mpv/video/out/vo_dmabuf_wayland.c

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/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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#include <unistd.h>
#include "config.h"
#if HAVE_VAAPI
#include <va/va_drmcommon.h>
#endif
#if HAVE_DRM
#include <libavutil/hwcontext_drm.h>
#endif
#include "common/global.h"
#include "gpu/hwdec.h"
#include "gpu/video.h"
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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#include "mpv_talloc.h"
#include "present_sync.h"
#include "video/mp_image.h"
#include "vo.h"
#include "wayland_common.h"
#include "wldmabuf/ra_wldmabuf.h"
#if HAVE_VAAPI
#include "video/vaapi.h"
#endif
// Generated from wayland-protocols
#include "generated/wayland/linux-dmabuf-unstable-v1.h"
#include "generated/wayland/viewporter.h"
#if HAVE_WAYLAND_PROTOCOLS_1_27
#include "generated/wayland/single-pixel-buffer-v1.h"
#endif
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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// We need at least enough buffers to avoid a
// flickering artifact in certain formats.
#define WL_BUFFERS_WANTED 15
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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enum hwdec_type {
HWDEC_NONE,
HWDEC_VAAPI,
HWDEC_DRMPRIME,
};
struct buffer {
struct vo *vo;
struct wl_buffer *buffer;
struct wl_list link;
struct mp_image *image;
uint32_t drm_format;
uintptr_t id;
};
struct priv {
struct mp_log *log;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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struct mp_rect src;
struct mpv_global *global;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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struct ra_ctx *ctx;
struct ra_hwdec_ctx hwdec_ctx;
struct wl_shm_pool *solid_buffer_pool;
struct wl_buffer *solid_buffer;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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struct wl_list buffer_list;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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bool destroy_buffers;
enum hwdec_type hwdec_type;
};
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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static void buffer_handle_release(void *data, struct wl_buffer *wl_buffer)
{
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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struct buffer *buf = data;
if (buf->image) {
mp_image_unrefp(&buf->image);
buf->image = NULL;
}
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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static const struct wl_buffer_listener buffer_listener = {
buffer_handle_release,
};
#if HAVE_VAAPI
static void close_file_descriptors(VADRMPRIMESurfaceDescriptor desc)
{
for (int i = 0; i < desc.num_objects; i++)
close(desc.objects[i].fd);
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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#endif
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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static uintptr_t vaapi_surface_id(struct mp_image *src)
{
uintptr_t id = 0;
#if HAVE_VAAPI
id = (uintptr_t)va_surface_id(src);
#endif
return id;
}
static void vaapi_dmabuf_importer(struct buffer *buf, struct mp_image *src,
struct zwp_linux_buffer_params_v1 *params)
{
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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#if HAVE_VAAPI
struct vo *vo = buf->vo;
struct priv *p = vo->priv;
VADRMPRIMESurfaceDescriptor desc = {0};
VADisplay display = ra_get_native_resource(p->ctx->ra, "VADisplay");
/* composed has single layer */
int layer_no = 0;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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buf->id = vaapi_surface_id(src);
VAStatus status = vaExportSurfaceHandle(display, buf->id, VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME_2,
VA_EXPORT_SURFACE_COMPOSED_LAYERS | VA_EXPORT_SURFACE_READ_ONLY, &desc);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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if (!CHECK_VA_STATUS(vo, "vaExportSurfaceHandle()")) {
/* invalid surface warning => composed layers not supported */
if (status == VA_STATUS_ERROR_INVALID_SURFACE)
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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MP_VERBOSE(vo, "vaExportSurfaceHandle: composed layers not supported.\n");
goto done;
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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buf->drm_format = desc.layers[layer_no].drm_format;
if (!ra_compatible_format(p->ctx->ra, buf->drm_format, desc.objects[0].drm_format_modifier)) {
MP_VERBOSE(vo, "%s(%016lx) is not supported.\n",
mp_tag_str(buf->drm_format), desc.objects[0].drm_format_modifier);
buf->drm_format = 0;
goto done;
}
for (int plane_no = 0; plane_no < desc.layers[layer_no].num_planes; ++plane_no) {
int object = desc.layers[layer_no].object_index[plane_no];
uint64_t modifier = desc.objects[object].drm_format_modifier;
zwp_linux_buffer_params_v1_add(params, desc.objects[object].fd, plane_no, desc.layers[layer_no].offset[plane_no],
desc.layers[layer_no].pitch[plane_no], modifier >> 32, modifier & 0xffffffff);
}
done:
close_file_descriptors(desc);
#endif
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
static uintptr_t drmprime_surface_id(struct mp_image *src)
{
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
uintptr_t id = 0;
#if HAVE_DRM
struct AVDRMFrameDescriptor *desc = (AVDRMFrameDescriptor *)src->planes[0];
AVDRMObjectDescriptor object = desc->objects[0];
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
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id = (uintptr_t)object.fd;
#endif
return id;
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
static void drmprime_dmabuf_importer(struct buffer *buf, struct mp_image *src,
struct zwp_linux_buffer_params_v1 *params)
{
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
#if HAVE_DRM
int layer_no, plane_no;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
int max_planes = 0;
const AVDRMFrameDescriptor *desc = (AVDRMFrameDescriptor *)src->planes[0];
if (!desc)
return;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
buf->id = drmprime_surface_id(src);
for (layer_no = 0; layer_no < desc->nb_layers; layer_no++) {
AVDRMLayerDescriptor layer = desc->layers[layer_no];
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
buf->drm_format = layer.format;
max_planes = MPMAX(max_planes, layer.nb_planes);
for (plane_no = 0; plane_no < layer.nb_planes; ++plane_no) {
AVDRMPlaneDescriptor plane = layer.planes[plane_no];
int object_index = plane.object_index;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
AVDRMObjectDescriptor object = desc->objects[object_index];
uint64_t modifier = object.format_modifier;
zwp_linux_buffer_params_v1_add(params, object.fd, plane_no, plane.offset,
plane.pitch, modifier >> 32, modifier & 0xffffffff);
}
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
#endif
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
static intptr_t surface_id(struct vo *vo, struct mp_image *src)
{
struct priv *p = vo->priv;
switch(p->hwdec_type) {
case HWDEC_VAAPI:
return vaapi_surface_id(src);
case HWDEC_DRMPRIME:
return drmprime_surface_id(src);
default:
return 0;
}
}
static struct buffer *buffer_check(struct vo *vo, struct mp_image *src)
{
struct priv *p = vo->priv;
/* Make more buffers if we're not at the desired amount yet. */
if (wl_list_length(&p->buffer_list) < WL_BUFFERS_WANTED)
goto done;
uintptr_t id = surface_id(vo, src);
struct buffer *buf;
wl_list_for_each(buf, &p->buffer_list, link) {
if (buf->id == id) {
if (buf->image)
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
mp_image_unrefp(&buf->image);
buf->image = src;
return buf;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
}
}
done:
return NULL;
}
static struct buffer *buffer_create(struct vo *vo, struct mp_image *src)
{
struct vo_wayland_state *wl = vo->wl;
struct priv *p = vo->priv;
struct buffer *buf = talloc_zero(vo, struct buffer);
buf->vo = vo;
buf->image = src;
struct zwp_linux_buffer_params_v1 *params = zwp_linux_dmabuf_v1_create_params(wl->dmabuf);
switch(p->hwdec_type) {
case HWDEC_VAAPI:
vaapi_dmabuf_importer(buf, src, params);
break;
case HWDEC_DRMPRIME:
drmprime_dmabuf_importer(buf, src, params);
break;
}
if (!buf->drm_format) {
mp_image_unrefp(&buf->image);
talloc_free(buf);
zwp_linux_buffer_params_v1_destroy(params);
return NULL;
}
buf->buffer = zwp_linux_buffer_params_v1_create_immed(params, src->params.w, src->params.h,
buf->drm_format, 0);
zwp_linux_buffer_params_v1_destroy(params);
wl_buffer_add_listener(buf->buffer, &buffer_listener, buf);
wl_list_insert(&p->buffer_list, &buf->link);
return buf;
}
static struct buffer *buffer_get(struct vo *vo, struct mp_image *src)
{
/* Reuse existing buffer if possible. */
struct buffer *buf = buffer_check(vo, src);
if (buf) {
return buf;
} else {
return buffer_create(vo, src);
}
}
static void destroy_buffers(struct vo *vo)
{
struct priv *p = vo->priv;
struct buffer *buf, *tmp;
p->destroy_buffers = false;
wl_list_for_each_safe(buf, tmp, &p->buffer_list, link) {
wl_list_remove(&buf->link);
if (buf->image) {
mp_image_unrefp(&buf->image);
buf->image = NULL;
}
if (buf->buffer) {
wl_buffer_destroy(buf->buffer);
buf->buffer = NULL;
}
talloc_free(buf);
}
}
static void set_viewport_source(struct vo *vo, struct mp_rect src) {
struct priv *p = vo->priv;
struct vo_wayland_state *wl = vo->wl;
if (wl->video_viewport && !mp_rect_equals(&p->src, &src)) {
wp_viewport_set_source(wl->video_viewport, src.x0 << 8,
src.y0 << 8, mp_rect_w(src) << 8,
mp_rect_h(src) << 8);
p->src = src;
}
}
static void resize(struct vo *vo)
{
struct vo_wayland_state *wl = vo->wl;
struct mp_rect src;
struct mp_rect dst;
struct mp_osd_res osd;
struct mp_vo_opts *vo_opts = wl->vo_opts;
const int width = mp_rect_w(wl->geometry);
const int height = mp_rect_h(wl->geometry);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (width == 0 || height == 0)
return;
vo_wayland_set_opaque_region(wl, false);
vo->dwidth = width;
vo->dheight = height;
// top level viewport is calculated with pan set to zero
vo->opts->pan_x = 0;
vo->opts->pan_y = 0;
vo_get_src_dst_rects(vo, &src, &dst, &osd);
wp_viewport_set_destination(wl->viewport, 2 * dst.x0 + mp_rect_w(dst), 2 * dst.y0 + mp_rect_h(dst));
2023-03-27 20:42:17 +00:00
//now we restore pan for video viewport calculation
vo->opts->pan_x = vo_opts->pan_x;
vo->opts->pan_y = vo_opts->pan_y;
vo_get_src_dst_rects(vo, &src, &dst, &osd);
wp_viewport_set_destination(wl->video_viewport, mp_rect_w(dst), mp_rect_h(dst));
wl_subsurface_set_position(wl->video_subsurface, dst.x0, dst.y0);
set_viewport_source(vo, src);
}
static void draw_frame(struct vo *vo, struct vo_frame *frame)
{
struct priv *p = vo->priv;
struct vo_wayland_state *wl = vo->wl;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
struct buffer *buf;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (!vo_wayland_check_visible(vo) || !frame->current)
return;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (p->destroy_buffers)
destroy_buffers(vo);
struct mp_image *src = mp_image_new_ref(frame->current);
buf = buffer_get(vo, src);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (buf && buf->image) {
wl_surface_attach(wl->video_surface, buf->buffer, 0, 0);
wl_surface_damage_buffer(wl->video_surface, 0, 0, buf->image->params.w,
buf->image->params.h);
}
}
static void flip_page(struct vo *vo)
{
struct vo_wayland_state *wl = vo->wl;
wl_surface_commit(wl->video_surface);
wl_surface_commit(wl->surface);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (!wl->opts->disable_vsync)
vo_wayland_wait_frame(wl);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (wl->use_present)
present_sync_swap(wl->present);
}
static void get_vsync(struct vo *vo, struct vo_vsync_info *info)
{
struct vo_wayland_state *wl = vo->wl;
if (wl->use_present)
present_sync_get_info(wl->present, info);
}
static bool is_supported_fmt(int fmt)
{
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
return (fmt == IMGFMT_DRMPRIME || fmt == IMGFMT_VAAPI);
}
static int query_format(struct vo *vo, int format)
{
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
return is_supported_fmt(format);
}
static int reconfig(struct vo *vo, struct mp_image_params *params)
{
if (!vo_wayland_reconfig(vo))
return VO_ERROR;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
// Immediately destroy all buffers if params change.
destroy_buffers(vo);
return 0;
}
static void call_request_hwdec_api(void *ctx, struct hwdec_imgfmt_request *params)
{
// Roundabout way to run hwdec loading on the VO thread.
// Redirects to request_hwdec_api().
vo_control(ctx, VOCTRL_LOAD_HWDEC_API, params);
}
static int control(struct vo *vo, uint32_t request, void *data)
{
struct priv *p = vo->priv;
int events = 0;
int ret;
switch (request) {
case VOCTRL_LOAD_HWDEC_API:
assert(p->hwdec_ctx.ra_ctx);
struct hwdec_imgfmt_request* req = (struct hwdec_imgfmt_request*)data;
if (!is_supported_fmt(req->imgfmt))
return 0;
ra_hwdec_ctx_load_fmt(&p->hwdec_ctx, vo->hwdec_devs, req);
return (p->hwdec_ctx.num_hwdecs > 0);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
case VOCTRL_RESET:
p->destroy_buffers = true;
return VO_TRUE;
case VOCTRL_SET_PANSCAN:
resize(vo);
return VO_TRUE;
}
ret = vo_wayland_control(vo, &events, request, data);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
if (events & VO_EVENT_RESIZE)
resize(vo);
if (events & VO_EVENT_EXPOSE)
vo->want_redraw = true;
vo_event(vo, events);
return ret;
}
static void uninit(struct vo *vo)
{
struct priv *p = vo->priv;
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
destroy_buffers(vo);
if (p->solid_buffer_pool)
wl_shm_pool_destroy(p->solid_buffer_pool);
if (p->solid_buffer)
wl_buffer_destroy(p->solid_buffer);
ra_hwdec_ctx_uninit(&p->hwdec_ctx);
if (vo->hwdec_devs) {
hwdec_devices_set_loader(vo->hwdec_devs, NULL, NULL);
hwdec_devices_destroy(vo->hwdec_devs);
}
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
vo_wayland_uninit(vo);
ra_ctx_destroy(&p->ctx);
}
static int preinit(struct vo *vo)
{
struct priv *p = vo->priv;
p->log = vo->log;
p->global = vo->global;
p->ctx = ra_ctx_create_by_name(vo, "wldmabuf");
if (!p->ctx)
goto err;
assert(p->ctx->ra);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
wl_list_init(&p->buffer_list);
if (!vo->wl->dmabuf || !vo->wl->dmabuf_feedback) {
MP_FATAL(vo->wl, "Compositor doesn't support the %s (ver. 4) protocol!\n",
zwp_linux_dmabuf_v1_interface.name);
goto err;
}
if (!vo->wl->shm) {
MP_FATAL(vo->wl, "Compositor doesn't support the %s protocol!\n",
wl_shm_interface.name);
goto err;
}
if (!vo->wl->video_subsurface) {
MP_FATAL(vo->wl, "Compositor doesn't support the %s protocol!\n",
wl_subcompositor_interface.name);
goto err;
}
if (!vo->wl->viewport) {
MP_FATAL(vo->wl, "Compositor doesn't support the %s protocol!\n",
wp_viewporter_interface.name);
goto err;
}
if (vo->wl->single_pixel_manager) {
#if HAVE_WAYLAND_PROTOCOLS_1_27
p->solid_buffer = wp_single_pixel_buffer_manager_v1_create_u32_rgba_buffer(
vo->wl->single_pixel_manager, 0, 0, 0, UINT32_MAX); /* R, G, B, A */
#endif
} else {
int width = 1;
int height = 1;
int stride = MP_ALIGN_UP(width * 4, 16);
int fd = vo_wayland_allocate_memfd(vo, stride);
if (fd < 0)
goto err;
p->solid_buffer_pool = wl_shm_create_pool(vo->wl->shm, fd, height * stride);
close(fd);
if (!p->solid_buffer_pool)
goto err;
p->solid_buffer = wl_shm_pool_create_buffer(
p->solid_buffer_pool, 0, width, height, stride, WL_SHM_FORMAT_XRGB8888);
}
if (!p->solid_buffer)
goto err;
wl_surface_attach(vo->wl->surface, p->solid_buffer, 0, 0);
vo->hwdec_devs = hwdec_devices_create();
hwdec_devices_set_loader(vo->hwdec_devs, call_request_hwdec_api, vo);
assert(!p->hwdec_ctx.ra_ctx);
p->hwdec_ctx = (struct ra_hwdec_ctx) {
.log = p->log,
.global = p->global,
.ra_ctx = p->ctx,
};
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
ra_hwdec_ctx_init(&p->hwdec_ctx, vo->hwdec_devs, NULL, true);
vo_dmabuf_wayland: rewrite around wl_list vo_dmabuf_wayland worked by allocating entries to a pool and then having a lot of complex logic dealing with releasing buffers, pending entries, etc. along with some other not so nice things. Instead, we can rewrite this logic so that the wl_buffers created by the imported dmabuf is instead stored in a linked list, wl_list. We can simply append our buffers to the list when needed and destroy everything at the end. On every frame, we can check the ids of our surfaces and reuse existing buffers, so in practice there will only ever be a handful at a time. Some other small changes were made in an attempt to organize the vaapi/drmprime code a little better as well. An important change is to always enforce at least a minimum number of buffers. Certain formats would not make enough unique buffers, and this results in flickering/artifacts occuring. The old way to attempt to deal with this was to clear out all the existing buffers and remake them, but this gets complicated and also didn't always work. An easy solution to this is just create more buffers which appears to solve this problem. The actual number needed is not really based on anything solid, but 8 is a reasonable number to create for the lifetime of a file and it seems to do the trick. Additionally, seeking/loading new files can result in flicker artificts due to buffers being reused when they shouldn't. When that happens, we flip a bool so all the buffers get destroyed in draw_frame to avoid any visual glitches.
2023-02-09 20:04:19 +00:00
for (int i = 0; i < p->hwdec_ctx.num_hwdecs; i++) {
struct ra_hwdec *hw = p->hwdec_ctx.hwdecs[i];
if (ra_get_native_resource(p->ctx->ra, "VADisplay")) {
p->hwdec_type = HWDEC_VAAPI;
} else if (strcmp(hw->driver->name, "drmprime") == 0) {
p->hwdec_type = HWDEC_DRMPRIME;
}
}
if (p->hwdec_type == HWDEC_NONE) {
MP_ERR(vo, "No valid hardware decoding driver could be loaded!");
goto err;
}
p->src = (struct mp_rect){0, 0, 0, 0};
return 0;
err:
uninit(vo);
return -1;
}
const struct vo_driver video_out_dmabuf_wayland = {
.description = "Wayland dmabuf video output",
.name = "dmabuf-wayland",
.preinit = preinit,
.query_format = query_format,
.reconfig = reconfig,
.control = control,
.draw_frame = draw_frame,
.flip_page = flip_page,
.get_vsync = get_vsync,
.wakeup = vo_wayland_wakeup,
.wait_events = vo_wayland_wait_events,
.uninit = uninit,
.priv_size = sizeof(struct priv),
};