mpv/video/out/opengl/common.c

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/*
* common OpenGL routines
*
* copyleft (C) 2005-2010 Reimar Döffinger <Reimar.Doeffinger@gmx.de>
* Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c
* gave me lots of good ideas.
*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with mpv. If not, see <http://www.gnu.org/licenses/>.
*
* You can alternatively redistribute this file 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.
*/
/**
* \file gl_common.c
* \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
*/
#include <stddef.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <stdbool.h>
#include <math.h>
#include <assert.h>
#include "talloc.h"
#include "common.h"
#include "common/common.h"
#include "options/options.h"
#include "options/m_option.h"
// This guesses if the current GL context is a suspected software renderer.
static bool is_software_gl(GL *gl)
{
const char *renderer = gl->GetString(GL_RENDERER);
const char *vendor = gl->GetString(GL_VENDOR);
return !(renderer && vendor) ||
strcmp(renderer, "Software Rasterizer") == 0 ||
strstr(renderer, "llvmpipe") ||
strcmp(vendor, "Microsoft Corporation") == 0 ||
strcmp(renderer, "Mesa X11") == 0;
}
static void GLAPIENTRY dummy_glBindFramebuffer(GLenum target, GLuint framebuffer)
{
assert(framebuffer == 0);
}
static bool check_ext(GL *gl, const char *name)
{
const char *exts = gl->extensions;
char *s = strstr(exts, name);
char *e = s ? s + strlen(name) : NULL;
return s && (s == exts || s[-1] == ' ') && (e[0] == ' ' || !e[0]);
}
#define FN_OFFS(name) offsetof(GL, name)
#define DEF_FN(name) {FN_OFFS(name), "gl" # name}
#define DEF_FN_NAME(name, str) {FN_OFFS(name), str}
struct gl_function {
ptrdiff_t offset;
char *name;
};
struct gl_functions {
const char *extension; // introduced with this extension in any version
int provides; // bitfield of MPGL_CAP_* constants
int ver_core; // introduced as required function
int ver_es_core; // introduced as required GL ES function
const struct gl_function *functions;
};
#define MAX_FN_COUNT 100 // max functions per gl_functions section
// Note: to keep the number of sections low, some functions are in multiple
// sections (if there are tricky combinations of GL/ES versions)
static const struct gl_functions gl_functions[] = {
// GL 2.1+ desktop and GLES 2.0+ (anything we support)
// Probably all of these are in GL 2.0 too, but we require GLSL 120.
{
.ver_core = 210,
.ver_es_core = 200,
.functions = (const struct gl_function[]) {
DEF_FN(ActiveTexture),
DEF_FN(AttachShader),
DEF_FN(BindAttribLocation),
DEF_FN(BindBuffer),
DEF_FN(BindTexture),
DEF_FN(BlendFuncSeparate),
DEF_FN(BufferData),
DEF_FN(Clear),
DEF_FN(ClearColor),
DEF_FN(CompileShader),
DEF_FN(CreateProgram),
DEF_FN(CreateShader),
DEF_FN(DeleteBuffers),
DEF_FN(DeleteProgram),
DEF_FN(DeleteShader),
DEF_FN(DeleteTextures),
DEF_FN(Disable),
DEF_FN(DisableVertexAttribArray),
DEF_FN(DrawArrays),
DEF_FN(Enable),
DEF_FN(EnableVertexAttribArray),
DEF_FN(Finish),
DEF_FN(Flush),
DEF_FN(GenBuffers),
DEF_FN(GenTextures),
DEF_FN(GetAttribLocation),
DEF_FN(GetError),
DEF_FN(GetIntegerv),
DEF_FN(GetProgramInfoLog),
DEF_FN(GetProgramiv),
DEF_FN(GetShaderInfoLog),
DEF_FN(GetShaderiv),
DEF_FN(GetString),
DEF_FN(GetUniformLocation),
DEF_FN(LinkProgram),
DEF_FN(PixelStorei),
DEF_FN(ReadPixels),
DEF_FN(ShaderSource),
DEF_FN(TexImage2D),
DEF_FN(TexParameteri),
DEF_FN(TexSubImage2D),
DEF_FN(Uniform1f),
DEF_FN(Uniform2f),
DEF_FN(Uniform3f),
DEF_FN(Uniform1i),
DEF_FN(UniformMatrix2fv),
DEF_FN(UniformMatrix3fv),
DEF_FN(UseProgram),
DEF_FN(VertexAttribPointer),
DEF_FN(Viewport),
{0}
},
},
// GL 2.1+ desktop only (and GLSL 120 shaders)
{
.ver_core = 210,
.provides = MPGL_CAP_ROW_LENGTH | MPGL_CAP_1D_TEX,
.functions = (const struct gl_function[]) {
DEF_FN(DrawBuffer),
DEF_FN(GetTexLevelParameteriv),
DEF_FN(MapBuffer),
DEF_FN(ReadBuffer),
DEF_FN(TexImage1D),
DEF_FN(UnmapBuffer),
{0}
},
},
// GL 3.0+ and ES 3.x core only functions.
{
.ver_core = 300,
.ver_es_core = 300,
.functions = (const struct gl_function[]) {
DEF_FN(BindBufferBase),
DEF_FN(BlitFramebuffer),
DEF_FN(GetStringi),
// for ES 3.0
DEF_FN(ReadBuffer),
DEF_FN(UnmapBuffer),
{0}
},
},
// For ES 3.1 core
{
.ver_es_core = 310,
.functions = (const struct gl_function[]) {
DEF_FN(GetTexLevelParameteriv),
{0}
},
},
{
.ver_core = 210,
.ver_es_core = 300,
.provides = MPGL_CAP_3D_TEX,
.functions = (const struct gl_function[]) {
DEF_FN(TexImage3D),
{0}
},
},
// Useful for ES 2.0
{
.ver_core = 110,
.ver_es_core = 300,
.extension = "GL_EXT_unpack_subimage",
.provides = MPGL_CAP_ROW_LENGTH,
},
// Framebuffers, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = 300,
.ver_es_core = 200,
.extension = "GL_ARB_framebuffer_object",
.provides = MPGL_CAP_FB,
.functions = (const struct gl_function[]) {
DEF_FN(BindFramebuffer),
DEF_FN(GenFramebuffers),
DEF_FN(DeleteFramebuffers),
DEF_FN(CheckFramebufferStatus),
DEF_FN(FramebufferTexture2D),
{0}
},
},
// VAOs, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = 300,
.ver_es_core = 300,
.extension = "GL_ARB_vertex_array_object",
.provides = MPGL_CAP_VAO,
.functions = (const struct gl_function[]) {
DEF_FN(GenVertexArrays),
DEF_FN(BindVertexArray),
DEF_FN(DeleteVertexArrays),
{0}
}
},
// GL_RED / GL_RG textures, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = 300,
.ver_es_core = 300,
.extension = "GL_ARB_texture_rg",
.provides = MPGL_CAP_TEX_RG,
},
{
.ver_core = 320,
.extension = "GL_ARB_sync",
.functions = (const struct gl_function[]) {
DEF_FN(FenceSync),
DEF_FN(ClientWaitSync),
DEF_FN(DeleteSync),
{0}
},
},
// Swap control, always an OS specific extension
// The OSX code loads this manually.
{
.extension = "GLX_SGI_swap_control",
.functions = (const struct gl_function[]) {
DEF_FN_NAME(SwapInterval, "glXSwapIntervalSGI"),
{0},
},
},
{
.extension = "WGL_EXT_swap_control",
.functions = (const struct gl_function[]) {
DEF_FN_NAME(SwapInterval, "wglSwapIntervalEXT"),
{0},
},
},
{
.extension = "GLX_SGI_video_sync",
.functions = (const struct gl_function[]) {
DEF_FN_NAME(GetVideoSync, "glXGetVideoSyncSGI"),
DEF_FN_NAME(WaitVideoSync, "glXWaitVideoSyncSGI"),
{0},
},
},
// For gl_hwdec_vdpau.c
// http://www.opengl.org/registry/specs/NV/vdpau_interop.txt
{
.extension = "GL_NV_vdpau_interop",
.provides = MPGL_CAP_VDPAU,
.functions = (const struct gl_function[]) {
// (only functions needed by us)
DEF_FN(VDPAUInitNV),
DEF_FN(VDPAUFiniNV),
DEF_FN(VDPAURegisterOutputSurfaceNV),
DEF_FN(VDPAUUnregisterSurfaceNV),
DEF_FN(VDPAUSurfaceAccessNV),
DEF_FN(VDPAUMapSurfacesNV),
DEF_FN(VDPAUUnmapSurfacesNV),
{0}
},
},
// Apple Packed YUV Formats
// For gl_hwdec_vda.c
// http://www.opengl.org/registry/specs/APPLE/rgb_422.txt
{
.extension = "GL_APPLE_rgb_422",
.provides = MPGL_CAP_APPLE_RGB_422,
},
{
.ver_core = 430,
.extension = "GL_ARB_debug_output",
.provides = MPGL_CAP_DEBUG,
.functions = (const struct gl_function[]) {
// (only functions needed by us)
DEF_FN(DebugMessageCallback),
{0}
},
},
// These don't exist - they are for the sake of mpv internals, and libmpv
// interaction (see libmpv/opengl_cb.h).
{
.extension = "GL_MP_MPGetNativeDisplay",
.functions = (const struct gl_function[]) {
DEF_FN(MPGetNativeDisplay),
{0}
},
},
// Same, but using the old name.
{
.extension = "GL_MP_D3D_interfaces",
.functions = (const struct gl_function[]) {
DEF_FN_NAME(MPGetNativeDisplay, "glMPGetD3DInterface"),
{0}
},
},
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
// uniform buffer object extensions, requires OpenGL 3.1.
{
.ver_core = 310,
.ver_es_core = 300,
2015-11-09 13:29:58 +00:00
.extension = "GL_ARB_uniform_buffer_object",
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
.functions = (const struct gl_function[]) {
DEF_FN(GetUniformBlockIndex),
DEF_FN(UniformBlockBinding),
{0}
},
},
};
#undef FN_OFFS
#undef DEF_FN_HARD
#undef DEF_FN
#undef DEF_FN_NAME
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
// Fill the GL struct with function pointers and extensions from the current
// GL context. Called by the backend.
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
// getProcAddress: function to resolve function names, may be NULL
// ext2: an extra extension string
// log: used to output messages
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
// Note: if you create a CONTEXT_FORWARD_COMPATIBLE_BIT_ARB with OpenGL 3.0,
// you must append "GL_ARB_compatibility" to ext2.
void mpgl_load_functions2(GL *gl, void *(*get_fn)(void *ctx, const char *n),
void *fn_ctx, const char *ext2, struct mp_log *log)
{
talloc_free_children(gl);
*gl = (GL) {
.extensions = talloc_strdup(gl, ext2 ? ext2 : ""),
};
gl->GetString = get_fn(fn_ctx, "glGetString");
if (!gl->GetString) {
mp_err(log, "Can't load OpenGL functions.\n");
goto error;
}
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
int major = 0, minor = 0;
const char *version_string = gl->GetString(GL_VERSION);
if (!version_string)
goto error;
mp_verbose(log, "GL_VERSION='%s'\n", version_string);
if (strncmp(version_string, "OpenGL ES ", 10) == 0) {
version_string += 10;
gl->es = 100;
}
if (sscanf(version_string, "%d.%d", &major, &minor) < 2)
goto error;
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
gl->version = MPGL_VER(major, minor);
mp_verbose(log, "Detected %s %d.%d.\n", gl->es ? "GLES" : "desktop OpenGL",
major, minor);
if (gl->es) {
gl->es = gl->version;
gl->version = 0;
if (gl->es < 200) {
mp_fatal(log, "At least GLESv2 required.\n");
goto error;
}
}
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
mp_verbose(log, "GL_VENDOR='%s'\n", gl->GetString(GL_VENDOR));
mp_verbose(log, "GL_RENDERER='%s'\n", gl->GetString(GL_RENDERER));
const char *shader = gl->GetString(GL_SHADING_LANGUAGE_VERSION);
if (shader)
mp_verbose(log, "GL_SHADING_LANGUAGE_VERSION='%s'\n", shader);
if (gl->version >= 300) {
gl->GetStringi = get_fn(fn_ctx, "glGetStringi");
gl->GetIntegerv = get_fn(fn_ctx, "glGetIntegerv");
if (!(gl->GetStringi && gl->GetIntegerv))
goto error;
GLint exts;
gl->GetIntegerv(GL_NUM_EXTENSIONS, &exts);
for (int n = 0; n < exts; n++) {
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
const char *ext = gl->GetStringi(GL_EXTENSIONS, n);
gl->extensions = talloc_asprintf_append(gl->extensions, " %s", ext);
}
gl_common: simplify window/context creation Allow the backend code to create a GL context on best effort basis, instead of having to implement separate functions for each variation. This means there's only a single create_window callback now. Also, getFunctions() doesn't have the gl3 parameter anymore, which was confusing and hard to explain. create_window() tries to create a GL context of any version. The field MPGLContext.requested_gl_version is taken as a hint whether a GL3 or a legacy context is preferred. (This should be easy on all platforms.) The cocoa part always assumes that GL 3 is always available on OSX 10.7.0 and higher, and miserably fails if it's not. One could try to put more effort into probing the context, but apparently this situation never happens, so don't bother. (And even if, mpv should be able to fall back to vo_corevideo.) The X11 part doesn't change much, but moving these functions around makes the diff bigger. Note about some corner cases: This doesn't handle CONTEXT_FORWARD_COMPATIBLE_BIT_ARB on OpenGL 3.0 correctly. This was the one thing getFunctions() actually needed the gl3 parameter, and we just make sure we never use forward compatible contexts on 3.0. It should work with any version above (e.g. 3.1, 3.2 and 3.3 should be fine). This is because the GL_ARB_compatibility extension is specified for 3.1 and up only. There doesn't seem to be any way to detect presence of legacy GL on 3.0 with a forward compatible context. As a counter measure, remove the FORWARD_COMPATIBLE flags from the win32 code. Maybe this will go wrong. (Should this happen, the flag has the be added back, and the win32 will have to explicitly check for GL 3.0 and add "GL_ARB_compatibility" to the extra extension string.) Note about GLX: Probing GL versions by trying to create a context on an existing window was (probably) not always possible. Old code used GLX 1.2 to create legacy contexts, and it required code different from GLX 1.3 even before creation of the X window (the problem was selections of the X Visual). That's why there were two functions for window creation (create_window_old and create_window_gl3). However, the legacy context creation code was updated to GLX 1.3 in commit b3b20cc, so having different functions for window creation is not needed anymore.
2013-02-24 22:31:57 +00:00
} else {
const char *ext = (char*)gl->GetString(GL_EXTENSIONS);
gl->extensions = talloc_asprintf_append(gl->extensions, " %s", ext);
}
mp_dbg(log, "Combined OpenGL extensions string:\n%s\n", gl->extensions);
for (int n = 0; n < MP_ARRAY_SIZE(gl_functions); n++) {
const struct gl_functions *section = &gl_functions[n];
int version = gl->es ? gl->es : gl->version;
int ver_core = gl->es ? section->ver_es_core : section->ver_core;
// NOTE: Function entrypoints can exist, even if they do not work.
// We must always check extension strings and versions.
bool exists = false, must_exist = false;
if (ver_core)
must_exist = version >= ver_core;
if (section->extension && check_ext(gl, section->extension))
exists = true;
exists |= must_exist;
if (!exists)
continue;
void *loaded[MAX_FN_COUNT] = {0};
bool all_loaded = true;
const struct gl_function *fnlist = section->functions;
for (int i = 0; fnlist && fnlist[i].name; i++) {
const struct gl_function *fn = &fnlist[i];
void *ptr = get_fn(fn_ctx, fn->name);
if (!ptr) {
all_loaded = false;
mp_warn(log, "Required function '%s' not "
"found for %s OpenGL %d.%d.\n", fn->name,
section->extension ? section->extension : "builtin",
MPGL_VER_GET_MAJOR(ver_core),
MPGL_VER_GET_MINOR(ver_core));
if (must_exist)
goto error;
break;
}
assert(i < MAX_FN_COUNT);
loaded[i] = ptr;
}
if (all_loaded) {
gl->mpgl_caps |= section->provides;
for (int i = 0; fnlist && fnlist[i].name; i++) {
const struct gl_function *fn = &fnlist[i];
void **funcptr = (void**)(((char*)gl) + fn->offset);
if (loaded[i])
*funcptr = loaded[i];
}
mp_verbose(log, "Loaded functions for %d/%s.\n", ver_core,
section->extension ? section->extension : "builtin");
}
}
gl->glsl_version = 0;
if (gl->es) {
if (gl->es >= 200)
gl->glsl_version = 100;
if (gl->es >= 300)
gl->glsl_version = 300;
} else {
gl->glsl_version = 110;
int glsl_major = 0, glsl_minor = 0;
if (shader && sscanf(shader, "%d.%d", &glsl_major, &glsl_minor) == 2)
gl->glsl_version = glsl_major * 100 + glsl_minor;
// GLSL 400 defines "sample" as keyword - breaks custom shaders.
gl->glsl_version = MPMIN(gl->glsl_version, 330);
}
if (is_software_gl(gl)) {
gl->mpgl_caps |= MPGL_CAP_SW;
mp_verbose(log, "Detected suspected software renderer.\n");
}
// Detect 16F textures that work with GL_LINEAR filtering.
if ((!gl->es && (gl->version >= 300 || check_ext(gl, "GL_ARB_texture_float"))) ||
(gl->es && (gl->version >= 310 || check_ext(gl, "GL_OES_texture_half_float_linear"))))
{
mp_verbose(log, "Filterable half-float textures supported.\n");
gl->mpgl_caps |= MPGL_CAP_FLOAT_TEX;
}
// Provided for simpler handling if no framebuffer support is available.
if (!gl->BindFramebuffer)
gl->BindFramebuffer = &dummy_glBindFramebuffer;
return;
error:
gl->version = 0;
gl->es = 0;
gl->mpgl_caps = 0;
}
static void *get_procaddr_wrapper(void *ctx, const char *name)
{
void *(*getProcAddress)(const GLubyte *) = ctx;
return getProcAddress ? getProcAddress((const GLubyte*)name) : NULL;
}
void mpgl_load_functions(GL *gl, void *(*getProcAddress)(const GLubyte *),
const char *ext2, struct mp_log *log)
{
mpgl_load_functions2(gl, get_procaddr_wrapper, getProcAddress, ext2, log);
}
2015-05-13 21:55:22 +00:00
extern const struct mpgl_driver mpgl_driver_x11;
extern const struct mpgl_driver mpgl_driver_x11egl;
extern const struct mpgl_driver mpgl_driver_x11_probe;
vo_opengl: add DRM EGL backend Notes: - Unfortunately the only way to talk to EGL from within DRM I could find involves linking with GBM (generic buffer management for Mesa.) Because of this, I'm pretty sure it won't work with proprietary NVidia drivers, but then again, last time I checked NVidia didn't offer proper screen resolution for VT. - VT switching doesn't seem to work at all. It's worth mentioning that using vo_drm before introduction of VT switcher had an anomaly where user could switch to another VT and input text to it, while video played on top of that VT. However, that isn't the case with drm_egl: I can't switch to other VT during playback like this. This makes me think that it's either a limitation coming from my firmware or from EGL/KMS itself rather than a bug with my code. Nonetheless, I still left (untestable) VT switching code in place, in case it's useful to someone else. - The mode_id, connector_id and device_path should be configurable for power users and people who wish to watch videos on nonprimary screen. Unfortunately I didn't see anything that would allow OpenGL backends to register their own set of options. At the same time, adding them to global namespace is pointless. - A few dozens of lines could be shared with vo_drm (setting up VT switching, most of code behind page flipping). I don't have any strong opinion on this. - Sometimes I get minor visual glitches. I'm not sure if there's a race condition of some sort, unitialized variable (doubtful), or if it's buggy driver. (I'm using integrated Intel HD Graphics 4400 with Mesa) - .config and .control are very minimal. Signed-off-by: wm4 <wm4@nowhere>
2015-11-07 18:06:57 +00:00
extern const struct mpgl_driver mpgl_driver_drm_egl;
extern const struct mpgl_driver mpgl_driver_cocoa;
extern const struct mpgl_driver mpgl_driver_wayland;
extern const struct mpgl_driver mpgl_driver_w32;
extern const struct mpgl_driver mpgl_driver_angle;
extern const struct mpgl_driver mpgl_driver_rpi;
2015-05-13 21:55:22 +00:00
2015-10-02 16:43:45 +00:00
static const struct mpgl_driver *const backends[] = {
#if HAVE_RPI
2015-10-02 16:43:45 +00:00
&mpgl_driver_rpi,
RPI support This requires FFmpeg git master for accelerated hardware decoding. Keep in mind that FFmpeg must be compiled with --enable-mmal. Libav will also work. Most things work. Screenshots don't work with accelerated/opaque decoding (except using full window screenshot mode). Subtitles are very slow - even simple but huge overlays can cause frame drops. This always uses fullscreen mode. It uses dispmanx and mmal directly, and there are no window managers or anything on this level. vo_opengl also kind of works, but is pretty useless and slow. It can't use opaque hardware decoding (copy back can be used by forcing the option --vd=lavc:h264_mmal). Keep in mind that the dispmanx backend is preferred over the X11 ones in case you're trying on X11; but X11 is even more useless on RPI. This doesn't correctly reject extended h264 profiles and thus doesn't fallback to software decoding. The hw supports only up to the high profile, and will e.g. return garbage for Hi10P video. This sets a precedent of enabling hw decoding by default, but only if RPI support is compiled (which most hopefully it will be disabled on desktop Linux platforms). While it's more or less required to use hw decoding on the weak RPI, it causes more problems than it solves on real platforms (Linux has the Intel GPU problem, OSX still has some cases with broken decoding.) So I can live with this compromise of having different defaults depending on the platform. Raspberry Pi 2 is required. This wasn't tested on the original RPI, though at least decoding itself seems to work (but full playback was not tested).
2015-03-29 13:12:11 +00:00
#endif
#if HAVE_GL_COCOA
2015-10-02 16:43:45 +00:00
&mpgl_driver_cocoa,
#endif
#if HAVE_EGL_ANGLE
&mpgl_driver_angle,
#endif
#if HAVE_GL_WIN32
&mpgl_driver_w32,
#endif
#if HAVE_GL_WAYLAND
2015-10-02 16:43:45 +00:00
&mpgl_driver_wayland,
#endif
#if HAVE_GL_X11
&mpgl_driver_x11_probe,
#endif
#if HAVE_EGL_X11
2015-10-02 16:43:45 +00:00
&mpgl_driver_x11egl,
#endif
#if HAVE_GL_X11
2015-10-02 16:43:45 +00:00
&mpgl_driver_x11,
#endif
#if HAVE_EGL_DRM
&mpgl_driver_drm_egl,
#endif
};
int mpgl_find_backend(const char *name)
{
if (name == NULL || strcmp(name, "auto") == 0)
return -1;
for (int n = 0; n < MP_ARRAY_SIZE(backends); n++) {
2015-10-02 16:43:45 +00:00
if (strcmp(backends[n]->name, name) == 0)
return n;
}
return -2;
}
int mpgl_validate_backend_opt(struct mp_log *log, const struct m_option *opt,
struct bstr name, struct bstr param)
2013-07-21 23:21:39 +00:00
{
if (bstr_equals0(param, "help")) {
mp_info(log, "OpenGL windowing backends:\n");
mp_info(log, " auto (autodetect)\n");
2015-10-02 16:43:45 +00:00
for (int n = 0; n < MP_ARRAY_SIZE(backends); n++)
mp_info(log, " %s\n", backends[n]->name);
return M_OPT_EXIT - 1;
}
2013-07-21 23:21:39 +00:00
char s[20];
snprintf(s, sizeof(s), "%.*s", BSTR_P(param));
return mpgl_find_backend(s) >= -1 ? 1 : M_OPT_INVALID;
}
#if HAVE_C11_TLS
static _Thread_local MPGLContext *current_context;
static void * GLAPIENTRY get_native_display(const char *name)
{
if (current_context && current_context->native_display_type &&
name && strcmp(current_context->native_display_type, name) == 0)
return current_context->native_display;
return NULL;
}
static void set_current_context(MPGLContext *context)
{
current_context = context;
if (context && !context->gl->MPGetNativeDisplay)
context->gl->MPGetNativeDisplay = get_native_display;
}
#else
static void set_current_context(MPGLContext *context)
{
}
#endif
2015-10-02 16:43:45 +00:00
static MPGLContext *init_backend(struct vo *vo, const struct mpgl_driver *driver,
bool probing, int vo_flags)
{
MPGLContext *ctx = talloc_ptrtype(NULL, ctx);
*ctx = (MPGLContext) {
.gl = talloc_zero(ctx, GL),
.vo = vo,
2015-10-02 16:43:45 +00:00
.driver = driver,
};
bool old_probing = vo->probing;
vo->probing = probing; // hack; kill it once backends are separate
2015-10-02 16:43:45 +00:00
MP_VERBOSE(vo, "Initializing OpenGL backend '%s'\n", ctx->driver->name);
ctx->priv = talloc_zero_size(ctx, ctx->driver->priv_size);
if (ctx->driver->init(ctx, vo_flags) < 0) {
vo->probing = old_probing;
2015-10-02 16:43:45 +00:00
talloc_free(ctx);
return NULL;
}
vo->probing = old_probing;
if (!ctx->gl->version && !ctx->gl->es)
goto cleanup;
if (probing && ctx->gl->es && (vo_flags & VOFLAG_NO_GLES)) {
MP_VERBOSE(ctx->vo, "Skipping GLES backend.\n");
goto cleanup;
}
if (ctx->gl->mpgl_caps & MPGL_CAP_SW) {
MP_WARN(ctx->vo, "Suspected software renderer or indirect context.\n");
if (vo->probing && !(vo_flags & VOFLAG_SW))
goto cleanup;
}
ctx->gl->debug_context = !!(vo_flags & VOFLAG_GL_DEBUG);
set_current_context(ctx);
return ctx;
cleanup:
mpgl_uninit(ctx);
return NULL;
}
// Create a VO window and create a GL context on it.
// vo_flags: passed to the backend's create window function
MPGLContext *mpgl_init(struct vo *vo, const char *backend_name, int vo_flags)
{
MPGLContext *ctx = NULL;
int index = mpgl_find_backend(backend_name);
if (index == -1) {
for (int n = 0; n < MP_ARRAY_SIZE(backends); n++) {
2015-10-02 16:43:45 +00:00
ctx = init_backend(vo, backends[n], true, vo_flags);
if (ctx)
break;
}
// VO forced, but no backend is ok => force the first that works at all
if (!ctx && !vo->probing) {
for (int n = 0; n < MP_ARRAY_SIZE(backends); n++) {
ctx = init_backend(vo, backends[n], false, vo_flags);
if (ctx)
break;
}
}
} else if (index >= 0) {
2015-10-02 16:43:45 +00:00
ctx = init_backend(vo, backends[index], false, vo_flags);
}
return ctx;
}
int mpgl_reconfig_window(struct MPGLContext *ctx)
{
return ctx->driver->reconfig(ctx);
}
int mpgl_control(struct MPGLContext *ctx, int *events, int request, void *arg)
{
2015-10-02 16:43:45 +00:00
return ctx->driver->control(ctx, events, request, arg);
}
void mpgl_swap_buffers(struct MPGLContext *ctx)
{
2015-10-02 16:43:45 +00:00
ctx->driver->swap_buffers(ctx);
}
void mpgl_uninit(MPGLContext *ctx)
{
set_current_context(NULL);
2015-10-02 16:43:45 +00:00
if (ctx)
ctx->driver->uninit(ctx);
talloc_free(ctx);
}