
|
assign_options(&p->opts, opts);
|
2015-07-16 20:43:40 +00:00
|
|
|
|
|
|
|
check_gl_features(p);
|
|
|
|
uninit_rendering(p);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_configure_queue(struct gl_video *p, struct vo *vo)
|
|
|
|
{
|
2015-07-20 19:12:46 +00:00
|
|
|
int queue_size = 1;
|
2015-07-16 20:43:40 +00:00
|
|
|
|
2015-03-13 18:30:31 +00:00
|
|
|
// Figure out an adequate size for the interpolation queue. The larger
|
2015-06-26 08:59:57 +00:00
|
|
|
// the radius, the earlier we need to queue frames.
|
2015-07-16 20:43:40 +00:00
|
|
|
if (p->opts.interpolation) {
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
const struct filter_kernel *kernel =
|
|
|
|
mp_find_filter_kernel(p->opts.scaler[3].kernel.name);
|
2015-03-13 18:30:31 +00:00
|
|
|
if (kernel) {
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
double radius = kernel->f.radius;
|
vo_opengl: refactor scaler configuration
This merges all of the scaler-related options into a single
configuration struct, and also cleans up the way they're passed through
the code. (For example, the scaler index is no longer threaded through
pass_sample, just the scaler configuration itself, and there's no longer
duplication of the params etc.)
In addition, this commit makes scale-down more principled, and turns it
into a scaler in its own right - so there's no longer an ugly separation
between scale and scale-down in the code.
Finally, the radius stuff has been made more proper - filters always
have a radius now (there's no more radius -1), and get a new .resizable
attribute instead for when it's tunable.
User-visible changes:
1. scale-down has been renamed dscale and now has its own set of config
options (dscale-param1, dscale-radius) etc., instead of reusing
scale-param1 (which was arguably a bug).
2. The default radius is no longer fixed at 3, but instead uses that
filter's preferred radius by default. (Scalers with a default radius
other than 3 include sinc, gaussian, box and triangle)
3. scale-radius etc. now goes down to 0.5, rather than 1.0. 0.5 is the
smallest radius that theoretically makes sense, and indeed it's used
by at least one filter (nearest).
Apart from that, it should just be internal changes only.
Note that this sets up for the refactor discussed in #1720, which would
be to merge scaler and window configurations (include parameters etc.)
into a single, simplified string. In the code, this would now basically
just mean getting rid of all the OPT_FLOATRANGE etc. lines related to
scalers and replacing them by a single function that parses a string and
updates the struct scaler_config as appropriate.
2015-03-26 00:55:32 +00:00
|
|
|
radius = radius > 0 ? radius : p->opts.scaler[3].radius;
|
2015-07-20 19:12:46 +00:00
|
|
|
queue_size += 1 + ceil(radius);
|
2015-07-11 11:55:45 +00:00
|
|
|
} else {
|
|
|
|
// Oversample case
|
2015-07-20 19:12:46 +00:00
|
|
|
queue_size += 2;
|
2015-03-13 18:30:31 +00:00
|
|
|
}
|
|
|
|
}
|
2013-03-01 20:19:20 +00:00
|
|
|
|
2015-07-16 20:43:40 +00:00
|
|
|
vo_set_queue_params(vo, 0, p->opts.interpolation, queue_size);
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2015-01-06 16:34:29 +00:00
|
|
|
struct mp_csp_equalizer *gl_video_eq_ptr(struct gl_video *p)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2015-01-06 16:34:29 +00:00
|
|
|
return &p->video_eq;
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
|
|
|
|
2015-01-06 16:34:29 +00:00
|
|
|
// Call when the mp_csp_equalizer returned by gl_video_eq_ptr() was changed.
|
|
|
|
void gl_video_eq_update(struct gl_video *p)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2013-12-21 19:03:36 +00:00
|
|
|
static int validate_scaler_opt(struct mp_log *log, const m_option_t *opt,
|
|
|
|
struct bstr name, struct bstr param)
|
2013-03-01 20:19:20 +00:00
|
|
|
{
|
2015-01-22 18:58:22 +00:00
|
|
|
char s[20] = {0};
|
|
|
|
int r = 1;
|
2015-03-13 18:30:31 +00:00
|
|
|
bool tscale = bstr_equals0(name, "tscale");
|
2013-07-22 00:14:15 +00:00
|
|
|
if (bstr_equals0(param, "help")) {
|
2015-01-22 18:58:22 +00:00
|
|
|
r = M_OPT_EXIT - 1;
|
|
|
|
} else {
|
|
|
|
snprintf(s, sizeof(s), "%.*s", BSTR_P(param));
|
2015-03-13 18:30:31 +00:00
|
|
|
if (!handle_scaler_opt(s, tscale))
|
2015-01-22 18:58:22 +00:00
|
|
|
r = M_OPT_INVALID;
|
|
|
|
}
|
|
|
|
if (r < 1) {
|
2013-12-21 19:03:36 +00:00
|
|
|
mp_info(log, "Available scalers:\n");
|
2015-03-15 06:11:51 +00:00
|
|
|
for (const char *const *filter = tscale ? fixed_tscale_filters
|
|
|
|
: fixed_scale_filters;
|
|
|
|
*filter; filter++) {
|
|
|
|
mp_info(log, " %s\n", *filter);
|
2015-03-13 18:30:31 +00:00
|
|
|
}
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
for (int n = 0; mp_filter_kernels[n].f.name; n++) {
|
2015-03-13 18:30:31 +00:00
|
|
|
if (!tscale || !mp_filter_kernels[n].polar)
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
mp_info(log, " %s\n", mp_filter_kernels[n].f.name);
|
2015-03-13 18:30:31 +00:00
|
|
|
}
|
2015-01-22 18:58:22 +00:00
|
|
|
if (s[0])
|
|
|
|
mp_fatal(log, "No scaler named '%s' found!\n", s);
|
2013-07-22 00:14:15 +00:00
|
|
|
}
|
2015-01-22 18:58:22 +00:00
|
|
|
return r;
|
2013-03-01 20:19:20 +00:00
|
|
|
}
|
2013-03-15 19:17:33 +00:00
|
|
|
|
vo_opengl: separate kernel and window
This makes the core much more elegant, reusable, reconfigurable and also
allows us to more easily add aliases for specific configurations.
Furthermore, this lets us apply a generic blur factor / window function
to arbitrary filters, so we can finally "mix and match" in order to
fine-tune windowing functions.
A few notes are in order:
1. The current system for configuring scalers is ugly and rapidly
getting unwieldy. I modified the man page to make it a bit more
bearable, but long-term we have to do something about it; especially
since..
2. There's currently no way to affect the blur factor or parameters of
the window functions themselves. For example, I can't actually
fine-tune the kaiser window's param1, since there's simply no way to
do so in the current API - even though filter_kernels.c supports it
just fine!
3. This removes some lesser used filters (especially those which are
purely window functions to begin with). If anybody asks, you can get
eg. the old behavior of scale=hanning by using
scale=box:scale-window=hanning:scale-radius=1 (and yes, the result is
just as terrible as that sounds - which is why nobody should have
been using them in the first place).
4. This changes the semantics of the "triangle" scaler slightly - it now
has an arbitrary radius. This can possibly produce weird results for
people who were previously using scale-down=triangle, especially if
in combination with scale-radius (for the usual upscaling). The
correct fix for this is to use scale-down=bilinear_slow instead,
which is an alias for triangle at radius 1.
In regards to the last point, in future I want to make it so that
filters have a filter-specific "preferred radius" (for the ones that
are arbitrarily tunable), once the configuration system for filters has
been redesigned (in particular in a way that will let us separate scale
and scale-down cleanly). That way, "triangle" can simply have the
preferred radius of 1 by default, while still being tunable. (Rather
than the default radius being hard-coded to 3 always)
2015-03-25 03:40:28 +00:00
|
|
|
static int validate_window_opt(struct mp_log *log, const m_option_t *opt,
|
|
|
|
struct bstr name, struct bstr param)
|
|
|
|
{
|
|
|
|
char s[20] = {0};
|
|
|
|
int r = 1;
|
|
|
|
if (bstr_equals0(param, "help")) {
|
|
|
|
r = M_OPT_EXIT - 1;
|
|
|
|
} else {
|
|
|
|
snprintf(s, sizeof(s), "%.*s", BSTR_P(param));
|
|
|
|
const struct filter_window *window = mp_find_filter_window(s);
|
|
|
|
if (!window)
|
|
|
|
r = M_OPT_INVALID;
|
|
|
|
}
|
|
|
|
if (r < 1) {
|
|
|
|
mp_info(log, "Available windows:\n");
|
|
|
|
for (int n = 0; mp_filter_windows[n].name; n++)
|
|
|
|
mp_info(log, " %s\n", mp_filter_windows[n].name);
|
|
|
|
if (s[0])
|
|
|
|
mp_fatal(log, "No window named '%s' found!\n", s);
|
|
|
|
}
|
|
|
|
return r;
|
|
|
|
}
|
|
|
|
|
2015-02-07 12:54:18 +00:00
|
|
|
float gl_video_scale_ambient_lux(float lmin, float lmax,
|
|
|
|
float rmin, float rmax, float lux)
|
|
|
|
{
|
|
|
|
assert(lmax > lmin);
|
|
|
|
|
|
|
|
float num = (rmax - rmin) * (log10(lux) - log10(lmin));
|
|
|
|
float den = log10(lmax) - log10(lmin);
|
|
|
|
float result = num / den + rmin;
|
|
|
|
|
|
|
|
// clamp the result
|
|
|
|
float max = MPMAX(rmax, rmin);
|
|
|
|
float min = MPMIN(rmax, rmin);
|
|
|
|
return MPMAX(MPMIN(result, max), min);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_video_set_ambient_lux(struct gl_video *p, int lux)
|
|
|
|
{
|
|
|
|
if (p->opts.gamma_auto) {
|
|
|
|
float gamma = gl_video_scale_ambient_lux(16.0, 64.0, 2.40, 1.961, lux);
|
2015-03-04 19:18:14 +00:00
|
|
|
MP_VERBOSE(p, "ambient light changed: %dlux (gamma: %f)\n", lux, gamma);
|
2015-02-07 12:54:18 +00:00
|
|
|
p->opts.gamma = MPMIN(1.0, 1.961 / gamma);
|
|
|
|
gl_video_eq_update(p);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-11-03 23:00:18 +00:00
|
|
|
void gl_video_set_hwdec(struct gl_video *p, struct gl_hwdec *hwdec)
|
|
|
|
{
|
|
|
|
p->hwdec = hwdec;
|
2015-01-22 17:29:37 +00:00
|
|
|
mp_image_unrefp(&p->image.mpi);
|
2013-11-03 23:00:18 +00:00
|
|
|
}
|