mpv/video/out/opengl/context_wayland.c

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/*
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* This file is part of mpv video player.
* Copyright © 2013 Alexander Preisinger <alexander.preisinger@gmail.com>
*
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
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* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
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* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* GNU Lesser General Public License for more details.
*
Relicense some non-MPlayer source files to LGPL 2.1 or later This covers source files which were added in mplayer2 and mpv times only, and where all code is covered by LGPL relicensing agreements. There are probably more files to which this applies, but I'm being conservative here. A file named ao_sdl.c exists in MPlayer too, but the mpv one is a complete rewrite, and was added some time after the original ao_sdl.c was removed. The same applies to vo_sdl.c, for which the SDL2 API is radically different in addition (MPlayer supports SDL 1.2 only). common.c contains only code written by me. But common.h is a strange case: although it originally was named mp_common.h and exists in MPlayer too, by now it contains only definitions written by uau and me. The exceptions are the CONTROL_ defines - thus not changing the license of common.h yet. codec_tags.c contained once large tables generated from MPlayer's codecs.conf, but all of these tables were removed. From demux_playlist.c I'm removing a code fragment from someone who was not asked; this probably could be done later (see commit 15dccc37). misc.c is a bit complicated to reason about (it was split off mplayer.c and thus contains random functions out of this file), but actually all functions have been added post-MPlayer. Except get_relative_time(), which was written by uau, but looks similar to 3 different versions of something similar in each of the Unix/win32/OSX timer source files. I'm not sure what that means in regards to copyright, so I've just moved it into another still-GPL source file for now. screenshot.c once had some minor parts of MPlayer's vf_screenshot.c, but they're all gone.
2016-01-19 17:36:06 +00:00
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <wayland-egl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "video/out/wayland_common.h"
#include "context.h"
#include "egl_helpers.h"
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
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#include "utils.h"
// Generated from presentation-time.xml
#include "generated/wayland/presentation-time.h"
vo_gpu: opengl: make it work with EGL 1.4 This tries to deal with the crazy EGL situation. The summary is: - using eglGetDisplay() with multiple windowing platforms doesn't really work, but Mesa had an awful hack for it - this hack can be disabled at build time, and some distros sometimes accidentally or intentionally do so - Mesa will probably eventually disable it by default - we switched to eglGetPlatformDisplay(), but this requires EGL 1.5 - the very regrettable graphics company (also known as Nvidia) ships drivers (for old hardware I think) that are EGL 1.4 only - that means even though we "require" EGL 1.5 and link against it, the runtime EGL may be 1.4 - trying to run mpv there crashes in the dynamic linker - so we have to go through some more awful compatibility hacks This commit tries to do it "properly", but using EGL 1.4 as base. The plaform selection mechanism is a messy extension there, which got elevated to core API in 1.5 (but OF COURSE in incompatible ways). I'm not sure whether the EGL 1.5 code path (by parsing the EGL_VERSION) is really needed, but if you ask me, it feels slightly saner not to rely on an EGL 1.4 kludge forever. But maybe this is just an instance of self-harm, since they will most likely never drop or not provide this API. Also, unlike before, we actually check the extension string for the individual platform extensions, because who knows, some EGL implementations might curse us if we pass unknown platform parameters. (But actually, the more I think about this, the more bullshit it is.) X11 and Wayland were the only ones trying to call eglGetPlatformDisplay, so they're the only ones which are adjusted in this commit. Unfortunately, correct function of this commit is unconfirmed. It's possible that it crashes with the old drivers mentioned above. Why didn't they solve it like this: struct native_display { int platform_type; void *native_display; }; Could have kept eglGetDisplay() without all the obnoxious extension BS.
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#define EGL_PLATFORM_WAYLAND_EXT 0x31D8
struct priv {
GL gl;
EGLDisplay egl_display;
EGLContext egl_context;
EGLSurface egl_surface;
EGLConfig egl_config;
struct wl_egl_window *egl_window;
};
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
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static const struct wl_callback_listener frame_listener;
static void frame_callback(void *data, struct wl_callback *callback, uint32_t time)
{
struct vo_wayland_state *wl = data;
if (callback)
wl_callback_destroy(callback);
wl->frame_callback = wl_surface_frame(wl->surface);
wl_callback_add_listener(wl->frame_callback, &frame_listener, wl);
wl->frame_wait = false;
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
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}
static const struct wl_callback_listener frame_listener = {
frame_callback,
};
static const struct wp_presentation_feedback_listener feedback_listener;
static void feedback_sync_output(void *data, struct wp_presentation_feedback *fback,
struct wl_output *output)
{
}
static void feedback_presented(void *data, struct wp_presentation_feedback *fback,
uint32_t tv_sec_hi, uint32_t tv_sec_lo,
uint32_t tv_nsec, uint32_t refresh_nsec,
uint32_t seq_hi, uint32_t seq_lo,
uint32_t flags)
{
struct vo_wayland_state *wl = data;
wp_presentation_feedback_destroy(fback);
vo_wayland_sync_shift(wl);
// Very similar to oml_sync_control, in this case we assume that every
// time the compositor receives feedback, a buffer swap has been already
// been performed.
//
// Notes:
// - tv_sec_lo + tv_sec_hi is the equivalent of oml's ust
// - seq_lo + seq_hi is the equivalent of oml's msc
// - these values are updated everytime the compositor receives feedback.
int index = last_available_sync(wl);
if (index < 0) {
queue_new_sync(wl);
index = 0;
}
int64_t sec = (uint64_t) tv_sec_lo + ((uint64_t) tv_sec_hi << 32);
wl->sync[index].sbc = wl->user_sbc;
wl->sync[index].ust = sec * 1000000LL + (uint64_t) tv_nsec / 1000;
wl->sync[index].msc = (uint64_t) seq_lo + ((uint64_t) seq_hi << 32);
wl->sync[index].filled = true;
}
static void feedback_discarded(void *data, struct wp_presentation_feedback *fback)
{
wp_presentation_feedback_destroy(fback);
}
static const struct wp_presentation_feedback_listener feedback_listener = {
feedback_sync_output,
feedback_presented,
feedback_discarded,
};
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
static void resize(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo_wayland_state *wl = ctx->vo->wl;
MP_VERBOSE(wl, "Handling resize on the egl side\n");
const int32_t width = wl->scaling*mp_rect_w(wl->geometry);
const int32_t height = wl->scaling*mp_rect_h(wl->geometry);
wl_surface_set_buffer_scale(wl->surface, wl->scaling);
if (p->egl_window)
wl_egl_window_resize(p->egl_window, width, height, 0, 0);
wl->vo->dwidth = width;
wl->vo->dheight = height;
}
static void wayland_egl_swap_buffers(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
struct vo_wayland_state *wl = ctx->vo->wl;
if (wl->presentation) {
wl->feedback = wp_presentation_feedback(wl->presentation, wl->surface);
wp_presentation_feedback_add_listener(wl->feedback, &feedback_listener, wl);
wl->user_sbc += 1;
int index = last_available_sync(wl);
if (index < 0)
queue_new_sync(wl);
}
eglSwapBuffers(p->egl_display, p->egl_surface);
if (!wl->opts->disable_vsync)
vo_wayland_wait_frame(wl);
if (wl->presentation)
wayland_sync_swap(wl);
wl->frame_wait = true;
}
static void wayland_egl_get_vsync(struct ra_ctx *ctx, struct vo_vsync_info *info)
{
struct vo_wayland_state *wl = ctx->vo->wl;
wayland: use mp_time deltas for presentation time One not-so-nice hack in the wayland code is the assumption of when a window is hidden (out of view from the compositor) and an arbitrary delay for enabling/disabling the usage of presentation time. Since you do not receive any presentation feedback when a window is hidden on wayland (a feature or misfeature depending on who you ask), the ust is updated based on the refresh_nsec statistic gathered from the previous feedback event. The flaw with this is that refresh_nsec basically just reports back the display's refresh rate (1 / refresh_rate * 10^9). It doesn't tell you how long the vsync interval really was. So as a video is left playing out of view, the wl->last_queue_display_time becomes increasingly inaccurate. This led to a vsync spike when bringing the mpv window back into sight after it was hidden for a period of time. The hack for working around this is to just wait a while before enabling presentation time again. The discrepancy between the "bogus" wl->last_queue_display_time and the actual value you get from the feedback only happens initially after a switch. If you just discard those values, you avoid the dramatic vsync spike. It turns out that there's a smarter way to do this. Just use mp_time_us deltas. The whole reason for these hacks is because wl->last_queue_display_time wasn't close enough to how long it would take for a frame to actually display if it wasn't hidden. Instead, mpv's internal timer can be used, and the difference between wayland_sync_swap calls is a close enough proxy for the vsync interval (certainly better than using the monitor's refresh rate). This avoids the entire conundrum of massive vsync spikes when bringing the player back into view, and it means we can get rid of extra crap like wl->hidden.
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if (wl->presentation) {
info->vsync_duration = wl->vsync_duration;
info->skipped_vsyncs = wl->last_skipped_vsyncs;
info->last_queue_display_time = wl->last_queue_display_time;
}
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
}
static bool egl_create_context(struct ra_ctx *ctx)
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
{
struct priv *p = ctx->priv = talloc_zero(ctx, struct priv);
struct vo_wayland_state *wl = ctx->vo->wl;
vo_gpu: opengl: make it work with EGL 1.4 This tries to deal with the crazy EGL situation. The summary is: - using eglGetDisplay() with multiple windowing platforms doesn't really work, but Mesa had an awful hack for it - this hack can be disabled at build time, and some distros sometimes accidentally or intentionally do so - Mesa will probably eventually disable it by default - we switched to eglGetPlatformDisplay(), but this requires EGL 1.5 - the very regrettable graphics company (also known as Nvidia) ships drivers (for old hardware I think) that are EGL 1.4 only - that means even though we "require" EGL 1.5 and link against it, the runtime EGL may be 1.4 - trying to run mpv there crashes in the dynamic linker - so we have to go through some more awful compatibility hacks This commit tries to do it "properly", but using EGL 1.4 as base. The plaform selection mechanism is a messy extension there, which got elevated to core API in 1.5 (but OF COURSE in incompatible ways). I'm not sure whether the EGL 1.5 code path (by parsing the EGL_VERSION) is really needed, but if you ask me, it feels slightly saner not to rely on an EGL 1.4 kludge forever. But maybe this is just an instance of self-harm, since they will most likely never drop or not provide this API. Also, unlike before, we actually check the extension string for the individual platform extensions, because who knows, some EGL implementations might curse us if we pass unknown platform parameters. (But actually, the more I think about this, the more bullshit it is.) X11 and Wayland were the only ones trying to call eglGetPlatformDisplay, so they're the only ones which are adjusted in this commit. Unfortunately, correct function of this commit is unconfirmed. It's possible that it crashes with the old drivers mentioned above. Why didn't they solve it like this: struct native_display { int platform_type; void *native_display; }; Could have kept eglGetDisplay() without all the obnoxious extension BS.
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if (!(p->egl_display = mpegl_get_display(EGL_PLATFORM_WAYLAND_EXT,
"EGL_EXT_platform_wayland",
wl->display)))
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return false;
if (eglInitialize(p->egl_display, NULL, NULL) != EGL_TRUE)
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return false;
if (!mpegl_create_context(ctx, p->egl_display, &p->egl_context,
&p->egl_config))
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return false;
eglMakeCurrent(p->egl_display, NULL, NULL, p->egl_context);
mpegl_load_functions(&p->gl, wl->log);
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
struct ra_gl_ctx_params params = {
.swap_buffers = wayland_egl_swap_buffers,
.get_vsync = wayland_egl_get_vsync,
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
};
if (!ra_gl_ctx_init(ctx, &p->gl, params))
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return false;
client API: add a new way to pass X11 Display etc. to render API Hardware decoding things often need access to additional handles from the windowing system, such as the X11 or Wayland display when using vaapi. The opengl-cb had nothing dedicated for this, and used the weird GL_MP_MPGetNativeDisplay GL extension (which was mpv specific and not officially registered with OpenGL). This was awkward, and a pain due to having to emulate GL context behavior (like needing a TLS variable to store context for the pseudo GL extension function). In addition (and not inherently due to this), we could pass only one resource from mpv builtin context backends to hwdecs. It was also all GL specific. Replace this with a newer mechanism. It works for all RA backends, not just GL. the API user can explicitly pass the objects at init time via mpv_render_context_create(). Multiple resources are naturally possible. The API uses MPV_RENDER_PARAM_* defines, but internally we use strings. This is done for 2 reasons: 1. trying to leave libmpv and internal mechanisms decoupled, 2. not having to add public API for some of the internal resource types (especially D3D/GL interop stuff). To remain sane, drop support for obscure half-working opengl-cb things, like the DRM interop (was missing necessary things), the RPI window thing (nobody used it), and obscure D3D interop things (not needed with ANGLE, others were undocumented). In order not to break ABI and the C API, we don't remove the associated structs from opengl_cb.h. The parts which are still needed (in particular DRM interop) needs to be ported to the render API.
2018-03-22 16:05:01 +00:00
ra_add_native_resource(ctx->ra, "wl", wl->display);
wayland: use callback flag + poll for buffer swap The old way of using wayland in mpv relied on an external renderloop for semi-accurate timings. This had multiple issues though. Display sync would break whenever the window was hidden (since the frame callback stopped being executed) which was really annoying. Also the entire external renderloop logic was kind of fragile and didn't play well with mpv's internal structure (i.e. using presentation time in that old paradigm breaks stats.lua). Basically the problem is that swap buffers blocks on wayland which is crap whenever you hide the mpv window since it looks up the entire player. So you have to make swap buffers not block, but this has a different problem. Timings will be terrible if you use the unblocked swap buffers call. Based on some discussion in #wayland, the trick here is relatively simple and works well enough for our purposes. Instead we basically build a way to block with a timeout in the wayland buffer swap functions. A bool is set in the frame callback function that indicates whether or not mpv is waiting for a frame to be displayed. In the actual buffer swap function, we enter into a while loop waiting for this flag to be set. At the same time, the wl_display is polled to block the thread and wakeup if it receives any events from the compositor. This loop only breaks if enough time has passed or if the frame callback bool is received. In the near future, it is better to set whether or not frame a frame has been displayed in the presentation feedback. However as a first pass, doing it in the frame callback is more than good enough. The "downside" is that we render frames that aren't actually shown on screen when the player is hidden (it seems like wayland people don't like that). But who cares. Accurate timings are way more important. It's probably not too hard to add that behavior back in the player though.
2019-10-07 20:58:36 +00:00
wl->frame_callback = wl_surface_frame(wl->surface);
wl_callback_add_listener(wl->frame_callback, &frame_listener, wl);
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return true;
}
static void egl_create_window(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
struct vo_wayland_state *wl = ctx->vo->wl;
p->egl_window = wl_egl_window_create(wl->surface, mp_rect_w(wl->geometry),
mp_rect_h(wl->geometry));
p->egl_surface = eglCreateWindowSurface(p->egl_display, p->egl_config,
p->egl_window, NULL);
eglMakeCurrent(p->egl_display, p->egl_surface, p->egl_surface, p->egl_context);
eglSwapInterval(p->egl_display, 0);
}
static bool wayland_egl_reconfig(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
if (!vo_wayland_reconfig(ctx->vo))
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return false;
if (!p->egl_window)
egl_create_window(ctx);
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return true;
}
static void wayland_egl_uninit(struct ra_ctx *ctx)
{
struct priv *p = ctx->priv;
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
ra_gl_ctx_uninit(ctx);
if (p->egl_context) {
eglReleaseThread();
if (p->egl_window)
wl_egl_window_destroy(p->egl_window);
eglDestroySurface(p->egl_display, p->egl_surface);
eglMakeCurrent(p->egl_display, NULL, NULL, EGL_NO_CONTEXT);
eglDestroyContext(p->egl_display, p->egl_context);
p->egl_context = NULL;
}
eglTerminate(p->egl_display);
vo_wayland_uninit(ctx->vo);
}
static int wayland_egl_control(struct ra_ctx *ctx, int *events, int request,
void *data)
{
struct vo_wayland_state *wl = ctx->vo->wl;
int r = vo_wayland_control(ctx->vo, events, request, data);
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
if (*events & VO_EVENT_RESIZE) {
resize(ctx);
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
ra_gl_ctx_resize(ctx->swapchain, wl->vo->dwidth, wl->vo->dheight, 0);
}
return r;
}
static void wayland_egl_wakeup(struct ra_ctx *ctx)
{
vo_wayland_wakeup(ctx->vo);
}
static void wayland_egl_wait_events(struct ra_ctx *ctx, int64_t until_time_us)
{
vo_wayland_wait_events(ctx->vo, until_time_us);
}
static bool wayland_egl_init(struct ra_ctx *ctx)
{
if (!vo_wayland_init(ctx->vo)) {
vo_wayland_uninit(ctx->vo);
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
return false;
}
return egl_create_context(ctx);
}
vo_opengl: refactor into vo_gpu This is done in several steps: 1. refactor MPGLContext -> struct ra_ctx 2. move GL-specific stuff in vo_opengl into opengl/context.c 3. generalize context creation to support other APIs, and add --gpu-api 4. rename all of the --opengl- options that are no longer opengl-specific 5. move all of the stuff from opengl/* that isn't GL-specific into gpu/ (note: opengl/gl_utils.h became opengl/utils.h) 6. rename vo_opengl to vo_gpu 7. to handle window screenshots, the short-term approach was to just add it to ra_swchain_fns. Long term (and for vulkan) this has to be moved to ra itself (and vo_gpu altered to compensate), but this was a stop-gap measure to prevent this commit from getting too big 8. move ra->fns->flush to ra_gl_ctx instead 9. some other minor changes that I've probably already forgotten Note: This is one half of a major refactor, the other half of which is provided by rossy's following commit. This commit enables support for all linux platforms, while his version enables support for all non-linux platforms. Note 2: vo_opengl_cb.c also re-uses ra_gl_ctx so it benefits from the --opengl- options like --opengl-early-flush, --opengl-finish etc. Should be a strict superset of the old functionality. Disclaimer: Since I have no way of compiling mpv on all platforms, some of these ports were done blindly. Specifically, the blind ports included context_mali_fbdev.c and context_rpi.c. Since they're both based on egl_helpers, the port should have gone smoothly without any major changes required. But if somebody complains about a compile error on those platforms (assuming anybody actually uses them), you know where to complain.
2017-09-14 06:04:55 +00:00
const struct ra_ctx_fns ra_ctx_wayland_egl = {
.type = "opengl",
.name = "wayland",
.reconfig = wayland_egl_reconfig,
.control = wayland_egl_control,
.wakeup = wayland_egl_wakeup,
.wait_events = wayland_egl_wait_events,
.init = wayland_egl_init,
.uninit = wayland_egl_uninit,
};